From f9a74252496224d7d1b9256d61b97b08a62d5661 Mon Sep 17 00:00:00 2001 From: Tleety Date: Thu, 17 Apr 2014 00:54:01 +0200 Subject: [PATCH 01/49] Added Comments in Renderer.cpp --- src/Renderer.cpp | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index e7dfed6..55cd40b 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -280,16 +280,19 @@ void Renderer::DrawScene() 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_FRONT); //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); + + //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::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); // glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)); glm::mat4 depthCamera = m_SunProjection * depthViewMatrix; @@ -299,7 +302,9 @@ void Renderer::DrawShadowMap() 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; From 6d75336496a71439e1136218794d1ba15e4b0d31 Mon Sep 17 00:00:00 2001 From: Tleety Date: Thu, 24 Apr 2014 00:11:16 +0200 Subject: [PATCH 02/49] Started on deferred rendering framework. --- src/Renderer.cpp | 192 ++++++++++++++---- src/Renderer.h | 10 + src/Shaders/First_pass.frag.glsl | 12 ++ src/Shaders/First_pass.vert.glsl | 16 ++ src/Shaders/Second_pass.frag.glsl | 24 +++ src/Shaders/Second_pass.vert.glsl | 9 + src/Shaders/geometry_pass.frag.glsl | 20 -- src/Shaders/geometry_pass.vert.glsl | 20 -- src/Util/defferedUtil.h | 28 +++ src/gBuffer.cpp | 40 ---- src/gBuffer.h | 35 ---- vs11/Returngeance/Returngeance.vcxproj | 18 ++ .../Returngeance/Returngeance.vcxproj.filters | 15 ++ 13 files changed, 289 insertions(+), 150 deletions(-) create mode 100644 src/Shaders/First_pass.frag.glsl create mode 100644 src/Shaders/First_pass.vert.glsl create mode 100644 src/Shaders/Second_pass.frag.glsl create mode 100644 src/Shaders/Second_pass.vert.glsl delete mode 100644 src/Shaders/geometry_pass.frag.glsl delete mode 100644 src/Shaders/geometry_pass.vert.glsl create mode 100644 src/Util/defferedUtil.h delete mode 100644 src/gBuffer.cpp delete mode 100644 src/gBuffer.h diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 55cd40b..50c820b 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -72,6 +72,8 @@ void Renderer::Initialize() glEnable(GL_DEPTH_TEST); LoadContent(); + + FrameBufferTextures(); } void Renderer::LoadContent() @@ -110,6 +112,11 @@ void Renderer::LoadContent() m_ShaderProgramSkybox.Compile(); m_ShaderProgramSkybox.Link(); + m_FirstPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/First_pass.vert.glsl"))); + m_FirstPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/First_pass.frag.glsl"))); + m_FirstPassProgram.Compile(); + m_FirstPassProgram.Link(); + m_Skybox = std::make_shared("Textures/Skybox/Sunset", "jpg"); m_DebugAABB = CreateAABB(); @@ -147,43 +154,17 @@ 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 + DrawFBO(); ClearStuff(); glfwSwapBuffers(m_Window); } +#pragma region TempRegion + + + + void Renderer::DrawSkybox() { glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -199,8 +180,8 @@ void Renderer::DrawSkybox() void Renderer::DrawScene() { - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glViewport(0, 0, WIDTH, HEIGHT); +// glBindFramebuffer(GL_FRAMEBUFFER, 0); +// glViewport(0, 0, WIDTH, HEIGHT); glClear(GL_DEPTH_BUFFER_BIT); //glClearColor(1.0f, 1.0f, 0.0f, 1.0f); @@ -537,6 +518,7 @@ GLuint Renderer::CreateSkybox() return vao; } + void Renderer::ClearStuff() { AABBsToRender.clear(); @@ -549,4 +531,144 @@ void Renderer::ClearStuff() Light_quadraticAttenuation.clear(); Light_spotExponent.clear(); Lights = 0; -} \ No newline at end of file +} + +#pragma endregion + +void Renderer::FrameBufferTextures() +{ + m_fb = 0; + + glGenFramebuffers(1, &m_fb); + GLERROR("GLERROR: Failed to generate frame buffer"); + glGenTextures(1, &m_fb_PositionTexture); + GLERROR("GLERROR: Failed to generate Position texture"); + glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture); + GLERROR("GLERROR: Failed to bind Position texture"); + glTexImage2D( + GL_TEXTURE_2D, + 0, + GL_RGB16F, + WIDTH, + HEIGHT, + 0, + GL_RGBA, + GL_UNSIGNED_BYTE, + NULL + ); + GLERROR("GLERROR: Failed to generate Position texture image"); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + GLERROR("GLERROR: Failed to generate Position Parameters"); + + glGenTextures(1, &m_fb_NormalsTexture); + GLERROR("GLERROR: Failed to generate Normal texture"); + glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture); + GLERROR("GLERROR: Failed to bind Normal texture"); + glTexImage2D( + GL_TEXTURE_2D, + 0, + GL_RGB16F, + WIDTH, + HEIGHT, + 0, + GL_RGBA, + GL_UNSIGNED_BYTE, + NULL + ); + GLERROR("GLERROR: Failed to generate Normal texture image"); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + GLERROR("GLERROR: Failed to generate Normals Parameters"); + + glBindFramebuffer(GL_FRAMEBUFFER, m_fb); + GLERROR("GLERROR: Failed to bind framebuffer"); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fb_PositionTexture, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fb_NormalsTexture, 0); + GLERROR("GLERROR: Failed to FrameBufferTexture2D"); + + m_rb = 0; + glGenRenderbuffers(1, &m_rb); + GLERROR("GLERROR: Failed to generate RenderBuffer"); + glBindRenderbuffer(GL_RENDERBUFFER, m_rb); + GLERROR("GLERROR: Failed to bind RenderBuffer"); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rb); + + draw_bufs[1] = GL_COLOR_ATTACHMENT0; + draw_bufs[2] = GL_COLOR_ATTACHMENT1; + + +} + +void Renderer::DrawFBO() +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glBindFramebuffer(GL_FRAMEBUFFER, m_fb); + 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(); + if (m_DrawWireframe) + { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + } + 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_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr( m_Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + 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); +// } + } + +#ifdef DEBUG + // Debug draw model normals + if (m_DrawNormals) + { + m_ShaderProgramNormals.Bind(); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + DrawModels(m_ShaderProgramNormals); + } +#endif + + //glDrawBuffers(2, draw_bufs); +} + diff --git a/src/Renderer.h b/src/Renderer.h index 8d0da1f..3243eef 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -88,9 +88,16 @@ private: GLuint m_ShadowFrameBuffer; GLuint m_ShadowDepthTexture; + GLuint m_fb_PositionTexture; + GLuint m_fb_NormalsTexture; + GLuint m_fb; + GLuint m_rb; + GLenum draw_bufs[2]; + std::shared_ptr m_Camera; ShaderProgram m_ShaderProgram; + ShaderProgram m_FirstPassProgram; ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramShadows; ShaderProgram m_ShaderProgramShadowsDrawDepth; @@ -102,6 +109,9 @@ private: void DrawModels(ShaderProgram &shader); void DrawShadowMap(); void CreateShadowMap(int resolution); + void FrameBufferTextures(); + void DrawFBO(); + GLuint CreateQuad(); void DrawDebugShadowMap(); GLuint CreateAABB(); diff --git a/src/Shaders/First_pass.frag.glsl b/src/Shaders/First_pass.frag.glsl new file mode 100644 index 0000000..df66547 --- /dev/null +++ b/src/Shaders/First_pass.frag.glsl @@ -0,0 +1,12 @@ +#version 400 + +in vec3 p_eye; +in vec3 n_eye; + +layout (location = 0) out vec4 def_p; // "go to GL_COLOR_ATTACHMENT0" +layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1" + +void main () { + def_p = vec4(p_eye, 1.0); + def_n = vec4(n_eye, 1.0); +} \ No newline at end of file diff --git a/src/Shaders/First_pass.vert.glsl b/src/Shaders/First_pass.vert.glsl new file mode 100644 index 0000000..f6cd49c --- /dev/null +++ b/src/Shaders/First_pass.vert.glsl @@ -0,0 +1,16 @@ +#version 400 + +layout(location = 0) in vec3 vp; +layout(location = 1) in vec3 vn; +layout(location = 2) in vec2 TextureCoord; + +uniform mat4 P, V, M; + +out vec3 p_eye; +out vec3 n_eye; + +void main () { + p_eye = (V * M * vec4 (vp, 1.0)).xyz; + n_eye = (V * M * vec4 (vn, 0.0)).xyz; + gl_Position = P * vec4 (p_eye, 1.0); +} \ No newline at end of file diff --git a/src/Shaders/Second_pass.frag.glsl b/src/Shaders/Second_pass.frag.glsl new file mode 100644 index 0000000..5792748 --- /dev/null +++ b/src/Shaders/Second_pass.frag.glsl @@ -0,0 +1,24 @@ +#version 430 + +uniform sampler2D tDiffuse; +uniform sampler2D tPosition; +uniform sampler2D tNormals; +uniform vec3 cameraPosition; + +void main( void ) +{ + vec4 image = texture2D( tDiffuse, gl_TexCoord[0].xy ); + vec4 position = texture2D( tPosition, gl_TexCoord[0].xy ); + vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy ); + + vec3 light = vec3(50,100,50); + vec3 lightDir = light - position.xyz ; + + normal = normalize(normal); + lightDir = normalize(lightDir); + + vec3 eyeDir = normalize(cameraPosition-position.xyz); + vec3 vHalfVector = normalize(lightDir.xyz+eyeDir); + + gl_FragColor = max(dot(normal,lightDir),0) * image + pow(max(dot(normal,vHalfVector),0.0), 100) * 1.5; +} diff --git a/src/Shaders/Second_pass.vert.glsl b/src/Shaders/Second_pass.vert.glsl new file mode 100644 index 0000000..23a3280 --- /dev/null +++ b/src/Shaders/Second_pass.vert.glsl @@ -0,0 +1,9 @@ +#version 430 + +void main( void ) +{ + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0; + + gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); +} diff --git a/src/Shaders/geometry_pass.frag.glsl b/src/Shaders/geometry_pass.frag.glsl deleted file mode 100644 index 4fe34ba..0000000 --- a/src/Shaders/geometry_pass.frag.glsl +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/src/Shaders/geometry_pass.vert.glsl b/src/Shaders/geometry_pass.vert.glsl deleted file mode 100644 index c431ba9..0000000 --- a/src/Shaders/geometry_pass.vert.glsl +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/src/Util/defferedUtil.h b/src/Util/defferedUtil.h new file mode 100644 index 0000000..d362fac --- /dev/null +++ b/src/Util/defferedUtil.h @@ -0,0 +1,28 @@ +#ifndef UTIL_H +#define UTIL_H + +#include +#include +#include + +#define ZERO_MEM(a) memset(a, 0, sizeof(a)) + +#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0])) + +#define INVALID_OGL_VALUE 0xFFFFFFFF + +#define SAFE_DELETE(p) if (p) { delete p; p = NULL; } + +#define GLExitIfError() \ +{ \ + GLenum Error = glGetError(); \ + \ + if (Error != GL_NO_ERROR) { \ + printf("OpenGL error in %s:%d: 0x%x\n", __FILE__, __LINE__, Error); \ + exit(0); \ + } \ +} + +#define GLCheckError() (glGetError() == GL_NO_ERROR) + +#endif /* UTIL_H */ diff --git a/src/gBuffer.cpp b/src/gBuffer.cpp deleted file mode 100644 index 5acf690..0000000 --- a/src/gBuffer.cpp +++ /dev/null @@ -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; -} \ No newline at end of file diff --git a/src/gBuffer.h b/src/gBuffer.h deleted file mode 100644 index 721eb15..0000000 --- a/src/gBuffer.h +++ /dev/null @@ -1,35 +0,0 @@ -#ifndef gBuffer_h__ -#define gBuffer_h__ - -#include - -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__ \ No newline at end of file diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 4726981..46c68eb 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -156,15 +156,33 @@ + + + + + true + + + + + + + + + true + + + true + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 672e8dd..0186e7f 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -214,6 +214,9 @@ + + Util + @@ -249,5 +252,17 @@ Shaders + + Shaders + + + Shaders + + + Shaders + + + Shaders + \ No newline at end of file From 9c329145c4542818a89bb26283c8454d8a18569d Mon Sep 17 00:00:00 2001 From: Tleety Date: Fri, 25 Apr 2014 04:09:42 +0200 Subject: [PATCH 03/49] Deferred rendering base mostly complete. --- src/Renderer.cpp | 218 +++++++++++++++--------------- src/Renderer.h | 10 +- src/Shaders/First_pass.frag.glsl | 27 +++- src/Shaders/First_pass.vert.glsl | 34 ++++- src/Shaders/Second_pass.frag.glsl | 50 ++++--- src/Shaders/Second_pass.vert.glsl | 14 +- 6 files changed, 206 insertions(+), 147 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 50c820b..de9d6d3 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -115,8 +115,14 @@ void Renderer::LoadContent() m_FirstPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/First_pass.vert.glsl"))); m_FirstPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/First_pass.frag.glsl"))); m_FirstPassProgram.Compile(); + BindFragDataLocation(); m_FirstPassProgram.Link(); + m_SecondPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Second_pass.vert.glsl"))); + m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Second_pass.frag.glsl"))); + m_SecondPassProgram.Compile(); + m_SecondPassProgram.Link(); + m_Skybox = std::make_shared("Textures/Skybox/Sunset", "jpg"); m_DebugAABB = CreateAABB(); @@ -538,137 +544,125 @@ void Renderer::ClearStuff() void Renderer::FrameBufferTextures() { m_fb = 0; - + m_fDepthBuffer = 0; + glGenFramebuffers(1, &m_fb); - GLERROR("GLERROR: Failed to generate frame buffer"); - glGenTextures(1, &m_fb_PositionTexture); - GLERROR("GLERROR: Failed to generate Position texture"); - glBindTexture(GL_TEXTURE_2D, m_fb_PositionTexture); - GLERROR("GLERROR: Failed to bind Position texture"); - glTexImage2D( - GL_TEXTURE_2D, - 0, - GL_RGB16F, - WIDTH, - HEIGHT, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - NULL - ); - GLERROR("GLERROR: Failed to generate Position texture image"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glGenRenderbuffers(1, &m_fDepthBuffer); + + glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT); + + //Generate and bind diffuse texture + glGenTextures(1, &m_fDiffuseTexture); + glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - GLERROR("GLERROR: Failed to generate Position Parameters"); - glGenTextures(1, &m_fb_NormalsTexture); - GLERROR("GLERROR: Failed to generate Normal texture"); - glBindTexture(GL_TEXTURE_2D, m_fb_NormalsTexture); - GLERROR("GLERROR: Failed to bind Normal texture"); - glTexImage2D( - GL_TEXTURE_2D, - 0, - GL_RGB16F, - WIDTH, - HEIGHT, - 0, - GL_RGBA, - GL_UNSIGNED_BYTE, - NULL - ); - GLERROR("GLERROR: Failed to generate Normal texture image"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + //Generate and bind position texture + glGenTextures(1, &m_fPositionTexture); + glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - GLERROR("GLERROR: Failed to generate Normals Parameters"); + //Generate and bind normal texture + glGenTextures(1, &m_fNormalsTexture); + glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, 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_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + //Generate and bind blend texture + glGenTextures(1, &m_fBlendTexture); + glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + //Bind fb glBindFramebuffer(GL_FRAMEBUFFER, m_fb); - GLERROR("GLERROR: Failed to bind framebuffer"); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fb_PositionTexture, 0); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fb_NormalsTexture, 0); - GLERROR("GLERROR: Failed to FrameBufferTexture2D"); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer); - m_rb = 0; - glGenRenderbuffers(1, &m_rb); - GLERROR("GLERROR: Failed to generate RenderBuffer"); - glBindRenderbuffer(GL_RENDERBUFFER, m_rb); - GLERROR("GLERROR: Failed to bind RenderBuffer"); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rb); - - draw_bufs[1] = GL_COLOR_ATTACHMENT0; - draw_bufs[2] = GL_COLOR_ATTACHMENT1; - + //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_fBlendTexture, 0); + GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) + { + printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); + exit(1); + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); } void Renderer::DrawFBO() { + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); + + GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; + glDrawBuffers(4, windowBuffClear); + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glBindFramebuffer(GL_FRAMEBUFFER, m_fb); - 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 - ); + // Execute the first render stage which will fill out the internal buffers with data(??) + //EnableRenderProgramStage1; + GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE }; + glDrawBuffers(4, windowBuffOpaque); + //DrawTheWorld(); - m_ShaderProgram.Bind(); - if (m_DrawWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - 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; + GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 }; + glDrawBuffers(4, windowBuffTransp); + glEnable(GL_BLEND); + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + //Depth buffer shall not be updated + glDepthMask(GL_FALSE); + //DrawTransparent items + glDepthMask(GL_TRUE); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - MVP = cameraMatrix * modelMatrix; - depthMVP = depthCameraMatrix * modelMatrix; - 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( m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); - 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); -// } - } + //Probably means to use the second_pass shader + //EnableRenderProgramDeferredStage(); -#ifdef DEBUG - // Debug draw model normals - if (m_DrawNormals) - { - m_ShaderProgramNormals.Bind(); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - DrawModels(m_ShaderProgramNormals); - } -#endif + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); + //glEnableVertexAttribArray(fVertexIndex); // VertexIndex? + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); + + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); + + //DrawSimpleSquare(); //I guess this draw a square and put the textures on it + + //glDisableVertexAttribArray(fVertexIndex); //VertexIndex? - //glDrawBuffers(2, draw_bufs); } +void Renderer::BindFragDataLocation() +{ + glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "diffuseOutput"); + glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "posOutput"); + glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "normOutput"); + glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 3, "blendOutput"); +} diff --git a/src/Renderer.h b/src/Renderer.h index 3243eef..d915c9c 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -88,16 +88,19 @@ private: GLuint m_ShadowFrameBuffer; GLuint m_ShadowDepthTexture; - GLuint m_fb_PositionTexture; - GLuint m_fb_NormalsTexture; + GLuint m_fDiffuseTexture; + GLuint m_fPositionTexture; + GLuint m_fNormalsTexture; + GLuint m_fBlendTexture; GLuint m_fb; - GLuint m_rb; + GLuint m_fDepthBuffer; GLenum draw_bufs[2]; std::shared_ptr m_Camera; ShaderProgram m_ShaderProgram; ShaderProgram m_FirstPassProgram; + ShaderProgram m_SecondPassProgram; ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramShadows; ShaderProgram m_ShaderProgramShadowsDrawDepth; @@ -111,6 +114,7 @@ private: void CreateShadowMap(int resolution); void FrameBufferTextures(); void DrawFBO(); + void BindFragDataLocation(); GLuint CreateQuad(); void DrawDebugShadowMap(); diff --git a/src/Shaders/First_pass.frag.glsl b/src/Shaders/First_pass.frag.glsl index df66547..2f3405b 100644 --- a/src/Shaders/First_pass.frag.glsl +++ b/src/Shaders/First_pass.frag.glsl @@ -1,4 +1,27 @@ -#version 400 +#version 130 +uniform sampler2D firstTexture; +in vec3 fragmentNormal; +in vec2 fragmentTexCoord; +in vec3 position; +layout (location = 0) out vec4 diffuseOutput; +layout (location = 1) out vec4 posOutput; +layout (location = 2) out vec4 normOutput; +layout (location = 3) out vec4 blendOutput; + +void main(void) +{ + posOutput.xyz = position; + normOutPut = vec4(fragmentNormal, 0); + vec4 clr = texture(firstTexture, fragmentTexCoord); + float alpha = clr.a; + if(alpha < 0.1) + discard; //Some optimizing + blendOutput.rgb = clr.rgb * clr.a; //Pre multiplied alpha + blendOutput.a = clr.a; + diffuseOutput = clr; +} + +/*#version 400 in vec3 p_eye; in vec3 n_eye; @@ -9,4 +32,4 @@ layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1" void main () { def_p = vec4(p_eye, 1.0); def_n = vec4(n_eye, 1.0); -} \ No newline at end of file +}*/ \ No newline at end of file diff --git a/src/Shaders/First_pass.vert.glsl b/src/Shaders/First_pass.vert.glsl index f6cd49c..832c0d8 100644 --- a/src/Shaders/First_pass.vert.glsl +++ b/src/Shaders/First_pass.vert.glsl @@ -1,4 +1,34 @@ -#version 400 +#version 130 + +precision mediump float; +uniform mat4 projectionMatrix; +uniform mat4 modelMatrix; +uniform mat4 viewMatrix; + +in vec3 normal; +in vec2 texCoord; +in vec3 vertex; + +in float intensity; +in float ambientLight; + +out vec3 fragmentNormal; +out vec2 fragmentTexCoord; +out float extIntensity; +out float extAmbientLight; + +void main(void) +{ + fragmentTexCoord = texCoord; + fragmentNormal = normalize((modelMatrix*vec4(normal, 0.0).xyz); + gl_Position = vec3(modelMatrix * vertex); //Copy position to the fragment shader + extIntensity = intensity/255.0; + extAmbientLight = ambientLight/255.0; +} + + + +/*#version 400 layout(location = 0) in vec3 vp; layout(location = 1) in vec3 vn; @@ -13,4 +43,4 @@ void main () { p_eye = (V * M * vec4 (vp, 1.0)).xyz; n_eye = (V * M * vec4 (vn, 0.0)).xyz; gl_Position = P * vec4 (p_eye, 1.0); -} \ No newline at end of file +}*/ \ No newline at end of file diff --git a/src/Shaders/Second_pass.frag.glsl b/src/Shaders/Second_pass.frag.glsl index 5792748..3591f9b 100644 --- a/src/Shaders/Second_pass.frag.glsl +++ b/src/Shaders/Second_pass.frag.glsl @@ -1,24 +1,32 @@ -#version 430 +#version 130 -uniform sampler2D tDiffuse; -uniform sampler2D tPosition; -uniform sampler2D tNormals; -uniform vec3 cameraPosition; +uniform sampler2D diffuseTex; // The color information +uniform sampler2D posTex; // World position +uniform sampler2D normalTex; // Normals +uniform sampler2D blendTex; // A bitmap with colors to blend with. +uniform vec3 camera; // The coordinate of the camera +in vec2 position; // The world position +layout (location = 0) out vec4 fragColor; -void main( void ) +void main(void) { - vec4 image = texture2D( tDiffuse, gl_TexCoord[0].xy ); - vec4 position = texture2D( tPosition, gl_TexCoord[0].xy ); - vec4 normal = texture2D( tNormals, gl_TexCoord[0].xy ); - - vec3 light = vec3(50,100,50); - vec3 lightDir = light - position.xyz ; - - normal = normalize(normal); - lightDir = normalize(lightDir); - - vec3 eyeDir = normalize(cameraPosition-position.xyz); - vec3 vHalfVector = normalize(lightDir.xyz+eyeDir); - - gl_FragColor = max(dot(normal,lightDir),0) * image + pow(max(dot(normal,vHalfVector),0.0), 100) * 1.5; -} + // Load data, stored in textures, from the first stage rendering. + vec4 diffuse = texture2D(diffuseTex, position.xy); + vec4 blend = texture2D(blendTex, position.xy); + vec4 worldPos = texture2D(posTex, position.xy); + vec4 normal = texture2D(normalTex, position.xy); + // Use information about lamp coordinate (not shown here), the pixel + // coordinate (worldpos.xyz), the normal of this pixel (normal.xyz) + // to compute a lighting effect. + // Use this lighting effect to update 'diffuse' + vec4 preBlend = diffuse * lamp + specularGlare; + // manual blending, using premultiplied alpha. + fragColor = blend + preBlend*(1-blend.a); +// Some debug features. Enable any of them to get a visual representation +// of an internal buffer. +// fragColor = (normal+1)/2; +// fragColor = diffuse; +// fragColor = blend; +// fragColor = worldPos; // Scaling may be needed to range [0,1] +// fragColor = lamp*vec4(1,1,1,1); +} \ No newline at end of file diff --git a/src/Shaders/Second_pass.vert.glsl b/src/Shaders/Second_pass.vert.glsl index 23a3280..3845ced 100644 --- a/src/Shaders/Second_pass.vert.glsl +++ b/src/Shaders/Second_pass.vert.glsl @@ -1,9 +1,9 @@ -#version 430 +#version 130 +in vec4 vertex; out vec2 position; -void main( void ) +void main(void) { - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; - gl_TexCoord[0] = gl_MultiTexCoord0; - - gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0); -} + gl_Position = vertex*2-1; + gl_Position.z = 0.0; + position = vertex.xy; +} \ No newline at end of file From 87cac66cd8222b7417c71f74f7bd4a0a1877c625 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 27 Apr 2014 02:44:04 +0200 Subject: [PATCH 04/49] Basic working deferred rendering --- src/GameWorld.cpp | 2 +- src/Renderer.cpp | 277 ++++++++++++------ src/Renderer.h | 3 +- src/ShaderProgram.cpp | 7 +- src/ShaderProgram.h | 2 +- src/Shaders/First_pass.frag.glsl | 35 --- src/Shaders/First_pass.vert.glsl | 46 --- src/Shaders/Fragment.glsl | 107 +------ src/Shaders/Fragment2.glsl | 19 ++ src/Shaders/Second_pass.frag.glsl | 32 -- src/Shaders/Second_pass.vert.glsl | 9 - src/Shaders/Vertex.glsl | 11 +- src/Shaders/Vertex2.glsl | 17 ++ vs11/Returngeance.psess | 83 ++++++ vs11/Returngeance.sln | 3 + vs11/Returngeance/Returngeance.vcxproj | 2 + .../Returngeance/Returngeance.vcxproj.filters | 14 +- 17 files changed, 344 insertions(+), 325 deletions(-) delete mode 100644 src/Shaders/First_pass.frag.glsl delete mode 100644 src/Shaders/First_pass.vert.glsl create mode 100644 src/Shaders/Fragment2.glsl delete mode 100644 src/Shaders/Second_pass.frag.glsl delete mode 100644 src/Shaders/Second_pass.vert.glsl create mode 100644 src/Shaders/Vertex2.glsl create mode 100644 vs11/Returngeance.psess diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 62e3980..f51cddf 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -67,7 +67,7 @@ void GameWorld::Initialize() model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; } - for(int i = 0; i < 500; i++) + for(int i = 0; i < 0; i++) { auto ball = CreateEntity(); auto transform = AddComponent(ball, "Transform"); diff --git a/src/Renderer.cpp b/src/Renderer.cpp index de9d6d3..44032b0 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -72,13 +72,11 @@ void Renderer::Initialize() glEnable(GL_DEPTH_TEST); LoadContent(); - - FrameBufferTextures(); } void Renderer::LoadContent() { - auto standardVS = std::shared_ptr(new VertexShader("Shaders/Vertex.glsl")); + /*auto standardVS = std::shared_ptr(new VertexShader("Shaders/Vertex.glsl")); auto standardFS = std::shared_ptr(new FragmentShader("Shaders/Fragment.glsl")); m_ShaderProgram.AddShader(standardVS); @@ -110,52 +108,26 @@ void Renderer::LoadContent() m_ShaderProgramSkybox.AddShader(std::shared_ptr(new VertexShader("Shaders/Skybox.vert.glsl"))); m_ShaderProgramSkybox.AddShader(std::shared_ptr(new FragmentShader("Shaders/Skybox.frag.glsl"))); m_ShaderProgramSkybox.Compile(); - m_ShaderProgramSkybox.Link(); + m_ShaderProgramSkybox.Link();*/ - m_FirstPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/First_pass.vert.glsl"))); - m_FirstPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/First_pass.frag.glsl"))); + m_FirstPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex.glsl"))); + m_FirstPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment.glsl"))); m_FirstPassProgram.Compile(); - BindFragDataLocation(); + 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(new VertexShader("Shaders/Second_pass.vert.glsl"))); - m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Second_pass.frag.glsl"))); + m_SecondPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex2.glsl"))); + m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2.glsl"))); m_SecondPassProgram.Compile(); m_SecondPassProgram.Link(); - m_Skybox = std::make_shared("Textures/Skybox/Sunset", "jpg"); - - m_DebugAABB = CreateAABB(); m_ScreenQuad = CreateQuad(); - CreateShadowMap(m_ShadowMapRes); + + FrameBufferTextures(); } -void Renderer::CreateShadowMap(int resolution) -{ - glGenFramebuffers(1, &m_ShadowFrameBuffer); - glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer); - - // Depth texture - glGenTextures(1, &m_ShadowDepthTexture); - glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); - - //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE ); - //glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY ); - - glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0); - glDrawBuffer(GL_NONE); - - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - { - LOG_ERROR("Framebuffer incomplete!"); - return; - } -} void Renderer::Draw(double dt) { glDisable(GL_BLEND); @@ -550,7 +522,7 @@ void Renderer::FrameBufferTextures() glGenRenderbuffers(1, &m_fDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT); //Generate and bind diffuse texture glGenTextures(1, &m_fDiffuseTexture); @@ -579,15 +551,6 @@ void Renderer::FrameBufferTextures() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - //Generate and bind blend texture - glGenTextures(1, &m_fBlendTexture); - glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - //Bind fb glBindFramebuffer(GL_FRAMEBUFFER, m_fb); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer); @@ -596,73 +559,201 @@ void Renderer::FrameBufferTextures() 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_fBlendTexture, 0); GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(fbStatus != GL_FRAMEBUFFER_COMPLETE) { - printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); - exit(1); + LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); + //exit(1); } - - glBindFramebuffer(GL_FRAMEBUFFER, 0); } +//void Renderer::FrameBufferTextures() +//{ +// m_fb = 0; +// m_fDepthBuffer = 0; +// +// glGenFramebuffers(1, &m_fb); +// glGenRenderbuffers(1, &m_fDepthBuffer); +// +// glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); +// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT); +// +// //Generate and bind diffuse texture +// glGenTextures(1, &m_fDiffuseTexture); +// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +// +// //Generate and bind position texture +// glGenTextures(1, &m_fPositionTexture); +// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, 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_CLAMP_TO_EDGE); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +// +// //Generate and bind normal texture +// glGenTextures(1, &m_fNormalsTexture); +// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, 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_CLAMP_TO_EDGE); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +// +// //Generate and bind blend texture +// glGenTextures(1, &m_fBlendTexture); +// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); +// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); +// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +// +// //Bind fb +// glBindFramebuffer(GL_FRAMEBUFFER, m_fb); +// 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_fBlendTexture, 0); +// +// GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); +// if(fbStatus != GL_FRAMEBUFFER_COMPLETE) +// { +// printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); +// exit(1); +// } +// +// glBindFramebuffer(GL_FRAMEBUFFER, 0); +//} + void Renderer::DrawFBO() { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); - GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; - glDrawBuffers(4, windowBuffClear); + // Clear G-buffer + GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; + glDrawBuffers(3, windowBuffClear); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Execute the first render stage which will fill out the internal buffers with data(??) - //EnableRenderProgramStage1; - GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE }; - glDrawBuffers(4, windowBuffOpaque); - //DrawTheWorld(); + m_FirstPassProgram.Bind(); + GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; + glDrawBuffers(3, windowBuffOpaque); + DrawFBOScene(); - GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 }; - glDrawBuffers(4, windowBuffTransp); - glEnable(GL_BLEND); - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - //Depth buffer shall not be updated - glDepthMask(GL_FALSE); - //DrawTransparent items - glDepthMask(GL_TRUE); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); + // Draw to screen glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + m_SecondPassProgram.Bind(); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - //Probably means to use the second_pass shader - //EnableRenderProgramDeferredStage(); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); - //glEnableVertexAttribArray(fVertexIndex); // VertexIndex? - glActiveTexture(GL_TEXTURE3); - glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); - - glActiveTexture(GL_TEXTURE2); - glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + ////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); - - //DrawSimpleSquare(); //I guess this draw a square and put the textures on it - - //glDisableVertexAttribArray(fVertexIndex); //VertexIndex? + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + glBindVertexArray(m_ScreenQuad); + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(2); + glDrawArrays(GL_TRIANGLES, 0, 6); } -void Renderer::BindFragDataLocation() -{ - glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "diffuseOutput"); - glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "posOutput"); - glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "normOutput"); - glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 3, "blendOutput"); +//void Renderer::DrawFBO() +//{ +// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); +// +// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; +// glDrawBuffers(4, windowBuffClear); +// glClearColor(0.0f, 0.0f, 0.0f, 0.0f); +// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +// +// // Execute the first render stage which will fill out the internal buffers with data(??) +// //EnableRenderProgramStage1; +// m_FirstPassProgram.Bind(); +// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE }; +// glDrawBuffers(4, windowBuffOpaque); +// DrawFBOScene(); +// +// GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 }; +// glDrawBuffers(4, windowBuffTransp); +// glEnable(GL_BLEND); +// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +// //Depth buffer shall not be updated +// glDepthMask(GL_FALSE); +// //DrawTransparent items +// glDepthMask(GL_TRUE); +// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +// glDisable(GL_BLEND); +// +// +// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); +// //Probably means to use the second_pass shader +// //EnableRenderProgramDeferredStage(); +// m_SecondPassProgram.Bind(); +// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); +// //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); +// glEnableVertexAttribArray(0); +// glActiveTexture(GL_TEXTURE0); +// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); +// +// glActiveTexture(GL_TEXTURE1); +// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); +// +// glActiveTexture(GL_TEXTURE2); +// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); +// +// glActiveTexture(GL_TEXTURE3); +// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); +// +// +// +// +// +// +// +// //DrawSimpleSquare(); //I guess this draw a square and put the textures on it +// glBindVertexArray(m_ScreenQuad); +// glDrawArrays(GL_TRIANGLES, 0, 6); +// glDisableVertexAttribArray(0); +// +//} + +void Renderer::DrawFBOScene() +{ + glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); + glm::mat4 MVP; + 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; + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + 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); + } + } } + diff --git a/src/Renderer.h b/src/Renderer.h index d915c9c..2d5eab0 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -84,7 +84,6 @@ private: glm::mat4 m_SunProjection; GLuint m_DebugAABB; - GLuint m_ScreenQuad; GLuint m_ShadowFrameBuffer; GLuint m_ShadowDepthTexture; @@ -95,6 +94,7 @@ private: GLuint m_fb; GLuint m_fDepthBuffer; GLenum draw_bufs[2]; + GLuint m_ScreenQuad; std::shared_ptr m_Camera; @@ -114,6 +114,7 @@ private: void CreateShadowMap(int resolution); void FrameBufferTextures(); void DrawFBO(); + void DrawFBOScene(); void BindFragDataLocation(); GLuint CreateQuad(); diff --git a/src/ShaderProgram.cpp b/src/ShaderProgram.cpp index e9bd864..bd67e90 100755 --- a/src/ShaderProgram.cpp +++ b/src/ShaderProgram.cpp @@ -103,6 +103,11 @@ void ShaderProgram::AddShader(std::shared_ptr 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()); diff --git a/src/ShaderProgram.h b/src/ShaderProgram.h index 07dbf9b..a27300c 100755 --- a/src/ShaderProgram.h +++ b/src/ShaderProgram.h @@ -61,7 +61,7 @@ class ShaderProgram { public: ShaderProgram() - : m_ShaderProgramHandle(0) { } + : m_ShaderProgramHandle(0) { } ~ShaderProgram(); void AddShader(std::shared_ptr shader); diff --git a/src/Shaders/First_pass.frag.glsl b/src/Shaders/First_pass.frag.glsl deleted file mode 100644 index 2f3405b..0000000 --- a/src/Shaders/First_pass.frag.glsl +++ /dev/null @@ -1,35 +0,0 @@ -#version 130 -uniform sampler2D firstTexture; -in vec3 fragmentNormal; -in vec2 fragmentTexCoord; -in vec3 position; -layout (location = 0) out vec4 diffuseOutput; -layout (location = 1) out vec4 posOutput; -layout (location = 2) out vec4 normOutput; -layout (location = 3) out vec4 blendOutput; - -void main(void) -{ - posOutput.xyz = position; - normOutPut = vec4(fragmentNormal, 0); - vec4 clr = texture(firstTexture, fragmentTexCoord); - float alpha = clr.a; - if(alpha < 0.1) - discard; //Some optimizing - blendOutput.rgb = clr.rgb * clr.a; //Pre multiplied alpha - blendOutput.a = clr.a; - diffuseOutput = clr; -} - -/*#version 400 - -in vec3 p_eye; -in vec3 n_eye; - -layout (location = 0) out vec4 def_p; // "go to GL_COLOR_ATTACHMENT0" -layout (location = 1) out vec4 def_n; // "go to GL_COLOR_ATTACHMENT1" - -void main () { - def_p = vec4(p_eye, 1.0); - def_n = vec4(n_eye, 1.0); -}*/ \ No newline at end of file diff --git a/src/Shaders/First_pass.vert.glsl b/src/Shaders/First_pass.vert.glsl deleted file mode 100644 index 832c0d8..0000000 --- a/src/Shaders/First_pass.vert.glsl +++ /dev/null @@ -1,46 +0,0 @@ -#version 130 - -precision mediump float; -uniform mat4 projectionMatrix; -uniform mat4 modelMatrix; -uniform mat4 viewMatrix; - -in vec3 normal; -in vec2 texCoord; -in vec3 vertex; - -in float intensity; -in float ambientLight; - -out vec3 fragmentNormal; -out vec2 fragmentTexCoord; -out float extIntensity; -out float extAmbientLight; - -void main(void) -{ - fragmentTexCoord = texCoord; - fragmentNormal = normalize((modelMatrix*vec4(normal, 0.0).xyz); - gl_Position = vec3(modelMatrix * vertex); //Copy position to the fragment shader - extIntensity = intensity/255.0; - extAmbientLight = ambientLight/255.0; -} - - - -/*#version 400 - -layout(location = 0) in vec3 vp; -layout(location = 1) in vec3 vn; -layout(location = 2) in vec2 TextureCoord; - -uniform mat4 P, V, M; - -out vec3 p_eye; -out vec3 n_eye; - -void main () { - p_eye = (V * M * vec4 (vp, 1.0)).xyz; - n_eye = (V * M * vec4 (vn, 0.0)).xyz; - gl_Position = P * vec4 (p_eye, 1.0); -}*/ \ No newline at end of file diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 11a43ab..7aa72d7 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -1,113 +1,26 @@ #version 430 -uniform mat4 model; -uniform mat4 view; - -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]; +layout (binding=0) uniform sampler2D DiffuseTexture; in VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; - vec3 ShadowCoord; } Input; -vec3 scene_ambient = vec3(0.5, 0.5, 0.5); - -out vec4 fragmentColor; +out vec4 frag_Diffuse; +out vec4 frag_Position; +out vec4 frag_Normal; void main() { + // Diffuse Texture + frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord); - // 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.xy, 0.0, 0.0); - // - // Phong shading - // - - // 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 Normal + frag_Normal = vec4(Input.Normal, 0.0); } \ No newline at end of file diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl new file mode 100644 index 0000000..cbc905e --- /dev/null +++ b/src/Shaders/Fragment2.glsl @@ -0,0 +1,19 @@ +#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 main() +{ + FragColor = texture2D(DiffuseTexture, Input.TextureCoord); +} \ No newline at end of file diff --git a/src/Shaders/Second_pass.frag.glsl b/src/Shaders/Second_pass.frag.glsl deleted file mode 100644 index 3591f9b..0000000 --- a/src/Shaders/Second_pass.frag.glsl +++ /dev/null @@ -1,32 +0,0 @@ -#version 130 - -uniform sampler2D diffuseTex; // The color information -uniform sampler2D posTex; // World position -uniform sampler2D normalTex; // Normals -uniform sampler2D blendTex; // A bitmap with colors to blend with. -uniform vec3 camera; // The coordinate of the camera -in vec2 position; // The world position -layout (location = 0) out vec4 fragColor; - -void main(void) -{ - // Load data, stored in textures, from the first stage rendering. - vec4 diffuse = texture2D(diffuseTex, position.xy); - vec4 blend = texture2D(blendTex, position.xy); - vec4 worldPos = texture2D(posTex, position.xy); - vec4 normal = texture2D(normalTex, position.xy); - // Use information about lamp coordinate (not shown here), the pixel - // coordinate (worldpos.xyz), the normal of this pixel (normal.xyz) - // to compute a lighting effect. - // Use this lighting effect to update 'diffuse' - vec4 preBlend = diffuse * lamp + specularGlare; - // manual blending, using premultiplied alpha. - fragColor = blend + preBlend*(1-blend.a); -// Some debug features. Enable any of them to get a visual representation -// of an internal buffer. -// fragColor = (normal+1)/2; -// fragColor = diffuse; -// fragColor = blend; -// fragColor = worldPos; // Scaling may be needed to range [0,1] -// fragColor = lamp*vec4(1,1,1,1); -} \ No newline at end of file diff --git a/src/Shaders/Second_pass.vert.glsl b/src/Shaders/Second_pass.vert.glsl deleted file mode 100644 index 3845ced..0000000 --- a/src/Shaders/Second_pass.vert.glsl +++ /dev/null @@ -1,9 +0,0 @@ -#version 130 -in vec4 vertex; out vec2 position; - -void main(void) -{ - gl_Position = vertex*2-1; - gl_Position.z = 0.0; - position = vertex.xy; -} \ No newline at end of file diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index 295d523..6254b60 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -1,26 +1,23 @@ #version 430 uniform mat4 MVP; -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; out VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; - vec3 ShadowCoord; } Output; void main() { gl_Position = MVP * vec4(Position, 1.0); - Output.Position = Position; + Output.Position = gl_Position.xyz; Output.Normal = Normal; Output.TextureCoord = TextureCoord; - Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0)); } \ No newline at end of file diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl new file mode 100644 index 0000000..e866f94 --- /dev/null +++ b/src/Shaders/Vertex2.glsl @@ -0,0 +1,17 @@ +#version 430 + +layout (location = 0) in vec3 Position; +layout (location = 2) in vec2 TextureCoord; + +out VertexData +{ + vec3 Position; + vec2 TextureCoord; +} Output; + +void main() +{ + gl_Position = vec4(Position, 1.0); + Output.Position = Position; + Output.TextureCoord = TextureCoord; +} \ No newline at end of file diff --git a/vs11/Returngeance.psess b/vs11/Returngeance.psess new file mode 100644 index 0000000..1912c4c --- /dev/null +++ b/vs11/Returngeance.psess @@ -0,0 +1,83 @@ + + + + Returngeance.sln + Sampling + None + true + true + Timestamp + Cycles + 10000000 + 10 + 10 + + false + + + + false + 500 + + \Memory\Pages/sec + \PhysicalDisk(_Total)\Avg. Disk Queue Length + \Processor(_Total)\% Processor Time + + + + true + false + false + + false + + + false + + + + bin\Debug\Returngeance.exe + 01/01/0001 00:00:00 + true + true + false + false + false + false + false + true + false + Executable + bin\Debug\Returngeance.exe + ..\bin\Debug + + + IIS + InternetExplorer + true + false + + false + + + false + + {E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj + Returngeance\Returngeance.vcxproj + Returngeance + + + + + Returngeance140427.vsp + + + Returngeance140427(1).vsp + + + + + :PB:{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj + + + \ No newline at end of file diff --git a/vs11/Returngeance.sln b/vs11/Returngeance.sln index 10ce52b..8daf9b5 100644 --- a/vs11/Returngeance.sln +++ b/vs11/Returngeance.sln @@ -39,4 +39,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection + GlobalSection(Performance) = preSolution + HasPerformanceSessions = true + EndGlobalSection EndGlobal diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 46c68eb..f84e662 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -175,6 +175,7 @@ + @@ -188,6 +189,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 0186e7f..7747f2d 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -4,7 +4,6 @@ - Rendering\Systems @@ -50,6 +49,9 @@ + + Rendering + @@ -129,7 +131,6 @@ - Rendering\Components @@ -217,6 +218,9 @@ Util + + Rendering + @@ -264,5 +268,11 @@ Shaders + + Shaders + + + Shaders + \ No newline at end of file From a199e777bc0ee8e83e06ae84db660e32fafa75ac Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 27 Apr 2014 03:59:41 +0200 Subject: [PATCH 05/49] Working Debug mode --- src/Renderer.cpp | 17 +++++----- src/Shaders/Fragment2-Debug.glsl | 33 +++++++++++++++++++ src/Shaders/Fragment2.glsl | 2 +- src/Shaders/Vertex.glsl | 3 +- vs11/Returngeance/Returngeance.vcxproj | 18 +--------- .../Returngeance/Returngeance.vcxproj.filters | 18 +++++++--- 6 files changed, 60 insertions(+), 31 deletions(-) create mode 100644 src/Shaders/Fragment2-Debug.glsl diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 44032b0..17e3db6 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -119,7 +119,7 @@ void Renderer::LoadContent() m_FirstPassProgram.Link(); m_SecondPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex2.glsl"))); - m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2.glsl"))); + m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2-Debug.glsl"))); m_SecondPassProgram.Compile(); m_SecondPassProgram.Link(); @@ -530,8 +530,8 @@ void Renderer::FrameBufferTextures() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + 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); @@ -539,8 +539,8 @@ void Renderer::FrameBufferTextures() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, 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_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + 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); @@ -548,8 +548,8 @@ void Renderer::FrameBufferTextures() glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, 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_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + 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_fb); @@ -668,7 +668,7 @@ void Renderer::DrawFBO() glBindVertexArray(m_ScreenQuad); glEnableVertexAttribArray(0); - glEnableVertexAttribArray(2); +/* glEnableVertexAttribArray(2);*/ glDrawArrays(GL_TRIANGLES, 0, 6); } @@ -747,6 +747,7 @@ void Renderer::DrawFBOScene() MVP = cameraMatrix * modelMatrix; glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "ModelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); glBindVertexArray(model->VAO); for (auto texGroup : model->TextureGroups) { diff --git a/src/Shaders/Fragment2-Debug.glsl b/src/Shaders/Fragment2-Debug.glsl new file mode 100644 index 0000000..dc258c8 --- /dev/null +++ b/src/Shaders/Fragment2-Debug.glsl @@ -0,0 +1,33 @@ +#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() +{ + //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)); +} + diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index cbc905e..42c3997 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -15,5 +15,5 @@ out vec4 FragColor; void main() { - FragColor = texture2D(DiffuseTexture, Input.TextureCoord); + FragColor = texture2D(NormalTexture, Input.TextureCoord); } \ No newline at end of file diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index 6254b60..aaa0857 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -1,6 +1,7 @@ #version 430 uniform mat4 MVP; +uniform mat4 ModelMatrix; layout (location = 0) in vec3 Position; layout (location = 1) in vec3 Normal; @@ -18,6 +19,6 @@ void main() gl_Position = MVP * vec4(Position, 1.0); Output.Position = gl_Position.xyz; - Output.Normal = Normal; + Output.Normal = normalize((ModelMatrix * vec4(Normal, 0.0)).xyz); Output.TextureCoord = TextureCoord; } \ No newline at end of file diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index a51c769..d8ca087 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -167,27 +167,11 @@ - - - - true - - - - - - - + - - true - - - true - diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index b8f30e6..1a05dbf 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -226,12 +226,10 @@ Physics\Components + - - Shaders - - + Shaders @@ -255,11 +253,23 @@ Shaders + + Shaders + Shaders Shaders + + Shaders + + + Shaders + + + Shaders + \ No newline at end of file From 4389f2db4c39e08210f67192b034ff4a7e4807f0 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 27 Apr 2014 04:59:11 +0200 Subject: [PATCH 06/49] Fixed being able to switch between Quad view and normal view. --- src/Renderer.cpp | 27 +++++++++++++++++++++++++-- src/Renderer.h | 3 +++ src/Shaders/Fragment2-Debug.glsl | 5 +++++ src/Shaders/Fragment2.glsl | 2 +- 4 files changed, 34 insertions(+), 3 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 17e3db6..1125dc0 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -119,10 +119,15 @@ void Renderer::LoadContent() m_FirstPassProgram.Link(); m_SecondPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex2.glsl"))); - m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2-Debug.glsl"))); + m_SecondPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2.glsl"))); m_SecondPassProgram.Compile(); m_SecondPassProgram.Link(); + m_SecondPassProgram_Debug.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex2.glsl"))); + m_SecondPassProgram_Debug.AddShader(std::shared_ptr(new FragmentShader("Shaders/Fragment2-Debug.glsl"))); + m_SecondPassProgram_Debug.Compile(); + m_SecondPassProgram_Debug.Link(); + m_ScreenQuad = CreateQuad(); FrameBufferTextures(); @@ -130,6 +135,16 @@ void Renderer::LoadContent() 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; + } + glDisable(GL_BLEND); DrawFBO(); @@ -653,7 +668,14 @@ void Renderer::DrawFBO() // Draw to screen glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - m_SecondPassProgram.Bind(); + if(!m_QuadView) + { + m_SecondPassProgram.Bind(); + } + else + { + m_SecondPassProgram_Debug.Bind(); + } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); ////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); @@ -736,6 +758,7 @@ void Renderer::DrawFBOScene() { glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); glm::mat4 MVP; + for (auto tuple : ModelsToRender) { Model* model; diff --git a/src/Renderer.h b/src/Renderer.h index 2d5eab0..540be71 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -96,11 +96,14 @@ private: GLenum draw_bufs[2]; GLuint m_ScreenQuad; + bool m_QuadView; + std::shared_ptr m_Camera; ShaderProgram m_ShaderProgram; ShaderProgram m_FirstPassProgram; ShaderProgram m_SecondPassProgram; + ShaderProgram m_SecondPassProgram_Debug; ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramShadows; ShaderProgram m_ShaderProgramShadowsDrawDepth; diff --git a/src/Shaders/Fragment2-Debug.glsl b/src/Shaders/Fragment2-Debug.glsl index dc258c8..db35d6e 100644 --- a/src/Shaders/Fragment2-Debug.glsl +++ b/src/Shaders/Fragment2-Debug.glsl @@ -23,10 +23,15 @@ void DrawQuadrant(vec4 texel, vec2 quadrant) 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)); } diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index 42c3997..cbc905e 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -15,5 +15,5 @@ out vec4 FragColor; void main() { - FragColor = texture2D(NormalTexture, Input.TextureCoord); + FragColor = texture2D(DiffuseTexture, Input.TextureCoord); } \ No newline at end of file From b1b60bce6186fd4b647cc5373d87e9b413fcdc75 Mon Sep 17 00:00:00 2001 From: Tleety Date: Wed, 7 May 2014 14:23:01 +0000 Subject: [PATCH 07/49] WIP --- src/Components/PointLight.h | 6 +- src/GameWorld.cpp | 15 ++++- src/Renderer.cpp | 112 +++++++++++++++++++++++-------- src/Renderer.h | 28 +++++--- src/Shaders/Fragment2-Debug.glsl | 2 +- src/Shaders/Fragment2.glsl | 77 ++++++++++++++++++++- src/Shaders/Vertex2.glsl | 4 +- src/Systems/RenderSystem.cpp | 8 +-- 8 files changed, 203 insertions(+), 49 deletions(-) diff --git a/src/Components/PointLight.h b/src/Components/PointLight.h index a7a5d4a..29da989 100755 --- a/src/Components/PointLight.h +++ b/src/Components/PointLight.h @@ -11,11 +11,13 @@ struct PointLight : Component { float Intensity; float MaxRange; - glm::vec3 Specular; - glm::vec3 Diffuse; float constantAttenuation, linearAttenuation, quadraticAttenuation; float spotExponent; Color color; + + glm::vec3 Specular; + glm::vec3 Diffuse; + float specularExponent; }; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 7926dcb..bb01e03 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -58,6 +58,7 @@ void GameWorld::Initialize() transform->Orientation = glm::quat(glm::vec3(-glm::pi() / 8.f, 0.f, 0.f)); auto cameraComp = AddComponent(camera, "Camera"); cameraComp->FarClip = 2000.f; + cameraComp->FOV = glm::radians(90.f); AddComponent(camera, "Input"); auto freeSteering = AddComponent(camera, "FreeSteering"); CommitEntity(camera); @@ -149,7 +150,6 @@ void GameWorld::Initialize() } /* - { // Front Right Wheel auto ent = CreateEntity(car); @@ -224,7 +224,18 @@ void GameWorld::Initialize() CommitEntity(car); } */ - + for(int i = 0; i < 5; i++) + { + auto Light = CreateEntity(); + auto transform = AddComponent(Light, "Transform"); + transform->Position = glm::vec3(20+ 10*cos(i), 3, 0 + 10*sin(i)); + auto light = AddComponent(Light, "PointLight"); + light->Diffuse = glm::vec3(94.f/255.f, 227.f/255.f, 230.f/255.f); + light->Specular = glm::vec3(94.f/255.f, 227.f/255.f, 230.f/255.f); + light->specularExponent = 1.0f; + auto model = AddComponent(Light, "Model"); + model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; + } for(int i = 0; i < 10; i++) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 1125dc0..bf6241b 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -155,9 +155,6 @@ void Renderer::Draw(double dt) #pragma region TempRegion - - - void Renderer::DrawSkybox() { glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -199,9 +196,9 @@ void Renderer::DrawScene() 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()); +// 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()); @@ -359,26 +356,30 @@ void Renderer::AddPointLightToDraw( glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _constantAttenuation, - float _linearAttenuation, - float _quadraticAttenuation, - float _spotExponent + float _specularExponent ) { - 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_position.push_back(_position); + Light_specular.push_back(_specular); + Light_diffuse.push_back(_diffuse); + Light_specularExponent.push_back(_specularExponent); + Lights = Light_position.size(); + CreateLightMatrix(); + +// 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(); } void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding) @@ -523,6 +524,7 @@ void Renderer::ClearStuff() Light_linearAttenuation.clear(); Light_quadraticAttenuation.clear(); Light_spotExponent.clear(); + Light_specularExponent.clear(); Lights = 0; } @@ -657,13 +659,14 @@ void Renderer::DrawFBO() // Clear G-buffer GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, windowBuffClear); - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClearColor(0.2f, 0.2f, 0.2f, 0.0f); 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); + DrawFBOScene(); // Draw to screen @@ -678,7 +681,7 @@ void Renderer::DrawFBO() } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - ////SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); @@ -688,9 +691,11 @@ void Renderer::DrawFBO() glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + DrawLightScene(); + glBindVertexArray(m_ScreenQuad); glEnableVertexAttribArray(0); -/* glEnableVertexAttribArray(2);*/ + glEnableVertexAttribArray(2); glDrawArrays(GL_TRIANGLES, 0, 6); } @@ -721,7 +726,6 @@ void Renderer::DrawFBO() // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glDisable(GL_BLEND); // -// // glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); // //Probably means to use the second_pass shader // //EnableRenderProgramDeferredStage(); @@ -781,3 +785,55 @@ void Renderer::DrawFBOScene() } } + + +void Renderer::DrawLightScene() +{ + 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 = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); + glm::mat4 MVP; + + for(int i = 0; i < Lights; i++) + { + glm::mat4 MVP = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i]; + + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(lM[i])); + glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), Light_specular[i].x, Light_specular[i].y, Light_specular[i].z); + glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), Light_diffuse[i].x, Light_diffuse[i].y, Light_diffuse[i].z); + glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), Light_position[i].x, Light_position[i].y, Light_position[i].z); + glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z); + //glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]); + 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; +} + +void Renderer::CreateLightMatrix() +{ + for(int i = 0; i < Lights; i++) + { + const float radius = 5.0f; + lM[i] = glm::scale(glm::mat4(1.0), glm::vec3(radius, radius, radius)); + lM[i] = glm::translate(lM[i], Light_position[i]); + lM[i] = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i]; + } + +} + diff --git a/src/Renderer.h b/src/Renderer.h index 540be71..1c73d49 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -12,6 +12,7 @@ #include "Model.h" #include "Components/PointLight.h" #include "Skybox.h" +#include "ResourceManager.h" class Renderer { @@ -24,13 +25,17 @@ public: std::list> ModelsToRender; int Lights; - std::vector Light_position; - std::vector Light_specular; - std::vector Light_diffuse; - std::vector Light_constantAttenuation; - std::vector Light_linearAttenuation; - std::vector Light_quadraticAttenuation; + std::vector Light_position; + std::vector Light_specular; + std::vector Light_diffuse; + std::vector Light_specularExponent; + + + std::vector Light_constantAttenuation; + std::vector Light_linearAttenuation; + std::vector Light_quadraticAttenuation; std::vector Light_spotExponent; + std::list> AABBsToRender; Renderer(); @@ -45,10 +50,7 @@ public: glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _constantAttenuation, - float _linearAttenuation, - float _quadraticAttenuation, - float _spotExponent + float _specularExponent ); void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding); @@ -65,6 +67,8 @@ public: void DrawBounds(bool val) { m_DrawBounds = val; } void DrawSkybox(); + void SetSphereModel(Model* _model); + private: @@ -94,7 +98,9 @@ private: GLuint m_fb; GLuint m_fDepthBuffer; GLenum draw_bufs[2]; + glm::mat4 lM[5]; GLuint m_ScreenQuad; + Model* m_sphereModel; bool m_QuadView; @@ -118,7 +124,9 @@ private: void FrameBufferTextures(); void DrawFBO(); void DrawFBOScene(); + void DrawLightScene(); void BindFragDataLocation(); + void CreateLightMatrix(); GLuint CreateQuad(); void DrawDebugShadowMap(); diff --git a/src/Shaders/Fragment2-Debug.glsl b/src/Shaders/Fragment2-Debug.glsl index db35d6e..0ab00d4 100644 --- a/src/Shaders/Fragment2-Debug.glsl +++ b/src/Shaders/Fragment2-Debug.glsl @@ -30,7 +30,7 @@ void main() //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)); + DrawQuadrant((texture2D(NormalTexture, Input.TextureCoord * 2)+1)/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)); diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index cbc905e..aff7665 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -4,6 +4,20 @@ layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D PositionTexture; layout (binding=2) uniform sampler2D NormalTexture; +uniform mat4 MVP; +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; +uniform vec3 ls; +uniform vec3 ld; +uniform vec3 lp; +const float specularExponent = 20.0; +uniform vec3 CameraPosition; + +const vec3 kd = vec3(1.0, 1.0, 1.0); +const vec3 ks = vec3(1.0, 1.0, 1.0); +const float kshine = 1.0; + in VertexData { vec3 Position; @@ -13,7 +27,68 @@ in VertexData out vec4 FragColor; +vec3 phong (vec3 PositionTexel, vec3 NormalTexel) +{ + vec3 lightPosition = vec3( M * vec4( lp, 1.0 ) ); + vec3 distToLight = lightPosition - PositionTexel; + vec3 directionToLight = normalize(distToLight); + + //Diffuse light + float dotProdDiffuse = max(dot(directionToLight, NormalTexel), 0.0); + vec3 Id = ld * kd * dotProdDiffuse; //Final diffuse intensity + + //Specular light + vec3 reflection = reflect(-directionToLight, NormalTexel); + vec3 surfaceToCamera = normalize(PositionTexel); + vec3 HalfWay = normalize(surfaceToCamera + directionToLight); + float dotProdSpecular = dot(HalfWay, NormalTexel); + dotProdSpecular = max(dotProdSpecular, 0.0); + float specularFactor = pow(dotProdSpecular, specularExponent); + vec3 Is = ls * ks * specularFactor; //Final specular intensity + + //Attenuation + float dist2D = distance(lightPosition, PositionTexel); + float attenuationFactor = -log(min(1.0, dist2D / 5.0)); + + //vec3 FinalOut = (Id + Is) * attenuationFactor; + vec3 FinalOut = Id + Is; + return FinalOut; +} + + +vec3 phong2 (vec3 PositionTexel, vec3 NormalTexel) +{ + vec3 LightVector = lp - PositionTexel; + vec3 ViewVector = normalize(PositionTexel); + + //diffuse + vec3 Id = max(0.0, dot(LightVector, NormalTexel)) * ld; + + vec3 FinalOut = Id; + return FinalOut; +} + +vec3 phong3 (vec3 PositionTexel, vec3 NormalTexel) +{ + vec3 lightDir = lp - PositionTexel; + lightDir = normalize(lightDir); + + vec3 eyeDir = normalize(CameraPosition-PositionTexel); + vec3 vHalfVector = normalize(lightDir.xyz+eyeDir); + vec3 Id = max(0.0, dot(NormalTexel, lightDir)) * ld; + vec3 Is = pow(max(0.0, dot(NormalTexel, vHalfVector)), 100.0) * ls; + vec3 FinalFrag = Id + Is; + return FinalFrag; +} + void main() { - FragColor = texture2D(DiffuseTexture, Input.TextureCoord); + vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord); + vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord); + vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord); + + vec4 Frag_color; + Frag_color.rgb = phong((MVP * PositionTexel).rgb, normalize(NormalTexel).rgb); + Frag_color.a = 1.0; + FragColor = Frag_color * DiffuseTexel; } \ No newline at end of file diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl index e866f94..f341840 100644 --- a/src/Shaders/Vertex2.glsl +++ b/src/Shaders/Vertex2.glsl @@ -3,6 +3,8 @@ layout (location = 0) in vec3 Position; layout (location = 2) in vec2 TextureCoord; + + out VertexData { vec3 Position; @@ -11,7 +13,7 @@ out VertexData void main() { - gl_Position = vec4(Position, 1.0); + gl_Position = vec4(Position, 1.0); Output.Position = Position; Output.TextureCoord = TextureCoord; } \ No newline at end of file diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index fe254f4..2dc4116 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -38,10 +38,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa position, pointLightComponent->Specular, pointLightComponent->Diffuse, - pointLightComponent->constantAttenuation, - pointLightComponent->linearAttenuation, - pointLightComponent->quadraticAttenuation, - pointLightComponent->spotExponent); + pointLightComponent->specularExponent + ); } auto cameraComponent = m_World->GetComponent(entity, "Camera"); @@ -59,6 +57,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa void Systems::RenderSystem::Initialize() { m_TransformSystem = m_World->GetSystem("TransformSystem"); + + m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load("Model", "Models/Placeholders/PhysicsTest/Sphere.obj")); } void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf) From 62ca923821ef0ee7fab83feaea9ccd55b8464cff Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Wed, 7 May 2014 22:34:38 +0200 Subject: [PATCH 08/49] Defucked defucked rendering --- src/GameWorld.cpp | 6 +- src/Renderer.cpp | 130 +++++++++++++----- src/Renderer.h | 9 +- src/Shaders/FinalPass.frag.glsl | 22 +++ src/Shaders/FinalPass.vert.glsl | 16 +++ src/Shaders/Fragment.glsl | 2 +- src/Shaders/Fragment2-Debug.glsl | 2 +- src/Shaders/Fragment2.glsl | 106 +++++++------- src/Shaders/Vertex.glsl | 8 +- src/Shaders/Vertex2.glsl | 8 +- vs11/Returngeance.sln | 3 - vs11/Returngeance/Returngeance.vcxproj | 2 + .../Returngeance/Returngeance.vcxproj.filters | 6 + 13 files changed, 207 insertions(+), 113 deletions(-) create mode 100644 src/Shaders/FinalPass.frag.glsl create mode 100644 src/Shaders/FinalPass.vert.glsl diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index bb01e03..6e78089 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -230,8 +230,8 @@ void GameWorld::Initialize() auto transform = AddComponent(Light, "Transform"); transform->Position = glm::vec3(20+ 10*cos(i), 3, 0 + 10*sin(i)); auto light = AddComponent(Light, "PointLight"); - light->Diffuse = glm::vec3(94.f/255.f, 227.f/255.f, 230.f/255.f); - light->Specular = glm::vec3(94.f/255.f, 227.f/255.f, 230.f/255.f); + light->Diffuse = glm::vec3(0.5f, 0.5f, 1.0f); + light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); light->specularExponent = 1.0f; auto model = AddComponent(Light, "Model"); model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; @@ -243,7 +243,7 @@ void GameWorld::Initialize() auto cube = CreateEntity(); auto transform = AddComponent(cube, "Transform"); transform->Position = glm::vec3(20, 10 + i*2, 0); - transform->Scale = glm::vec3(1); + //transform->Scale = glm::vec3(1); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); auto model = AddComponent(cube, "Model"); model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; diff --git a/src/Renderer.cpp b/src/Renderer.cpp index bf6241b..27820a9 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -128,6 +128,11 @@ void Renderer::LoadContent() m_SecondPassProgram_Debug.Compile(); m_SecondPassProgram_Debug.Link(); + m_FinalPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/FinalPass.vert.glsl"))); + m_FinalPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/FinalPass.frag.glsl"))); + m_FinalPassProgram.Compile(); + m_FinalPassProgram.Link(); + m_ScreenQuad = CreateQuad(); FrameBufferTextures(); @@ -532,10 +537,10 @@ void Renderer::ClearStuff() void Renderer::FrameBufferTextures() { - m_fb = 0; + m_fbBasePass = 0; m_fDepthBuffer = 0; - glGenFramebuffers(1, &m_fb); + glGenFramebuffers(1, &m_fbBasePass); glGenRenderbuffers(1, &m_fDepthBuffer); glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); @@ -562,14 +567,14 @@ void Renderer::FrameBufferTextures() //Generate and bind normal texture glGenTextures(1, &m_fNormalsTexture); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, 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_fb); + glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer); //Attach textures to the FB @@ -583,6 +588,29 @@ void Renderer::FrameBufferTextures() LOG_ERROR("DeferredLighting:Init: FrameBuffer 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, WIDTH, 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: FrameBuffer incomplete: 0x%x\n", fbStatus); + //exit(1); + } + + } //void Renderer::FrameBufferTextures() @@ -654,12 +682,15 @@ void Renderer::FrameBufferTextures() void Renderer::DrawFBO() { - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); + /* + Base pass + */ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass); // Clear G-buffer GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, windowBuffClear); - glClearColor(0.2f, 0.2f, 0.2f, 0.0f); + 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(??) @@ -667,35 +698,54 @@ void Renderer::DrawFBO() GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, windowBuffOpaque); + glCullFace(GL_BACK); DrawFBOScene(); - // Draw to screen - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - if(!m_QuadView) - { - m_SecondPassProgram.Bind(); - } - else - { - m_SecondPassProgram_Debug.Bind(); - } - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + /* + 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_fDiffuseTexture); - - glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); - - glActiveTexture(GL_TEXTURE2); + glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + glCullFace(GL_FRONT); DrawLightScene(); + /* + Final pass + */ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + //if(!m_QuadView) + //{ + m_FinalPassProgram.Bind(); + //} + //else + //{ + // m_SecondPassProgram_Debug.Bind(); + //} + + // Ambient light + glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); + + 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); - glEnableVertexAttribArray(2); glDrawArrays(GL_TRIANGLES, 0, 6); } @@ -774,7 +824,9 @@ void Renderer::DrawFBOScene() MVP = cameraMatrix * modelMatrix; glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "ModelMatrix"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + 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(m_Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); glBindVertexArray(model->VAO); for (auto texGroup : model->TextureGroups) { @@ -792,7 +844,7 @@ void Renderer::DrawLightScene() glEnable(GL_BLEND); glBlendEquation (GL_FUNC_ADD); glBlendFunc(GL_ONE,GL_ONE); - + glDisable (GL_DEPTH_TEST); glDepthMask (GL_FALSE); glBindVertexArray(m_sphereModel->VAO); @@ -802,15 +854,18 @@ void Renderer::DrawLightScene() for(int i = 0; i < Lights; i++) { - glm::mat4 MVP = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i]; + MVP = cameraMatrix * lM[i]; - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, 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(m_Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(lM[i])); - glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), Light_specular[i].x, Light_specular[i].y, Light_specular[i].z); - glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), Light_diffuse[i].x, Light_diffuse[i].y, Light_diffuse[i].z); - glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), Light_position[i].x, Light_position[i].y, Light_position[i].z); + glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "la"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); + glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(Light_specular[i])); + glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(Light_diffuse[i])); + glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(Light_position[i])); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), 5.0f); glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z); //glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]); glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size()); @@ -829,10 +884,11 @@ void Renderer::CreateLightMatrix() { for(int i = 0; i < Lights; i++) { - const float radius = 5.0f; - lM[i] = glm::scale(glm::mat4(1.0), glm::vec3(radius, radius, radius)); - lM[i] = glm::translate(lM[i], Light_position[i]); - lM[i] = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix() * lM[i]; + const float scale = 10.0f; + glm::mat4 model; + model *= glm::translate(Light_position[i]); + model *= glm::scale(glm::vec3(scale)); + lM[i] = model; } } diff --git a/src/Renderer.h b/src/Renderer.h index 1c73d49..6754701 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -91,11 +91,14 @@ private: GLuint m_ShadowFrameBuffer; GLuint m_ShadowDepthTexture; + GLuint m_fbBasePass; GLuint m_fDiffuseTexture; GLuint m_fPositionTexture; GLuint m_fNormalsTexture; GLuint m_fBlendTexture; - GLuint m_fb; + GLuint m_fbLightingPass; + GLuint m_fLightingTexture; + GLuint m_fDepthBuffer; GLenum draw_bufs[2]; glm::mat4 lM[5]; @@ -110,12 +113,16 @@ private: 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); diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl new file mode 100644 index 0000000..8509ea8 --- /dev/null +++ b/src/Shaders/FinalPass.frag.glsl @@ -0,0 +1,22 @@ +#version 430 + +uniform vec3 La; + +layout (binding=0) uniform sampler2D DiffuseTexture; +layout (binding=1) uniform sampler2D LightingTexture; + +in VertexData +{ + vec3 Position; + vec2 TextureCoord; +} Input; + +out vec4 FragmentColor; + +void main() +{ + vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord); + vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); + + FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; +} \ No newline at end of file diff --git a/src/Shaders/FinalPass.vert.glsl b/src/Shaders/FinalPass.vert.glsl new file mode 100644 index 0000000..05deece --- /dev/null +++ b/src/Shaders/FinalPass.vert.glsl @@ -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; +} \ No newline at end of file diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 7aa72d7..64d4a59 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -19,7 +19,7 @@ void main() frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord); // G-buffer Position - frag_Position = vec4(Input.Position.xy, 0.0, 0.0); + frag_Position = vec4(Input.Position.xyz, 0.0); // G-buffer Normal frag_Normal = vec4(Input.Normal, 0.0); diff --git a/src/Shaders/Fragment2-Debug.glsl b/src/Shaders/Fragment2-Debug.glsl index 0ab00d4..db35d6e 100644 --- a/src/Shaders/Fragment2-Debug.glsl +++ b/src/Shaders/Fragment2-Debug.glsl @@ -30,7 +30,7 @@ void main() //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)+1)/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)); diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index aff7665..a27a268 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -1,94 +1,80 @@ #version 430 -layout (binding=0) uniform sampler2D DiffuseTexture; -layout (binding=1) uniform sampler2D PositionTexture; -layout (binding=2) uniform sampler2D NormalTexture; +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; -const float specularExponent = 20.0; +uniform vec3 lp; +uniform float LightRadius; +const float specularExponent = 50.0; uniform vec3 CameraPosition; -const vec3 kd = vec3(1.0, 1.0, 1.0); -const vec3 ks = vec3(1.0, 1.0, 1.0); +const vec3 ks = vec3(1.0, 0.0, 0.0); +const vec3 kd = vec3(0.8, 0.8, 0.8); +const vec3 ka = vec3(1.0, 1.0, 1.0); const float kshine = 1.0; in VertexData { vec3 Position; - vec3 Normal; vec2 TextureCoord; } Input; out vec4 FragColor; -vec3 phong (vec3 PositionTexel, vec3 NormalTexel) +vec4 phong4(vec3 position, vec3 normal) { - vec3 lightPosition = vec3( M * vec4( lp, 1.0 ) ); - vec3 distToLight = lightPosition - PositionTexel; - vec3 directionToLight = normalize(distToLight); + // 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; - //Diffuse light - float dotProdDiffuse = max(dot(directionToLight, NormalTexel), 0.0); - vec3 Id = ld * kd * dotProdDiffuse; //Final diffuse intensity - - //Specular light - vec3 reflection = reflect(-directionToLight, NormalTexel); - vec3 surfaceToCamera = normalize(PositionTexel); - vec3 HalfWay = normalize(surfaceToCamera + directionToLight); - float dotProdSpecular = dot(HalfWay, NormalTexel); - dotProdSpecular = max(dotProdSpecular, 0.0); - float specularFactor = pow(dotProdSpecular, specularExponent); - vec3 Is = ls * ks * specularFactor; //Final specular intensity + // 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); + vec3 Is = ks * ls * specularFactor; //Attenuation - float dist2D = distance(lightPosition, PositionTexel); - float attenuationFactor = -log(min(1.0, dist2D / 5.0)); + float dist = distance(lightPos, position); + float attenuation = -log(min(1.0, dist / LightRadius)); + //float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2)); - //vec3 FinalOut = (Id + Is) * attenuationFactor; - vec3 FinalOut = Id + Is; - return FinalOut; -} + //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); -vec3 phong2 (vec3 PositionTexel, vec3 NormalTexel) -{ - vec3 LightVector = lp - PositionTexel; - vec3 ViewVector = normalize(PositionTexel); - - //diffuse - vec3 Id = max(0.0, dot(LightVector, NormalTexel)) * ld; - - vec3 FinalOut = Id; - return FinalOut; -} - -vec3 phong3 (vec3 PositionTexel, vec3 NormalTexel) -{ - vec3 lightDir = lp - PositionTexel; - lightDir = normalize(lightDir); - - vec3 eyeDir = normalize(CameraPosition-PositionTexel); - vec3 vHalfVector = normalize(lightDir.xyz+eyeDir); - vec3 Id = max(0.0, dot(NormalTexel, lightDir)) * ld; - vec3 Is = pow(max(0.0, dot(NormalTexel, vHalfVector)), 100.0) * ls; - vec3 FinalFrag = Id + Is; - return FinalFrag; + return vec4((Id + Is) * attenuation, 1.0); } void main() { - vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord); - vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord); - vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord); + vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; + vec4 PositionTexel = texture(PositionTexture, TextureCoord); + vec4 NormalTexel = texture(NormalsTexture, TextureCoord); - vec4 Frag_color; - Frag_color.rgb = phong((MVP * PositionTexel).rgb, normalize(NormalTexel).rgb); - Frag_color.a = 1.0; - FragColor = Frag_color * DiffuseTexel; + FragColor = phong4(vec3(PositionTexel), vec3(NormalTexel)); } \ No newline at end of file diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index aaa0857..ea38b24 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -1,7 +1,9 @@ #version 430 uniform mat4 MVP; -uniform mat4 ModelMatrix; +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; layout (location = 0) in vec3 Position; layout (location = 1) in vec3 Normal; @@ -18,7 +20,7 @@ void main() { gl_Position = MVP * vec4(Position, 1.0); - Output.Position = gl_Position.xyz; - Output.Normal = normalize((ModelMatrix * vec4(Normal, 0.0)).xyz); + Output.Position = vec3(V * M * vec4(Position, 1.0)); + Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0))); Output.TextureCoord = TextureCoord; } \ No newline at end of file diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl index f341840..3156821 100644 --- a/src/Shaders/Vertex2.glsl +++ b/src/Shaders/Vertex2.glsl @@ -1,10 +1,10 @@ #version 430 +uniform mat4 MVP; + layout (location = 0) in vec3 Position; layout (location = 2) in vec2 TextureCoord; - - out VertexData { vec3 Position; @@ -13,7 +13,7 @@ out VertexData void main() { - gl_Position = vec4(Position, 1.0); + gl_Position = MVP * vec4(Position, 1.0); Output.Position = Position; - Output.TextureCoord = TextureCoord; + Output.TextureCoord = (vec2(Position) + 1) / 2; } \ No newline at end of file diff --git a/vs11/Returngeance.sln b/vs11/Returngeance.sln index 8daf9b5..10ce52b 100644 --- a/vs11/Returngeance.sln +++ b/vs11/Returngeance.sln @@ -39,7 +39,4 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection - GlobalSection(Performance) = preSolution - HasPerformanceSessions = true - EndGlobalSection EndGlobal diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index d8ca087..b079859 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -167,6 +167,8 @@ + + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 1a05dbf..e416604 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -271,5 +271,11 @@ Shaders + + Shaders + + + Shaders + \ No newline at end of file From 1268b3d8fd7a5a4176686a88f96e19270cedf2d5 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sat, 10 May 2014 17:44:55 +0200 Subject: [PATCH 09/49] Removed Unused code in renderer --- src/GameWorld.cpp | 2 +- src/Renderer.cpp | 137 +------------------------------------ src/Shaders/Fragment2.glsl | 4 +- 3 files changed, 5 insertions(+), 138 deletions(-) diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 6e78089..3002e6b 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -224,7 +224,7 @@ void GameWorld::Initialize() CommitEntity(car); } */ - for(int i = 0; i < 5; i++) + for(int i = 0; i < 6; i++) { auto Light = CreateEntity(); auto transform = AddComponent(Light, "Transform"); diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 27820a9..64a0064 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -613,73 +613,6 @@ void Renderer::FrameBufferTextures() } -//void Renderer::FrameBufferTextures() -//{ -// m_fb = 0; -// m_fDepthBuffer = 0; -// -// glGenFramebuffers(1, &m_fb); -// glGenRenderbuffers(1, &m_fDepthBuffer); -// -// glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); -// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT); -// -// //Generate and bind diffuse texture -// glGenTextures(1, &m_fDiffuseTexture); -// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); -// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); -// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -// -// //Generate and bind position texture -// glGenTextures(1, &m_fPositionTexture); -// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); -// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, 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_CLAMP_TO_EDGE); -// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -// -// //Generate and bind normal texture -// glGenTextures(1, &m_fNormalsTexture); -// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); -// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, 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_CLAMP_TO_EDGE); -// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -// -// //Generate and bind blend texture -// glGenTextures(1, &m_fBlendTexture); -// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); -// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, 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_CLAMP_TO_EDGE); -// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); -// -// //Bind fb -// glBindFramebuffer(GL_FRAMEBUFFER, m_fb); -// 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_fBlendTexture, 0); -// -// GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); -// if(fbStatus != GL_FRAMEBUFFER_COMPLETE) -// { -// printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); -// exit(1); -// } -// -// glBindFramebuffer(GL_FRAMEBUFFER, 0); -//} - void Renderer::DrawFBO() { /* @@ -725,15 +658,8 @@ void Renderer::DrawFBO() */ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - //if(!m_QuadView) - //{ - m_FinalPassProgram.Bind(); - //} - //else - //{ - // m_SecondPassProgram_Debug.Bind(); - //} + + m_FinalPassProgram.Bind(); // Ambient light glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); @@ -749,65 +675,6 @@ void Renderer::DrawFBO() glDrawArrays(GL_TRIANGLES, 0, 6); } -//void Renderer::DrawFBO() -//{ -// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); -// -// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; -// glDrawBuffers(4, windowBuffClear); -// glClearColor(0.0f, 0.0f, 0.0f, 0.0f); -// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -// -// // Execute the first render stage which will fill out the internal buffers with data(??) -// //EnableRenderProgramStage1; -// m_FirstPassProgram.Bind(); -// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE }; -// glDrawBuffers(4, windowBuffOpaque); -// DrawFBOScene(); -// -// GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 }; -// glDrawBuffers(4, windowBuffTransp); -// glEnable(GL_BLEND); -// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); -// //Depth buffer shall not be updated -// glDepthMask(GL_FALSE); -// //DrawTransparent items -// glDepthMask(GL_TRUE); -// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -// glDisable(GL_BLEND); -// -// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); -// //Probably means to use the second_pass shader -// //EnableRenderProgramDeferredStage(); -// m_SecondPassProgram.Bind(); -// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); -// //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures(); -// glEnableVertexAttribArray(0); -// glActiveTexture(GL_TEXTURE0); -// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); -// -// glActiveTexture(GL_TEXTURE1); -// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); -// -// glActiveTexture(GL_TEXTURE2); -// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); -// -// glActiveTexture(GL_TEXTURE3); -// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture); -// -// -// -// -// -// -// -// //DrawSimpleSquare(); //I guess this draw a square and put the textures on it -// glBindVertexArray(m_ScreenQuad); -// glDrawArrays(GL_TRIANGLES, 0, 6); -// glDisableVertexAttribArray(0); -// -//} - void Renderer::DrawFBOScene() { glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index a27a268..4dde49f 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -29,7 +29,7 @@ in VertexData out vec4 FragColor; -vec4 phong4(vec3 position, vec3 normal) +vec4 phong(vec3 position, vec3 normal) { // Diffuse vec3 lightPos = vec3(V * vec4(lp, 1.0)); @@ -76,5 +76,5 @@ void main() vec4 PositionTexel = texture(PositionTexture, TextureCoord); vec4 NormalTexel = texture(NormalsTexture, TextureCoord); - FragColor = phong4(vec3(PositionTexel), vec3(NormalTexel)); + FragColor = phong(vec3(PositionTexel), vec3(NormalTexel)); } \ No newline at end of file From d00ff3c2ed448555f0624ef45365b7222c195a4f Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 10 May 2014 19:13:41 +0200 Subject: [PATCH 10/49] Assets now as Git submodule! (cherry picked from commit 6e6a115ac3ad18184b6bb8d5e0b87ade9e0cd39f) --- .gitignore | 1 - .gitmodules | 4 ++++ assets | 1 + 3 files changed, 5 insertions(+), 1 deletion(-) create mode 100644 .gitmodules create mode 160000 assets diff --git a/.gitignore b/.gitignore index 3b5dc2e..5982b10 100755 --- a/.gitignore +++ b/.gitignore @@ -31,5 +31,4 @@ ipch/ Ankh.NoLoad *.orig -assets/ !libs/*.lib \ No newline at end of file diff --git a/.gitmodules b/.gitmodules new file mode 100644 index 0000000..185a1f9 --- /dev/null +++ b/.gitmodules @@ -0,0 +1,4 @@ +[submodule "assets"] + path = assets + url = returngeance@shard.imon.nu:Assets + branch = master diff --git a/assets b/assets new file mode 160000 index 0000000..672e8a2 --- /dev/null +++ b/assets @@ -0,0 +1 @@ +Subproject commit 672e8a2b11ecaafc95a5b0286b5ec310c62438ad From c1c30b00197c8a692b8b0ab4f63abbd921e6c393 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sat, 10 May 2014 19:51:48 +0200 Subject: [PATCH 11/49] Fixed lights and added a bad gamma correction --- src/Components/PointLight.h | 11 +++- src/GameWorld.cpp | 8 +-- src/Renderer.cpp | 100 ++++++++++++++------------------ src/Renderer.h | 29 +++++---- src/Shaders/FinalPass.frag.glsl | 4 +- src/Shaders/Fragment2.glsl | 6 +- src/Systems/RenderSystem.cpp | 3 +- 7 files changed, 81 insertions(+), 80 deletions(-) diff --git a/src/Components/PointLight.h b/src/Components/PointLight.h index 29da989..ef6eec5 100755 --- a/src/Components/PointLight.h +++ b/src/Components/PointLight.h @@ -9,15 +9,20 @@ namespace Components struct PointLight : Component { - float Intensity; - float MaxRange; + PointLight() + : Specular(1.0f, 1.0f, 1.0f) + , Diffuse(0.4f, 0.4f, 0.4f) + , specularExponent(50.0f) + , Scale(10.0f) + { } + float constantAttenuation, linearAttenuation, quadraticAttenuation; - float spotExponent; Color color; glm::vec3 Specular; glm::vec3 Diffuse; float specularExponent; + float Scale; }; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 3002e6b..f703c76 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -224,15 +224,13 @@ void GameWorld::Initialize() CommitEntity(car); } */ - for(int i = 0; i < 6; i++) + for(int i = 0; i < 20; i++) { auto Light = CreateEntity(); auto transform = AddComponent(Light, "Transform"); - transform->Position = glm::vec3(20+ 10*cos(i), 3, 0 + 10*sin(i)); + transform->Position = glm::vec3(i*cos(i), 3, 0 + i*sin(i)); auto light = AddComponent(Light, "PointLight"); - light->Diffuse = glm::vec3(0.5f, 0.5f, 1.0f); - light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); - light->specularExponent = 1.0f; + //light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); auto model = AddComponent(Light, "Model"); model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; } diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 8e6c999..82ac29a 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -18,7 +18,7 @@ Renderer::Renderer() m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); m_SunProjection = glm::ortho(-100, 100, -100, 100, -100, 100); - Lights = 0; +/* Lights = 0;*/ } void Renderer::Initialize() @@ -132,7 +132,7 @@ void Renderer::LoadContent() m_FinalPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/FinalPass.frag.glsl"))); m_FinalPassProgram.Compile(); m_FinalPassProgram.Link(); - + Gamma = 1; m_ScreenQuad = CreateQuad(); FrameBufferTextures(); @@ -150,6 +150,17 @@ void Renderer::Draw(double dt) 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); + } + glDisable(GL_BLEND); DrawFBO(); @@ -200,14 +211,14 @@ void Renderer::DrawScene() ); m_ShaderProgram.Bind(); - glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights); + glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights.size()); // 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()); + glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data()); + glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data()); + glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data()); + glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data()); if (m_DrawWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -361,30 +372,18 @@ void Renderer::AddPointLightToDraw( glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _specularExponent + float _specularExponent, + float _scale ) { - Light_position.push_back(_position); - Light_specular.push_back(_specular); - Light_diffuse.push_back(_diffuse); - Light_specularExponent.push_back(_specularExponent); - Lights = Light_position.size(); - CreateLightMatrix(); - -// 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.Scale = _scale; + light.SpecularExponent = _specularExponent; + light.SphereModelMatrix = CreateLightMatrix(light); + Lights.push_back(light); } void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding) @@ -522,15 +521,7 @@ void Renderer::ClearStuff() { AABBsToRender.clear(); ModelsToRender.clear(); - Light_position.clear(); - Light_specular.clear(); - Light_diffuse.clear(); - Light_constantAttenuation.clear(); - Light_linearAttenuation.clear(); - Light_quadraticAttenuation.clear(); - Light_spotExponent.clear(); - Light_specularExponent.clear(); - Lights = 0; + Lights.clear(); } #pragma endregion @@ -663,6 +654,7 @@ void Renderer::DrawFBO() // Ambient light glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); + glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); @@ -719,22 +711,21 @@ void Renderer::DrawLightScene() glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); glm::mat4 MVP; - for(int i = 0; i < Lights; i++) + for (auto &light : Lights) { - MVP = cameraMatrix * lM[i]; + MVP = cameraMatrix * light.SphereModelMatrix; glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, 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(m_Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(lM[i])); - glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "la"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); - glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(Light_specular[i])); - glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(Light_diffuse[i])); - glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(Light_position[i])); - glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), 5.0f); + 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)); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), light.Scale/2.f); glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z); - //glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent); glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size()); }; glEnable (GL_DEPTH_TEST); @@ -747,16 +738,11 @@ void Renderer::SetSphereModel( Model* _model ) m_sphereModel = _model; } -void Renderer::CreateLightMatrix() +glm::mat4 Renderer::CreateLightMatrix(Light &_light) { - for(int i = 0; i < Lights; i++) - { - const float scale = 10.0f; - glm::mat4 model; - model *= glm::translate(Light_position[i]); - model *= glm::scale(glm::vec3(scale)); - lM[i] = model; - } - + glm::mat4 model; + model *= glm::translate(_light.Position); + model *= glm::scale(glm::vec3(_light.Scale)); + return model; } diff --git a/src/Renderer.h b/src/Renderer.h index 6754701..0a8bc12 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -24,13 +24,7 @@ public: int HEIGHT, WIDTH; std::list> ModelsToRender; - int Lights; - std::vector Light_position; - std::vector Light_specular; - std::vector Light_diffuse; - std::vector Light_specularExponent; - - + std::vector Light_constantAttenuation; std::vector Light_linearAttenuation; std::vector Light_quadraticAttenuation; @@ -50,7 +44,8 @@ public: glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _specularExponent + float _specularExponent, + float _scale ); void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding); @@ -72,6 +67,21 @@ public: private: + + struct Light + { + glm::vec3 Position; + glm::vec3 Specular; + glm::vec3 Diffuse; + float SpecularExponent; + float Scale; + glm::mat4 SphereModelMatrix; + }; + + float Gamma; + + std::list Lights; + GLFWwindow* m_Window; GLint m_glVersion[2]; GLchar* m_glVendor; @@ -101,7 +111,6 @@ private: GLuint m_fDepthBuffer; GLenum draw_bufs[2]; - glm::mat4 lM[5]; GLuint m_ScreenQuad; Model* m_sphereModel; @@ -133,7 +142,7 @@ private: void DrawFBOScene(); void DrawLightScene(); void BindFragDataLocation(); - void CreateLightMatrix(); + glm::mat4 CreateLightMatrix(Light &_light); GLuint CreateQuad(); void DrawDebugShadowMap(); diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl index 8509ea8..c6b9257 100644 --- a/src/Shaders/FinalPass.frag.glsl +++ b/src/Shaders/FinalPass.frag.glsl @@ -1,6 +1,7 @@ #version 430 uniform vec3 La; +uniform float Gamma; layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D LightingTexture; @@ -18,5 +19,6 @@ void main() vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord); vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); - FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; + vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; + FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); } \ No newline at end of file diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index 4dde49f..2467d35 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -13,11 +13,11 @@ uniform vec3 ls; uniform vec3 ld; uniform vec3 lp; uniform float LightRadius; -const float specularExponent = 50.0; +uniform float specularExponent; uniform vec3 CameraPosition; -const vec3 ks = vec3(1.0, 0.0, 0.0); -const vec3 kd = vec3(0.8, 0.8, 0.8); +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; diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index 2dc4116..47bc389 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -38,7 +38,8 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa position, pointLightComponent->Specular, pointLightComponent->Diffuse, - pointLightComponent->specularExponent + pointLightComponent->specularExponent, + pointLightComponent->Scale ); } From 22d855a521fd170174fc4b7b28504503d63e622c Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 11 May 2014 00:02:34 +0200 Subject: [PATCH 12/49] Fixed attenuation for lights. --- src/Components/PointLight.h | 6 ++++-- src/GameWorld.cpp | 4 ++-- src/Renderer.cpp | 30 +++++++++++++++++++++--------- src/Renderer.h | 12 ++++-------- src/Shaders/Fragment.glsl | 4 ++-- src/Shaders/Fragment2.glsl | 19 +++++++++++++------ src/Shaders/Vertex2.glsl | 2 +- src/Systems/RenderSystem.cpp | 4 +++- 8 files changed, 50 insertions(+), 31 deletions(-) diff --git a/src/Components/PointLight.h b/src/Components/PointLight.h index ef6eec5..646ea01 100755 --- a/src/Components/PointLight.h +++ b/src/Components/PointLight.h @@ -13,10 +13,12 @@ struct PointLight : Component : Specular(1.0f, 1.0f, 1.0f) , Diffuse(0.4f, 0.4f, 0.4f) , specularExponent(50.0f) - , Scale(10.0f) + , ConstantAttenuation(1.05f) + , LinearAttenuation(0.f) + , QuadraticAttenuation(2.55f) { } - float constantAttenuation, linearAttenuation, quadraticAttenuation; + float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation; Color color; glm::vec3 Specular; diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index f703c76..679a71b 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -224,11 +224,11 @@ void GameWorld::Initialize() CommitEntity(car); } */ - for(int i = 0; i < 20; i++) + for(int i = 0; i < 50; i++) { auto Light = CreateEntity(); auto transform = AddComponent(Light, "Transform"); - transform->Position = glm::vec3(i*cos(i), 3, 0 + i*sin(i)); + transform->Position = glm::vec3(i*cos(i), (float)(0.1*i), 0 + i*sin(i)); auto light = AddComponent(Light, "PointLight"); //light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); auto model = AddComponent(Light, "Model"); diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 82ac29a..b8204c7 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -132,7 +132,7 @@ void Renderer::LoadContent() m_FinalPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/FinalPass.frag.glsl"))); m_FinalPassProgram.Compile(); m_FinalPassProgram.Link(); - Gamma = 1; + Gamma = 2.2f; m_ScreenQuad = CreateQuad(); FrameBufferTextures(); @@ -215,10 +215,10 @@ void Renderer::DrawScene() // 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.size(), Light_constantAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data()); +// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights.size(), Light_constantAttenuation.data()); +// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data()); +// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data()); +// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), Light_spotExponent.data()); if (m_DrawWireframe) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); @@ -373,15 +373,19 @@ void Renderer::AddPointLightToDraw( glm::vec3 _specular, glm::vec3 _diffuse, float _specularExponent, - float _scale + float _ConstantAttenuation, + float _LinearAttenuation, + float _QuadraticAttenuation ) { Light light; light.Position = _position; light.Diffuse = _diffuse; light.Specular = _specular; - light.Scale = _scale; light.SpecularExponent = _specularExponent; + light.ConstantAttenuation = _ConstantAttenuation; + light.LinearAttenuation = _LinearAttenuation; + light.QuadraticAttenuation = _QuadraticAttenuation; light.SphereModelMatrix = CreateLightMatrix(light); Lights.push_back(light); } @@ -723,9 +727,12 @@ void Renderer::DrawLightScene() 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)); - glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), light.Scale/2.f); glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_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); + glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size()); }; glEnable (GL_DEPTH_TEST); @@ -740,9 +747,14 @@ void Renderer::SetSphereModel( Model* _model ) glm::mat4 Renderer::CreateLightMatrix(Light &_light) { + float c = _light.ConstantAttenuation; + float l = _light.LinearAttenuation; + float q = _light.QuadraticAttenuation; + 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(_light.Scale)); + model *= glm::scale(glm::vec3(cutOffRadius)); return model; } diff --git a/src/Renderer.h b/src/Renderer.h index 0a8bc12..f1f728e 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -24,12 +24,6 @@ public: int HEIGHT, WIDTH; std::list> ModelsToRender; - - std::vector Light_constantAttenuation; - std::vector Light_linearAttenuation; - std::vector Light_quadraticAttenuation; - std::vector Light_spotExponent; - std::list> AABBsToRender; Renderer(); @@ -45,7 +39,9 @@ public: glm::vec3 _specular, glm::vec3 _diffuse, float _specularExponent, - float _scale + float _ConstantAttenuation, + float _LinearAttenuation, + float _QuadraticAttenuation ); void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding); @@ -74,8 +70,8 @@ private: glm::vec3 Specular; glm::vec3 Diffuse; float SpecularExponent; - float Scale; glm::mat4 SphereModelMatrix; + float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation; }; float Gamma; diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 64d4a59..6741851 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -16,10 +16,10 @@ out vec4 frag_Normal; void main() { // Diffuse Texture - frag_Diffuse = texture2D(DiffuseTexture, Input.TextureCoord); + frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord); // G-buffer Position - frag_Position = vec4(Input.Position.xyz, 0.0); + frag_Position = vec4(Input.Position.xyz, 1.0); // G-buffer Normal frag_Normal = vec4(Input.Normal, 0.0); diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index 2467d35..2a01693 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -12,15 +12,19 @@ uniform vec3 la; uniform vec3 ls; uniform vec3 ld; uniform vec3 lp; -uniform float LightRadius; 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; @@ -44,12 +48,15 @@ vec4 phong(vec3 position, vec3 normal) vec3 surfaceToViewer = normalize(-position); vec3 halfWay = normalize(surfaceToViewer + directionToLight); float dotSpecular = max(dot(halfWay, normal), 0.0); - float specularFactor = pow(dotSpecular, specularExponent * 2); + 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 = -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))); @@ -62,9 +69,9 @@ vec4 phong(vec3 position, vec3 normal) //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); + //float radius = 5.0; + //float alpha = dist / radius; + //float dampingFactor = 1.0 - pow(alpha, 3); return vec4((Id + Is) * attenuation, 1.0); diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl index 3156821..b7a0ee3 100644 --- a/src/Shaders/Vertex2.glsl +++ b/src/Shaders/Vertex2.glsl @@ -15,5 +15,5 @@ void main() { gl_Position = MVP * vec4(Position, 1.0); Output.Position = Position; - Output.TextureCoord = (vec2(Position) + 1) / 2; + Output.TextureCoord = (vec2(Position) + 1.0) / 2.0; } \ No newline at end of file diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index 47bc389..5f7ba73 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -39,7 +39,9 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa pointLightComponent->Specular, pointLightComponent->Diffuse, pointLightComponent->specularExponent, - pointLightComponent->Scale + pointLightComponent->ConstantAttenuation, + pointLightComponent->LinearAttenuation, + pointLightComponent->QuadraticAttenuation ); } From 37a8af6b65aa9e10ac771cf00c9c60ee11ec1e12 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 11 May 2014 01:05:22 +0200 Subject: [PATCH 13/49] Added being able to change attenuation in real time --- src/Components/PointLight.h | 6 ++-- src/Renderer.cpp | 55 ++++++++++++++++++++++++++++++++++++- src/Renderer.h | 1 + 3 files changed, 58 insertions(+), 4 deletions(-) diff --git a/src/Components/PointLight.h b/src/Components/PointLight.h index 646ea01..b08be67 100755 --- a/src/Components/PointLight.h +++ b/src/Components/PointLight.h @@ -11,11 +11,11 @@ struct PointLight : Component { PointLight() : Specular(1.0f, 1.0f, 1.0f) - , Diffuse(0.4f, 0.4f, 0.4f) + , Diffuse(1.0f, 1.0f, 1.0f) , specularExponent(50.0f) - , ConstantAttenuation(1.05f) + , ConstantAttenuation(1.0f) , LinearAttenuation(0.f) - , QuadraticAttenuation(2.55f) + , QuadraticAttenuation(3.f) { } float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation; diff --git a/src/Renderer.cpp b/src/Renderer.cpp index b8204c7..f652a28 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -133,6 +133,9 @@ void Renderer::LoadContent() m_FinalPassProgram.Compile(); m_FinalPassProgram.Link(); Gamma = 2.2f; + CAtt = 1.0f; + LAtt = 0.0f; + QAtt = 3.0f; m_ScreenQuad = CreateQuad(); FrameBufferTextures(); @@ -161,6 +164,49 @@ void Renderer::Draw(double 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(); @@ -657,7 +703,7 @@ void Renderer::DrawFBO() m_FinalPassProgram.Bind(); // Ambient light - glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f))); + 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); @@ -733,6 +779,10 @@ void Renderer::DrawLightScene() 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); @@ -750,6 +800,9 @@ 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; diff --git a/src/Renderer.h b/src/Renderer.h index f1f728e..672c6f6 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -85,6 +85,7 @@ private: bool m_DrawNormals; bool m_DrawWireframe; bool m_DrawBounds; + float CAtt, LAtt, QAtt; std::shared_ptr m_Skybox; From d9ca9ac1f70da9429f0bc79e62609ace9a84b92a Mon Sep 17 00:00:00 2001 From: Tleety Date: Sun, 11 May 2014 01:09:06 +0200 Subject: [PATCH 14/49] Removed unused code. --- src/Renderer.cpp | 85 ------------------------------------------------ 1 file changed, 85 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index f652a28..a965873 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -143,7 +143,6 @@ void Renderer::LoadContent() void Renderer::Draw(double dt) { - if(glfwGetKey(m_Window, GLFW_KEY_F1)) { m_QuadView = false; @@ -204,9 +203,6 @@ void Renderer::Draw(double dt) } } - - - glDisable(GL_BLEND); DrawFBO(); @@ -230,87 +226,6 @@ void Renderer::DrawSkybox() m_Skybox->Draw(); } -void Renderer::DrawScene() -{ -// glBindFramebuffer(GL_FRAMEBUFFER, 0); -// glViewport(0, 0, WIDTH, 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.size()); -// 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.size(), Light_constantAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights.size(), Light_linearAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights.size(), Light_quadraticAttenuation.data()); -// glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights.size(), 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); - } - } - -#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);//Tests where objects are and display them correctly From 4639a6e4c33ec414da46dc2f57f58f267ac7c07d Mon Sep 17 00:00:00 2001 From: Tleety Date: Mon, 12 May 2014 18:03:39 +0200 Subject: [PATCH 15/49] Working shadows, however ugly they are. --- src/GameWorld.cpp | 32 ++++---- src/Renderer.cpp | 128 +++++++++++++++++++++++--------- src/Renderer.h | 1 + src/Shaders/FinalPass.frag.glsl | 5 ++ src/Shaders/Fragment.glsl | 16 +++- src/Shaders/Fragment2.glsl | 3 - src/Shaders/Vertex.glsl | 3 + src/Shaders/Vertex2.glsl | 3 + 8 files changed, 136 insertions(+), 55 deletions(-) diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 679a71b..19026b2 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -49,6 +49,17 @@ void GameWorld::Initialize() AddComponent(jeep, "Input"); + for(int i = 0; i < 5; i++) + { + auto Light = CreateEntity(jeep); + auto transform = AddComponent(Light, "Transform"); + transform->Position = glm::vec3((5+(i/2.f))*cos(i/5.0f), 0.3f, 0 + (5+(i/5.f))*sin(i/2.0f)); + auto light = AddComponent(Light, "PointLight"); + light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); + light->Diffuse = glm::vec3((float)(rand()%255)/255.f, (float)(rand()%255)/255.f, (float)(rand()%255)/255.f); + auto model = AddComponent(Light, "Model"); + model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; + } { auto camera = CreateEntity(); @@ -69,7 +80,7 @@ void GameWorld::Initialize() auto transform = AddComponent(chassis, "Transform"); transform->Position = glm::vec3(0, -0.6577f, 0); auto model = AddComponent(chassis, "Model"); - model->ModelFile = "Models/JeepV2/Chassi/chassi.OBJ"; + model->ModelFile = "Models/Jeep/Chassi/chassi.OBJ"; } @@ -79,7 +90,7 @@ void GameWorld::Initialize() transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f); transform->Scale = glm::vec3(1.0f); auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj"; + model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; auto Wheel = AddComponent(wheel, "Wheel"); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); Wheel->AxleID = 0; @@ -99,7 +110,7 @@ void GameWorld::Initialize() transform->Scale = glm::vec3(1.0f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/JeepV2/WheelFront/wheelFront.obj"; + model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; auto Wheel = AddComponent(wheel, "Wheel"); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); Wheel->AxleID = 0; @@ -117,7 +128,7 @@ void GameWorld::Initialize() auto transform = AddComponent(wheel, "Transform"); transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f); auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj"; + model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; auto Wheel = AddComponent(wheel, "Wheel"); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); Wheel->AxleID = 1; @@ -135,7 +146,7 @@ void GameWorld::Initialize() transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/JeepV2/WheelBack/wheelBack.obj"; + model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; auto Wheel = AddComponent(wheel, "Wheel"); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); Wheel->AxleID = 1; @@ -224,16 +235,7 @@ void GameWorld::Initialize() CommitEntity(car); } */ - for(int i = 0; i < 50; i++) - { - auto Light = CreateEntity(); - auto transform = AddComponent(Light, "Transform"); - transform->Position = glm::vec3(i*cos(i), (float)(0.1*i), 0 + i*sin(i)); - auto light = AddComponent(Light, "PointLight"); - //light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); - auto model = AddComponent(Light, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; - } + for(int i = 0; i < 10; i++) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index a965873..429e449 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -13,7 +13,10 @@ Renderer::Renderer() m_DrawWireframe = false; m_DrawBounds = false; #endif - + Gamma = 2.2f; + CAtt = 1.0f; + LAtt = 0.0f; + QAtt = 3.0f; m_ShadowMapRes = 2048; m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); @@ -89,12 +92,7 @@ void Renderer::LoadContent() m_ShaderProgramNormals.AddShader(std::shared_ptr(new FragmentShader("Shaders/Normals.frag.glsl"))); m_ShaderProgramNormals.Compile(); m_ShaderProgramNormals.Link(); - - m_ShaderProgramShadows.AddShader(std::shared_ptr(new VertexShader("Shaders/ShadowMap.vert.glsl"))); - m_ShaderProgramShadows.AddShader(std::shared_ptr(new FragmentShader("Shaders/ShadowMap.frag.glsl"))); - m_ShaderProgramShadows.Compile(); - m_ShaderProgramShadows.Link(); - + m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr(new VertexShader("Shaders/VisualizeDepth.vert.glsl"))); m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr(new FragmentShader("Shaders/VisualizeDepth.frag.glsl"))); m_ShaderProgramShadowsDrawDepth.Compile(); @@ -110,9 +108,15 @@ void Renderer::LoadContent() m_ShaderProgramSkybox.Compile(); m_ShaderProgramSkybox.Link();*/ + m_ShaderProgramShadows.AddShader(std::shared_ptr(new VertexShader("Shaders/ShadowMap.vert.glsl"))); + m_ShaderProgramShadows.AddShader(std::shared_ptr(new FragmentShader("Shaders/ShadowMap.frag.glsl"))); + m_ShaderProgramShadows.Compile(); + m_ShaderProgramShadows.Link(); + m_FirstPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/Vertex.glsl"))); m_FirstPassProgram.AddShader(std::shared_ptr(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"); @@ -132,12 +136,8 @@ void Renderer::LoadContent() m_FinalPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/FinalPass.frag.glsl"))); m_FinalPassProgram.Compile(); m_FinalPassProgram.Link(); - Gamma = 2.2f; - CAtt = 1.0f; - LAtt = 0.0f; - QAtt = 3.0f; m_ScreenQuad = CreateQuad(); - + CreateShadowMap(m_ShadowMapRes); FrameBufferTextures(); } @@ -226,6 +226,32 @@ void Renderer::DrawSkybox() m_Skybox->Draw(); } +void Renderer::CreateShadowMap(int resolution) +{ + glGenFramebuffers(1, &m_ShadowFrameBuffer); + glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer); + + // Depth texture + glGenTextures(1, &m_ShadowDepthTexture); + glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + + //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE ); + //glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY ); + + glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0); + glDrawBuffer(GL_NONE); + + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { + LOG_ERROR("Framebuffer incomplete!"); + return; + } +} + void Renderer::DrawShadowMap() { glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly @@ -239,14 +265,9 @@ void Renderer::DrawShadowMap() glClear(GL_DEPTH_BUFFER_BIT); //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - //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::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); -// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)); + glm::mat4 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(); @@ -271,6 +292,7 @@ void Renderer::DrawShadowMap() glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1); } } + } void Renderer::DrawDebugShadowMap() @@ -529,6 +551,14 @@ void Renderer::FrameBufferTextures() 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, WIDTH, 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); @@ -537,11 +567,12 @@ void Renderer::FrameBufferTextures() 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_fShadowTexture, 0); GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(fbStatus != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); + LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus); //exit(1); } @@ -562,15 +593,18 @@ void Renderer::FrameBufferTextures() fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(fbStatus != GL_FRAMEBUFFER_COMPLETE) { - LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus); + LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus); //exit(1); } + } void Renderer::DrawFBO() { + DrawShadowMap(); + /* Base pass */ @@ -586,8 +620,10 @@ void Renderer::DrawFBO() m_FirstPassProgram.Bind(); GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; glDrawBuffers(3, windowBuffOpaque); - + glCullFace(GL_BACK); + + glViewport(0, 0, WIDTH, HEIGHT); DrawFBOScene(); /* @@ -617,7 +653,7 @@ void Renderer::DrawFBO() m_FinalPassProgram.Bind(); - // Ambient light + // Ambient light & Shadow Matrix 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); @@ -634,8 +670,27 @@ void Renderer::DrawFBO() void Renderer::DrawFBOScene() { + 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 = m_Camera->ProjectionMatrix() * m_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) { @@ -645,9 +700,11 @@ void Renderer::DrawFBOScene() 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(m_Camera->ViewMatrix())); glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); @@ -690,13 +747,12 @@ void Renderer::DrawLightScene() glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position)); glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_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); +// 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()); }; @@ -712,12 +768,12 @@ void Renderer::SetSphereModel( Model* _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 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; diff --git a/src/Renderer.h b/src/Renderer.h index 672c6f6..e1a2aec 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -105,6 +105,7 @@ private: GLuint m_fBlendTexture; GLuint m_fbLightingPass; GLuint m_fLightingTexture; + GLuint m_fShadowTexture; GLuint m_fDepthBuffer; GLenum draw_bufs[2]; diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl index c6b9257..2a6cf4c 100644 --- a/src/Shaders/FinalPass.frag.glsl +++ b/src/Shaders/FinalPass.frag.glsl @@ -5,6 +5,7 @@ uniform float Gamma; layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D LightingTexture; +layout (binding=2) uniform sampler2D ShadowTexture; in VertexData { @@ -18,7 +19,11 @@ 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 = ShadowTexel; + } \ No newline at end of file diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 6741851..e64e2ec 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -1,22 +1,36 @@ #version 430 layout (binding=0) uniform sampler2D DiffuseTexture; +layout (binding=1) uniform sampler2D ShadowTexture; in VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; + vec4 ShadowCoord; } Input; out vec4 frag_Diffuse; out vec4 frag_Position; out vec4 frag_Normal; +float Shadow(vec4 ShadowCoord) +{ + if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z ) + { + return 0.3; + } + else + { + return 1.0; + } +} + void main() { // Diffuse Texture - frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord); + frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord); // G-buffer Position frag_Position = vec4(Input.Position.xyz, 1.0); diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index 2a01693..f531f76 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -23,8 +23,6 @@ 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; @@ -73,7 +71,6 @@ vec4 phong(vec3 position, vec3 normal) //float alpha = dist / radius; //float dampingFactor = 1.0 - pow(alpha, 3); - return vec4((Id + Is) * attenuation, 1.0); } diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index ea38b24..2f799ef 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -4,6 +4,7 @@ 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; @@ -14,6 +15,7 @@ out VertexData vec3 Position; vec3 Normal; vec2 TextureCoord; + vec4 ShadowCoord; } Output; void main() @@ -23,4 +25,5 @@ void main() 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 = DepthMVP * vec4(Position, 1.0); } \ No newline at end of file diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl index b7a0ee3..e617846 100644 --- a/src/Shaders/Vertex2.glsl +++ b/src/Shaders/Vertex2.glsl @@ -5,6 +5,8 @@ uniform mat4 MVP; layout (location = 0) in vec3 Position; layout (location = 2) in vec2 TextureCoord; +uniform mat4 depthBiasMVP; + out VertexData { vec3 Position; @@ -16,4 +18,5 @@ void main() gl_Position = MVP * vec4(Position, 1.0); Output.Position = Position; Output.TextureCoord = (vec2(Position) + 1.0) / 2.0; + } \ No newline at end of file From ddc41b88a77c94d0f41a5ef4134c74bfda931f6b Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 12 May 2014 22:15:21 +0200 Subject: [PATCH 16/49] Fixed relative transform rotations (For real this time?) --- src/Systems/TransformSystem.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/Systems/TransformSystem.cpp b/src/Systems/TransformSystem.cpp index 383c123..ba9bbb1 100755 --- a/src/Systems/TransformSystem.cpp +++ b/src/Systems/TransformSystem.cpp @@ -74,10 +74,10 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit auto transform2 = m_World->GetComponent(entity, "Transform"); // 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 From 92e9fd10495b121eaea2fd1e43f65d979c6b56a9 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 12 May 2014 22:24:53 +0200 Subject: [PATCH 17/49] fixup! Fixed relative transform rotations (For real this time?) --- src/Systems/TransformSystem.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/Systems/TransformSystem.cpp b/src/Systems/TransformSystem.cpp index ba9bbb1..3eccc26 100755 --- a/src/Systems/TransformSystem.cpp +++ b/src/Systems/TransformSystem.cpp @@ -24,10 +24,10 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity) //absPosition += transform->Position; entity = m_World->GetEntityParent(entity); auto transform2 = m_World->GetComponent(entity, "Transform"); - if (entity != 0) - absPosition += transform2->Orientation * transform->Position; - else + if (entity == 0) absPosition += transform->Position; + else + absPosition = transform2->Orientation * (absPosition + transform->Position); } while (entity != 0); return absPosition * accumulativeOrientation; From 38482431a1b07a79d2483862b3defdb4a5773cf6 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 12 May 2014 22:33:53 +0200 Subject: [PATCH 18/49] Tank tower and barrel steering working --- src/Components/BarrelSteering.h | 20 ++++ src/Components/TowerSteering.h | 20 ++++ src/Components/Vehicle.h | 3 +- src/Events/BindKey.h | 3 + src/Events/InputCommand.h | 2 +- src/GameWorld.cpp | 73 ++++++++----- src/GameWorld.h | 6 +- src/Physics/VehicleSetup.cpp | 9 +- src/Systems/InputSystem.cpp | 27 +++-- src/Systems/InputSystem.h | 6 +- src/Systems/PhysicsSystem.cpp | 11 +- src/Systems/PhysicsSystem.h | 1 + src/Systems/TankSteeringSystem.cpp | 103 +++++++++++------- src/Systems/TankSteeringSystem.h | 45 +++++++- src/World.h | 5 + vs11/Returngeance/Returngeance.vcxproj | 2 + .../Returngeance/Returngeance.vcxproj.filters | 6 + 17 files changed, 246 insertions(+), 96 deletions(-) create mode 100644 src/Components/BarrelSteering.h create mode 100644 src/Components/TowerSteering.h diff --git a/src/Components/BarrelSteering.h b/src/Components/BarrelSteering.h new file mode 100644 index 0000000..58ab2fa --- /dev/null +++ b/src/Components/BarrelSteering.h @@ -0,0 +1,20 @@ +#ifndef BarrelSteering_h__ +#define BarrelSteering_h__ + +#include "Component.h" + +namespace Components +{ + + struct BarrelSteering : Component + { + BarrelSteering() + : Velocity(1.f), Axis(glm::vec3(0,1,0)){ } + + float Velocity; + glm::vec3 Axis; + }; + +} + +#endif // BarrelSteering_h__ \ No newline at end of file diff --git a/src/Components/TowerSteering.h b/src/Components/TowerSteering.h new file mode 100644 index 0000000..38a2320 --- /dev/null +++ b/src/Components/TowerSteering.h @@ -0,0 +1,20 @@ +#ifndef TowerSteering_h__ +#define TowerSteering_h__ + +#include "Component.h" + + namespace Components +{ + +struct TowerSteering : Component +{ + TowerSteering() + : Velocity(1.f), Axis(glm::vec3(0,1,0)){ } + + float Velocity; + glm::vec3 Axis; +}; + +} + +#endif // TowerSteering_h__ \ No newline at end of file diff --git a/src/Components/Vehicle.h b/src/Components/Vehicle.h index 388d9f2..6522a1f 100644 --- a/src/Components/Vehicle.h +++ b/src/Components/Vehicle.h @@ -11,7 +11,7 @@ struct Vehicle : Component { Vehicle() : MaxTorque(1000.0f), MinRPM(1000.0f), OptimalRPM(3000.0f), MaxRPM(4000.0f), MaxSteeringAngle(35), TopSpeed(130.0f), - MaxSpeedFullSteeringAngle(40.0f){ } + MaxSpeedFullSteeringAngle(40.0f), SpringDamping(1.f){ } float MaxTorque; float MinRPM; @@ -22,6 +22,7 @@ struct Vehicle : Component //TopSpeed not working fully yet float TopSpeed; float MaxSpeedFullSteeringAngle; + float SpringDamping; }; } diff --git a/src/Events/BindKey.h b/src/Events/BindKey.h index a774942..17c786f 100644 --- a/src/Events/BindKey.h +++ b/src/Events/BindKey.h @@ -1,6 +1,8 @@ #ifndef Events_BindKey_h__ #define Events_BindKey_h__ +#include + #include "EventBroker.h" namespace Events @@ -10,6 +12,7 @@ struct BindKey : Event { int KeyCode; std::string Command; + float Value; }; } diff --git a/src/Events/InputCommand.h b/src/Events/InputCommand.h index bd18f6a..cde1dab 100644 --- a/src/Events/InputCommand.h +++ b/src/Events/InputCommand.h @@ -12,7 +12,7 @@ struct InputCommand : Event { unsigned int PlayerID; std::string Command; - boost::any Value; + float Value; }; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 979376b..2d743f9 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -8,11 +8,25 @@ void GameWorld::Initialize() m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/Plane.obj"); m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/ArrowCube.obj"); - BindKey(GLFW_KEY_W, "+forward"); - BindKey(GLFW_KEY_S, "+backward"); - BindKey(GLFW_KEY_A, "+left"); - BindKey(GLFW_KEY_D, "+right"); - BindKey(GLFW_KEY_SPACE, "+handbrake"); + BindKey(GLFW_KEY_W, "vertical", -1.f); + BindKey(GLFW_KEY_S, "vertical", 1.f); + BindKey(GLFW_KEY_A, "horizontal", -1.f); + BindKey(GLFW_KEY_D, "horizontal", 1.f); + + BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); + BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); + BindKey(GLFW_KEY_LEFT, "tower_rotation", 1.f); + BindKey(GLFW_KEY_RIGHT, "tower_rotation", -1.f); + + BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); +// +// BindKey(GLFW_KEY_UP, "vertical", -1.f); +// BindKey(GLFW_KEY_DOWN, "vertical", 1.f); +// BindKey(GLFW_KEY_LEFT, "horizontal", -1.f); +// BindKey(GLFW_KEY_RIGHT, "horizontal", 1.f); + /* + BindKey(GLFW_KEY_Q, "+tower_right"); + BindKey(GLFW_KEY_E, "+tower_left"); BindKey(GLFW_KEY_Q, "+up"); BindKey(GLFW_KEY_LEFT_CONTROL, "+down"); @@ -25,8 +39,8 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_UP, "+cam_forward"); BindKey(GLFW_KEY_DOWN, "+cam_backward"); - BindKey(GLFW_KEY_LEFT, "+cam_right"); - BindKey(GLFW_KEY_RIGHT, "+cam_left"); + BindKey(GLFW_KEY_LEFT, "+cam_left"); + BindKey(GLFW_KEY_RIGHT, "+cam_right");*/ RegisterComponents(); @@ -242,23 +256,29 @@ void GameWorld::Initialize() { auto chassis = CreateEntity(tank); auto transform = AddComponent(chassis, "Transform"); - transform->Position = glm::vec3(0, 0, 0); // 0.6577f + transform->Position = glm::vec3(0, 0, 0); auto model = AddComponent(chassis, "Model"); model->ModelFile = "Models/Tank/Fix/Chassi.obj"; } { - auto top = CreateEntity(tank); - auto transform = AddComponent(top, "Transform"); - transform->Position = glm::vec3(0, 1.2, 1.95); // 0.6577f - auto model = AddComponent(top, "Model"); + auto tower = CreateEntity(tank); + SetProperty(tower, "Name", "tower"); + auto transform = AddComponent(tower, "Transform"); + transform->Position = glm::vec3(0, 1.2, 1.95); + auto model = AddComponent(tower, "Model"); model->ModelFile = "Models/Tank/Fix/Top.obj"; - + auto towerSteering = AddComponent(tower, "TowerSteering"); + towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); + towerSteering->Velocity = glm::pi()/4.f; { - auto top = CreateEntity(tank); - auto transform = AddComponent(top, "Transform"); - transform->Position = glm::vec3(0, 1, 0.5); // 0.6577f - auto model = AddComponent(top, "Model"); + auto barrel = CreateEntity(tower); + auto transform = AddComponent(barrel, "Transform"); + transform->Position = glm::vec3(0, 0, -2.f); + auto model = AddComponent(barrel, "Model"); model->ModelFile = "Models/Tank/Fix/Barrel.obj"; + auto barrelSteering = AddComponent(barrel, "BarrelSteering"); + barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); + barrelSteering->Velocity = glm::pi()/4.f; } } @@ -297,7 +317,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -316,7 +336,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -336,7 +356,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -355,7 +375,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -376,7 +396,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -394,7 +414,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -414,7 +434,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -432,7 +452,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 3.f; + Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; CommitEntity(wheel); @@ -573,11 +593,12 @@ void GameWorld::AddSystems() AddSystem("RenderSystem"); } -void GameWorld::BindKey(int keyCode, std::string command) +void GameWorld::BindKey(int keyCode, std::string command, float value) { Events::BindKey e; e.KeyCode = keyCode; e.Command = command; + e.Value = value; m_EventBroker->Publish(e); } diff --git a/src/GameWorld.h b/src/GameWorld.h index 6e9c9e4..2dfcb96 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -34,6 +34,10 @@ #include "Components/Vehicle.h" #include "Components/Wheel.h" #include "Components/HingeConstraint.h" +#include "Components/TankSteering.h" +#include "Components/TowerSteering.h" +#include "Components/BarrelSteering.h" + class GameWorld : public World { @@ -52,7 +56,7 @@ public: private: std::shared_ptr m_Renderer; - void BindKey(int keyCode, std::string command); + void BindKey(int keyCode, std::string command, float value); void BindMouseButton(int button, std::string command); }; diff --git a/src/Physics/VehicleSetup.cpp b/src/Physics/VehicleSetup.cpp index 1babfcb..90e65dc 100644 --- a/src/Physics/VehicleSetup.cpp +++ b/src/Physics/VehicleSetup.cpp @@ -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; @@ -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) diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index 18a21aa..4868213 100755 --- a/src/Systems/InputSystem.cpp +++ b/src/Systems/InputSystem.cpp @@ -44,7 +44,11 @@ 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_KeyBindingValues[command] += value; + PublishCommand(0, command, std::max(-1.f, std::min(m_KeyBindingValues[command], 1.f))); } return true; @@ -55,7 +59,11 @@ 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_KeyBindingValues[command] -= value; + PublishCommand(0, command, std::max(-1.f, std::min(m_KeyBindingValues[command], 1.f))); } return true; @@ -66,7 +74,7 @@ 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); + PublishCommand(0, bindingIt->second, 1.f); } return true; @@ -77,7 +85,7 @@ 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); + PublishCommand(0, bindingIt->second, 1.f); } return true; @@ -91,7 +99,7 @@ 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()); } @@ -113,18 +121,13 @@ bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &even return true; } -void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value, bool release /*= false*/) +void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value) { - if (release && command.at(0) == '+') - { - command[0] = '-'; - } - 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); } diff --git a/src/Systems/InputSystem.h b/src/Systems/InputSystem.h index f912de0..b9461a2 100755 --- a/src/Systems/InputSystem.h +++ b/src/Systems/InputSystem.h @@ -3,6 +3,7 @@ #include #include +#include #include "System.h" #include "Components/Input.h" @@ -30,7 +31,8 @@ public: private: // Input binding tables - std::unordered_map m_KeyBindings; // GLFW_KEY... -> command string + std::unordered_map> m_KeyBindings; // GLFW_KEY... -> command string & value + std::unordered_map m_KeyBindingValues; // command string -> command value std::unordered_map m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string // Input events @@ -48,7 +50,7 @@ private: EventRelay m_EBindMouseButton; bool OnBindMouseButton(const Events::BindMouseButton &event); - void PublishCommand(int playerID, std::string command, float value, bool release = false); + void PublishCommand(int playerID, std::string command, float value); }; } diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 5fad34c..02259ad 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -31,7 +31,7 @@ void Systems::PhysicsSystem::Initialize() // Events EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer); - + hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo); hkBaseSystem::init(memoryRouter, HavokErrorReport); @@ -115,7 +115,6 @@ void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) cf->Register("MeshShape", []() { return new Components::MeshShape(); }); cf->Register("HingeConstraint", []() { return new Components::HingeConstraint(); }); cf->Register("WheelPair", []() { return new Components::WheelPair(); }); - } void Systems::PhysicsSystem::Update(double dt) @@ -550,7 +549,9 @@ glm::quat Systems::PhysicsSystem::ConvertRotation(const hkQuaternion &hkRotation const hkQuaternion& Systems::PhysicsSystem::ConvertRotation(glm::quat glmRotation) { - return hkQuaternion(glmRotation.x, glmRotation.y, glmRotation.z, glmRotation.w); + hkQuaternion quat = hkQuaternion(glmRotation.x, glmRotation.y, glmRotation.z, glmRotation.w); + quat.normalize(); + return quat; } glm::vec3 Systems::PhysicsSystem::ConvertScale(const hkVector4 &hkScale) @@ -566,8 +567,7 @@ const hkVector4& Systems::PhysicsSystem::ConvertScale(glm::vec3 glmScale) bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) { auto vehicleComponent = m_World->GetComponent(event.Entity, "Vehicle"); - auto inputComponent = m_World->GetComponent(event.Entity, "Input"); - if (vehicleComponent && inputComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end()) + 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; @@ -579,4 +579,3 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) return true; } - diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index b8fc262..968db95 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -12,6 +12,7 @@ #include "Components/MeshShape.h" #include "Components/HingeConstraint.h" #include "Components/WheelPair.h" +#include "Components/TowerSteering.h" #include "Events/TankSteer.h" #include "OBJ.h" diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index f0a4e30..eee50cc 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -5,19 +5,20 @@ void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf ) { cf->Register("TankSteering", []() { return new Components::TankSteering(); }); + cf->Register("TowerSteering", []() { return new Components::TowerSteering(); }); + cf->Register("BarrelSteering", []() { return new Components::BarrelSteering(); }); } void Systems::TankSteeringSystem::Initialize() { - m_InputController = std::unique_ptr(new TankSteeringInputController(EventBroker)); - m_InputController->PositionX = 0; - m_InputController->PositionY = 0; - m_InputController->Handbrake = false; + m_TankInputController = std::unique_ptr(new TankSteeringInputController(EventBroker)); + m_TowerInputController = std::unique_ptr(new TowerSteeringInputController(EventBroker)); } void Systems::TankSteeringSystem::Update(double dt) { - + m_TankInputController->Update(dt); + m_TowerInputController->Update(dt); } void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) @@ -27,61 +28,85 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit { Events::TankSteer e; e.Entity = entity; - e.PositionX = m_InputController->PositionX; - e.PositionY = m_InputController->PositionY; - e.Handbrake = m_InputController->Handbrake; + e.PositionX = m_TankInputController->PositionX; + e.PositionY = m_TankInputController->PositionY; + e.Handbrake = m_TankInputController->Handbrake; EventBroker->Publish(e); } + + auto towerSteeringComponent = m_World->GetComponent(entity, "TowerSteering"); + if(towerSteeringComponent) + { + auto transformComponent = m_World->GetComponent(entity, "Transform"); + glm::quat orientation = glm::angleAxis(towerSteeringComponent->Velocity * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); + transformComponent->Orientation *= orientation; + } + + auto barrelSteeringComponent = m_World->GetComponent(entity, "BarrelSteering"); + if(barrelSteeringComponent) + { + auto transformComponent = m_World->GetComponent(entity, "Transform"); + glm::quat orientation = glm::angleAxis(barrelSteeringComponent->Velocity * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); + transformComponent->Orientation *= orientation; + } +} + +void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt ) +{ + PositionX = m_Horizontal; + PositionY = m_Vertical; +} + +void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double dt ) +{ + TowerDirection = m_TowerDirection; + BarrelDirection = m_BarrelDirection; } bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) { - float val = boost::any_cast(event.Value); - if (event.Command == "+right") + float val = event.Value; + if (event.Command == "horizontal") { - PositionX += val; + m_Horizontal = val; } - 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; } - else if (event.Command == "+handbrake") + return true; +} + +bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const Events::InputCommand &event ) +{ + float val = event.Value; + 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; } return true; } +bool Systems::TankSteeringSystem::TowerSteeringInputController::OnMouseMove( const Events::MouseMove &event ) +{ + return false; +} + bool Systems::TankSteeringSystem::TankSteeringInputController::OnMouseMove( const Events::MouseMove &event ) { return false; } + + + + diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index 5c7a02e..dee4707 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -4,6 +4,8 @@ #include "Events/TankSteer.h" #include "Components/Transform.h" #include "Components/TankSteering.h" +#include "Components/TowerSteering.h" +#include "Components/BarrelSteering.h" #include "Components/Vehicle.h" #include "InputController.h" @@ -24,22 +26,59 @@ namespace Systems private: class TankSteeringInputController; - std::unique_ptr m_InputController; + std::unique_ptr m_TankInputController; + class TowerSteeringInputController; + std::unique_ptr m_TowerInputController; }; class TankSteeringSystem::TankSteeringInputController : InputController { public: TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker) - : InputController(eventBroker) { } + : InputController(eventBroker) + { + m_Horizontal = 0.f; + m_Vertical = 0.f; + PositionX = 0; + PositionY = 0; + Handbrake = false; + } float PositionY; float PositionX; bool Handbrake; - + void Update(double dt); protected: virtual bool OnCommand(const Events::InputCommand &event); virtual bool OnMouseMove(const Events::MouseMove &event); + + private: + float m_Horizontal; + float m_Vertical; + }; + + class TankSteeringSystem::TowerSteeringInputController : InputController + { + public: + TowerSteeringInputController(std::shared_ptr<::EventBroker> eventBroker) + : InputController(eventBroker) + { + m_TowerDirection = 0.f; + m_BarrelDirection = 0.f; + TowerDirection = 0.f; + BarrelDirection = 0.f; + } + + float TowerDirection; + float BarrelDirection; + void Update(double dt); + protected: + virtual bool OnCommand(const Events::InputCommand &event); + virtual bool OnMouseMove(const Events::MouseMove &event); + + private: + float m_TowerDirection; + float m_BarrelDirection; }; } \ No newline at end of file diff --git a/src/World.h b/src/World.h index 3581be1..7ce77db 100755 --- a/src/World.h +++ b/src/World.h @@ -61,6 +61,11 @@ public: m_EntityProperties[entity][property] = value; } + void SetProperty(EntityID entity, std::string property, char* value) + { + m_EntityProperties[entity][property] = std::string(value); + } + template std::shared_ptr AddComponent(EntityID entity, std::string componentType); std::shared_ptr AddComponent(EntityID entity, std::string componentType); diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 47fff50..9affcba 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -124,6 +124,7 @@ + @@ -141,6 +142,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 8b1f1a3..0323b51 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -322,6 +322,12 @@ Physics\Systems + + Physics\Components + + + Physics\Components + From ad19848c1b547d7f14382487d18d3459574b2568 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 12 May 2014 22:33:59 +0200 Subject: [PATCH 19/49] WIP ECS GUI --- src/Events/CastRay.h | 16 +++++++++++ src/Events/MousePress.h | 1 + src/Events/MouseRelease.h | 1 + src/Events/RayIntersection.h | 17 ++++++++++++ src/GUI/Frame.h | 27 +++++++++++++++++++ src/InputManager.cpp | 6 +++++ src/Systems/RaySystem.cpp | 25 ++++++++++++++++++ src/Systems/RaySystem.h | 35 ++++++++++++++++++++++++ vs11/Returngeance/EntityWrapper.h | 44 +++++++++++++++++++++++++++++++ 9 files changed, 172 insertions(+) create mode 100644 src/Events/CastRay.h create mode 100644 src/Events/RayIntersection.h create mode 100644 src/Systems/RaySystem.cpp create mode 100644 src/Systems/RaySystem.h create mode 100644 vs11/Returngeance/EntityWrapper.h diff --git a/src/Events/CastRay.h b/src/Events/CastRay.h new file mode 100644 index 0000000..adaba7f --- /dev/null +++ b/src/Events/CastRay.h @@ -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__ \ No newline at end of file diff --git a/src/Events/MousePress.h b/src/Events/MousePress.h index 3116edb..75b31d7 100644 --- a/src/Events/MousePress.h +++ b/src/Events/MousePress.h @@ -9,6 +9,7 @@ namespace Events struct MousePress : Event { int Button; + double X, Y; }; } diff --git a/src/Events/MouseRelease.h b/src/Events/MouseRelease.h index 7249dcd..588b06b 100644 --- a/src/Events/MouseRelease.h +++ b/src/Events/MouseRelease.h @@ -9,6 +9,7 @@ namespace Events struct MouseRelease : Event { int Button; + double X, Y; }; } diff --git a/src/Events/RayIntersection.h b/src/Events/RayIntersection.h new file mode 100644 index 0000000..9b9d74f --- /dev/null +++ b/src/Events/RayIntersection.h @@ -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__ \ No newline at end of file diff --git a/src/GUI/Frame.h b/src/GUI/Frame.h index 19f534a..76bf98b 100644 --- a/src/GUI/Frame.h +++ b/src/GUI/Frame.h @@ -6,6 +6,9 @@ #include "Util/Rectangle.h" #include "EventBroker.h" +// HACK: Decouple renderer plz +#include "Renderer.h" + namespace GUI { @@ -31,17 +34,41 @@ public: { SetParent(parent); Initialize(); } virtual void Initialize() { } + std::shared_ptr Parent() const { return m_Parent; } void SetParent(std::shared_ptr parent) { + parent->AddChild(std::shared_ptr(this)); m_Parent = parent; EventBroker = parent->EventBroker; } + + void AddChild(std::shared_ptr child) + { + m_Children.push_back(child); + if (m_Parent != nullptr) + { + m_Parent->AddChild(child); + } + } + + typedef std::list>::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 m_Parent; + std::list> m_Children; }; } diff --git a/src/InputManager.cpp b/src/InputManager.cpp index 9f09b1c..c5509c0 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -36,17 +36,23 @@ 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; + e.X = x; + e.Y = y; m_EventBroker->Publish(e); } else { Events::MouseRelease e; e.Button = i; + e.X = x; + e.Y = y; m_EventBroker->Publish(e); } } diff --git a/src/Systems/RaySystem.cpp b/src/Systems/RaySystem.cpp new file mode 100644 index 0000000..8f09fe0 --- /dev/null +++ b/src/Systems/RaySystem.cpp @@ -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; +} \ No newline at end of file diff --git a/src/Systems/RaySystem.h b/src/Systems/RaySystem.h new file mode 100644 index 0000000..51010d2 --- /dev/null +++ b/src/Systems/RaySystem.h @@ -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 m_ECastRay; + bool OnCastRay(const Events::CastRay &event); + + std::list m_UnresolvedRays; + //void UpdateEntity(double dt, EntityID entity, EntityID parent) override; +}; + +} +#endif // DebugSystem_h__ \ No newline at end of file diff --git a/vs11/Returngeance/EntityWrapper.h b/vs11/Returngeance/EntityWrapper.h new file mode 100644 index 0000000..37e7ffb --- /dev/null +++ b/vs11/Returngeance/EntityWrapper.h @@ -0,0 +1,44 @@ +#include + +#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 + std::shared_ptr AddComponent(std::string componentType) + { + return World->AddComponent(m_ID, componentType); + } + std::shared_ptr 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; +}; \ No newline at end of file From ccd1393dac181e95f4500a0a24962f57e73db433 Mon Sep 17 00:00:00 2001 From: Tleety Date: Mon, 12 May 2014 23:02:19 +0200 Subject: [PATCH 20/49] Fixed some shadow buggs. --- src/Renderer.cpp | 14 +++++++------- src/Shaders/Fragment.glsl | 5 ++++- 2 files changed, 11 insertions(+), 8 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 429e449..2e781a0 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -17,10 +17,10 @@ Renderer::Renderer() CAtt = 1.0f; LAtt = 0.0f; QAtt = 3.0f; - m_ShadowMapRes = 2048; + m_ShadowMapRes = 2048*8; m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); - m_SunProjection = glm::ortho(-100, 100, -100, 100, -100, 100); + m_SunProjection = glm::ortho(-200.f, 200.f, -200.f, 200.f, -100, 200); /* Lights = 0;*/ } @@ -256,7 +256,7 @@ void Renderer::DrawShadowMap() { 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_FRONT); //Make it so that only the back faces are rendered + 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); @@ -653,7 +653,7 @@ void Renderer::DrawFBO() m_FinalPassProgram.Bind(); - // Ambient light & Shadow Matrix + // 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); @@ -670,9 +670,9 @@ void Renderer::DrawFBO() void Renderer::DrawFBOScene() { - 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 +// 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 = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index e64e2ec..cc5370f 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -17,7 +17,10 @@ out vec4 frag_Normal; float Shadow(vec4 ShadowCoord) { - if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z ) + //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; } From b9231e4d462af0b4592066854f48f179d66a0742 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Tue, 13 May 2014 01:50:58 +0200 Subject: [PATCH 21/49] Shots need more work --- assets | 2 +- src/Components/BarrelSteering.h | 2 +- src/Components/Shot.h | 17 +++ src/Events/SetVelocity.h | 17 +++ src/GameWorld.cpp | 135 ++++++++++++++++-- src/GameWorld.h | 2 +- src/Systems/PhysicsSystem.cpp | 6 + src/Systems/PhysicsSystem.h | 4 + src/Systems/TankSteeringSystem.cpp | 19 +++ src/Systems/TankSteeringSystem.h | 9 +- vs11/Returngeance/Returngeance.vcxproj | 2 + .../Returngeance/Returngeance.vcxproj.filters | 6 + 12 files changed, 207 insertions(+), 14 deletions(-) create mode 100644 src/Components/Shot.h create mode 100644 src/Events/SetVelocity.h diff --git a/assets b/assets index 8b6c48b..05b3d22 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 8b6c48b26b3bbc10f5e66c1f59fec6ca935f641b +Subproject commit 05b3d22b01131512cc370dacd507a22e88c46e57 diff --git a/src/Components/BarrelSteering.h b/src/Components/BarrelSteering.h index 58ab2fa..f3ee943 100644 --- a/src/Components/BarrelSteering.h +++ b/src/Components/BarrelSteering.h @@ -10,9 +10,9 @@ namespace Components { BarrelSteering() : Velocity(1.f), Axis(glm::vec3(0,1,0)){ } - float Velocity; glm::vec3 Axis; + EntityID ShotTemplate; }; } diff --git a/src/Components/Shot.h b/src/Components/Shot.h new file mode 100644 index 0000000..324a9c5 --- /dev/null +++ b/src/Components/Shot.h @@ -0,0 +1,17 @@ +#ifndef Shot_h__ +#define Shot_h__ + +#include "Component.h" + +namespace Components +{ + + struct Shot : Component + { + Shot(); + float Speed; + }; + +} + +#endif // Shot_h__ \ No newline at end of file diff --git a/src/Events/SetVelocity.h b/src/Events/SetVelocity.h new file mode 100644 index 0000000..3bdb8a1 --- /dev/null +++ b/src/Events/SetVelocity.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__ \ No newline at end of file diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 2d743f9..411d27f 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -19,6 +19,8 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_RIGHT, "tower_rotation", -1.f); BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); + + BindKey(GLFW_KEY_Z, "shoot", 1.f); // // BindKey(GLFW_KEY_UP, "vertical", -1.f); // BindKey(GLFW_KEY_DOWN, "vertical", 1.f); @@ -264,7 +266,7 @@ void GameWorld::Initialize() auto tower = CreateEntity(tank); SetProperty(tower, "Name", "tower"); auto transform = AddComponent(tower, "Transform"); - transform->Position = glm::vec3(0, 1.2, 1.95); + transform->Position = glm::vec3(0.f, 1.2f, 1.8f); auto model = AddComponent(tower, "Model"); model->ModelFile = "Models/Tank/Fix/Top.obj"; auto towerSteering = AddComponent(tower, "TowerSteering"); @@ -273,12 +275,37 @@ void GameWorld::Initialize() { auto barrel = CreateEntity(tower); auto transform = AddComponent(barrel, "Transform"); - transform->Position = glm::vec3(0, 0, -2.f); + transform->Position = glm::vec3(-0.018f, -0.2, -1.3f); auto model = AddComponent(barrel, "Model"); model->ModelFile = "Models/Tank/Fix/Barrel.obj"; auto barrelSteering = AddComponent(barrel, "BarrelSteering"); barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); barrelSteering->Velocity = glm::pi()/4.f; + { + auto shot = CreateEntity(barrel); + auto transform = AddComponent(shot, "Transform"); + transform->Position = glm::vec3(0.35f, 1.f, -2.f); + auto shotComponent = AddComponent(shot, "Shot"); + shotComponent->Speed = 5; + auto physics = AddComponent(shot, "Physics"); + physics->Mass = 10.f; + physics->Static = false; + auto modelComponent = AddComponent(shot, "Model"); + modelComponent->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj"; + + { + auto shape = CreateEntity(tank); + auto transform = AddComponent(shape, "Transform"); + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.5f; + boxShape->Height = 0.5f; + boxShape->Depth = 0.5f; + CommitEntity(shape); + } + CommitEntity(shot); + barrelSteering->ShotTemplate = shot; + } + CommitEntity(barrel); } } @@ -306,7 +333,7 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.88f, -0.83f - wheelOffset, -2.6f); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; @@ -320,12 +347,23 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.88f, -0.83f - wheelOffset, -0.83f); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; @@ -339,13 +377,24 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.88f, -0.83f - wheelOffset, -2.6f); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; @@ -359,12 +408,23 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.88f, -0.83f - wheelOffset, -0.83f); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; @@ -378,6 +438,17 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } @@ -386,7 +457,7 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.88f, -0.83f - wheelOffset, 1.f); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; auto Wheel = AddComponent(wheel, "Wheel"); @@ -399,12 +470,23 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.88f, -0.83f - wheelOffset, 2.95f); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; auto Wheel = AddComponent(wheel, "Wheel"); @@ -417,13 +499,24 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.88f, -0.83f - wheelOffset, 1.f); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; @@ -437,12 +530,23 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } { auto wheel = CreateEntity(tank); auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.88f, -0.83f - wheelOffset, 2.95f); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; auto Wheel = AddComponent(wheel, "Wheel"); @@ -455,6 +559,17 @@ void GameWorld::Initialize() Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape, "Transform"); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape, "BoxShape"); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } CommitEntity(wheel); } diff --git a/src/GameWorld.h b/src/GameWorld.h index 2dfcb96..e924cc0 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -37,7 +37,7 @@ #include "Components/TankSteering.h" #include "Components/TowerSteering.h" #include "Components/BarrelSteering.h" - +#include "Components/Shot.h" class GameWorld : public World { diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 02259ad..5e4a71f 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -31,6 +31,7 @@ void Systems::PhysicsSystem::Initialize() // Events EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer); + EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnSetVelocity); hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo); @@ -579,3 +580,8 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) return true; } + +bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event ) +{ + +} diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index 968db95..7b2d259 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -14,6 +14,7 @@ #include "Components/WheelPair.h" #include "Components/TowerSteering.h" #include "Events/TankSteer.h" +#include "Events/SetVelocity.h" #include "OBJ.h" // Math and base include @@ -85,6 +86,9 @@ private: EventRelay m_ETankSteer; bool OnTankSteer(const Events::TankSteer &event); + EventRelay m_ESetVelocity; + bool OnSetVelocity(const Events::SetVelocity &event); + void SetUpPhysicsState(EntityID entity, EntityID parent); void TearDownPhysicsState(EntityID entity, EntityID parent); diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index eee50cc..5e6c025 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -49,6 +49,19 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit glm::quat orientation = glm::angleAxis(barrelSteeringComponent->Velocity * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); transformComponent->Orientation *= orientation; } + + auto shotComponent = m_World->GetComponent(entity, "Shot"); + if(shotComponent) + { + if(m_TowerInputController->shoot) + { + auto absoluteOrientation = m_World->GetSystem("TransformSystem")->AbsoluteOrientation(entity); + Events::SetVelocity e; + e.Entity = entity; + e.Velocity = absoluteOrientation * (glm::vec3(0.f, 0.f, 1.f) * shotComponent->Speed * (float)dt); + EventBroker->Publish(e); + } + } } void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt ) @@ -61,6 +74,7 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d { TowerDirection = m_TowerDirection; BarrelDirection = m_BarrelDirection; + shoot = m_Shoot; } bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) @@ -94,6 +108,11 @@ bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const { m_BarrelDirection = val; } + + else if (event.Command == "shoot") + { + shoot = (bool)val; + } return true; } diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index dee4707..1622063 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -2,11 +2,14 @@ #include "System.h" #include "Events/TankSteer.h" +#include "Events/SetVelocity.h" #include "Components/Transform.h" #include "Components/TankSteering.h" #include "Components/TowerSteering.h" #include "Components/BarrelSteering.h" #include "Components/Vehicle.h" +#include "Components/Shot.h" +#include "Systems/TransformSystem.h" #include "InputController.h" namespace Systems @@ -67,10 +70,13 @@ namespace Systems m_BarrelDirection = 0.f; TowerDirection = 0.f; BarrelDirection = 0.f; + + m_Shoot = false; } float TowerDirection; float BarrelDirection; + bool shoot; void Update(double dt); protected: virtual bool OnCommand(const Events::InputCommand &event); @@ -78,7 +84,8 @@ namespace Systems private: float m_TowerDirection; - float m_BarrelDirection; + float m_BarrelDirection; + bool m_Shoot; }; } \ No newline at end of file diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 9affcba..4b16aef 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -137,6 +137,7 @@ + @@ -159,6 +160,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 0323b51..21aa2cd 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -328,6 +328,12 @@ Physics\Components + + Physics\Components + + + Physics\Events + From d259811795ce694dfa30e6eca297c1a4c970a773 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Tue, 13 May 2014 00:55:32 +0200 Subject: [PATCH 22/49] Xbox360 controller support --- src/Engine.h | 4 +- src/Events/BindGamepadAxis.h | 21 +++ src/Events/BindGamepadButton.h | 21 +++ src/Events/GamepadAxis.h | 32 ++++ src/Events/GamepadButton.h | 45 +++++ src/GUI/Frame.h | 70 +++---- src/GameWorld.cpp | 47 ++++- src/GameWorld.h | 2 + src/InputManager.cpp | 120 ++++++++++-- src/InputManager.h | 19 +- src/Systems/InputSystem.cpp | 102 +++++++++- src/Systems/InputSystem.h | 18 +- src/Systems/TankSteeringSystem.cpp | 6 +- src/Util/Rectangle.h | 176 +++++++++--------- vs11/Returngeance/Returngeance.vcxproj | 20 +- .../Returngeance/Returngeance.vcxproj.filters | 12 ++ 16 files changed, 552 insertions(+), 163 deletions(-) create mode 100644 src/Events/BindGamepadAxis.h create mode 100644 src/Events/BindGamepadButton.h create mode 100644 src/Events/GamepadAxis.h create mode 100644 src/Events/GamepadButton.h diff --git a/src/Engine.h b/src/Engine.h index 25337c4..c063960 100755 --- a/src/Engine.h +++ b/src/Engine.h @@ -19,7 +19,7 @@ public: m_InputManager = std::make_shared(m_Renderer->GetWindow(), m_EventBroker); - m_UIParent = std::make_shared(m_EventBroker); + //m_UIParent = std::make_shared(m_EventBroker); m_World = std::make_shared(m_EventBroker, m_Renderer); m_World->Initialize(); @@ -46,7 +46,7 @@ private: std::shared_ptr m_EventBroker; std::shared_ptr m_Renderer; std::shared_ptr m_InputManager; - std::shared_ptr m_UIParent; + //std::shared_ptr m_UIParent; // TODO: This should ultimately live in GameFrame std::shared_ptr m_World; diff --git a/src/Events/BindGamepadAxis.h b/src/Events/BindGamepadAxis.h new file mode 100644 index 0000000..b1e16f8 --- /dev/null +++ b/src/Events/BindGamepadAxis.h @@ -0,0 +1,21 @@ +#ifndef Events_BindGamepadAxis_h__ +#define Events_BindGamepadAxis_h__ + +#include + +#include "EventBroker.h" +#include "Events/GamepadAxis.h" + +namespace Events +{ + +struct BindGamepadAxis : Event +{ + Gamepad::Axis Axis; + std::string Command; + float Value; +}; + +} + +#endif // Events_BindGamepadAxis_h__ \ No newline at end of file diff --git a/src/Events/BindGamepadButton.h b/src/Events/BindGamepadButton.h new file mode 100644 index 0000000..72641d8 --- /dev/null +++ b/src/Events/BindGamepadButton.h @@ -0,0 +1,21 @@ +#ifndef Events_BindGamepadButton_h__ +#define Events_BindGamepadButton_h__ + +#include + +#include "EventBroker.h" +#include "Events/GamepadButton.h" + +namespace Events +{ + +struct BindGamepadButton : Event +{ + Gamepad::Button Button; + std::string Command; + float Value; +}; + +} + +#endif // Events_BindGamepadButton_h__ \ No newline at end of file diff --git a/src/Events/GamepadAxis.h b/src/Events/GamepadAxis.h new file mode 100644 index 0000000..3d47767 --- /dev/null +++ b/src/Events/GamepadAxis.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__ \ No newline at end of file diff --git a/src/Events/GamepadButton.h b/src/Events/GamepadButton.h new file mode 100644 index 0000000..a99583c --- /dev/null +++ b/src/Events/GamepadButton.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__ \ No newline at end of file diff --git a/src/GUI/Frame.h b/src/GUI/Frame.h index 19f534a..bb8d51f 100644 --- a/src/GUI/Frame.h +++ b/src/GUI/Frame.h @@ -8,41 +8,41 @@ namespace GUI { - -class Frame : public Rectangle -{ -public: - enum class Anchor - { - Left, - Right, - Top, - Bottom - }; - - // Set up a base frame with an event broker - Frame(std::shared_ptr<::EventBroker> eventBroker) - : EventBroker(eventBroker) - , Rectangle() - { Initialize(); } - // Create a frame as a child - Frame(std::shared_ptr parent) - : Rectangle(static_cast(*parent)) // Clone parent rectangle using copy constructor - { SetParent(parent); Initialize(); } - - virtual void Initialize() { } - std::shared_ptr Parent() const { return m_Parent; } - void SetParent(std::shared_ptr parent) - { - m_Parent = parent; - EventBroker = parent->EventBroker; - } - virtual void Update(double dt) { } - -protected: - std::shared_ptr<::EventBroker> EventBroker; - std::shared_ptr m_Parent; -}; +// +//class Frame : public Rectangle +//{ +//public: +// enum class Anchor +// { +// Left, +// Right, +// Top, +// Bottom +// }; +// +// // Set up a base frame with an event broker +// Frame(std::shared_ptr<::EventBroker> eventBroker) +// : EventBroker(eventBroker) +// , Rectangle() +// { Initialize(); } +// // Create a frame as a child +// Frame(std::shared_ptr parent) +// : Rectangle(static_cast(*parent)) // Clone parent rectangle using copy constructor +// { SetParent(parent); Initialize(); } +// +// virtual void Initialize() { } +// std::shared_ptr Parent() const { return m_Parent; } +// void SetParent(std::shared_ptr parent) +// { +// m_Parent = parent; +// EventBroker = parent->EventBroker; +// } +// virtual void Update(double dt) { } +// +//protected: +// std::shared_ptr<::EventBroker> EventBroker; +// std::shared_ptr m_Parent; +//}; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 2d743f9..8b29bff 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -8,17 +8,38 @@ void GameWorld::Initialize() m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/Plane.obj"); m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/ArrowCube.obj"); - BindKey(GLFW_KEY_W, "vertical", -1.f); - BindKey(GLFW_KEY_S, "vertical", 1.f); + BindKey(GLFW_KEY_W, "vertical", 1.f); + BindKey(GLFW_KEY_S, "vertical", -1.f); BindKey(GLFW_KEY_A, "horizontal", -1.f); BindKey(GLFW_KEY_D, "horizontal", 1.f); + BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f); + BindGamepadAxis(Gamepad::Axis::RightTrigger, "vertical", 1.f); + BindGamepadAxis(Gamepad::Axis::LeftTrigger, "vertical", -1.f); BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); - BindKey(GLFW_KEY_LEFT, "tower_rotation", 1.f); - BindKey(GLFW_KEY_RIGHT, "tower_rotation", -1.f); + BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f); + BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f); + BindGamepadAxis(Gamepad::Axis::RightX, "tower_rotation", 1.f); + BindGamepadAxis(Gamepad::Axis::RightY, "barrel_rotation", 1.f); BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); + BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f); + + //BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f); + //BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f); + //BindGamepadButton(Gamepad::Button::Left, "Gamepad::Button::Left", 1.f); + //BindGamepadButton(Gamepad::Button::Right, "Gamepad::Button::Right", 1.f); + //BindGamepadButton(Gamepad::Button::Start, "Gamepad::Button::Start", 1.f); + //BindGamepadButton(Gamepad::Button::Back, "Gamepad::Button::Back", 1.f); + //BindGamepadButton(Gamepad::Button::LeftThumb, "Gamepad::Button::LeftThumb", 1.f); + //BindGamepadButton(Gamepad::Button::RightThumb, "Gamepad::Button::RightThumb", 1.f); + //BindGamepadButton(Gamepad::Button::LeftShoulder, "Gamepad::Button::LeftShoulder", 1.f); + //BindGamepadButton(Gamepad::Button::RightShoulder, "Gamepad::Button::RightShoulder", 1.f); + //BindGamepadButton(Gamepad::Button::A, "Gamepad::Button::A", 1.f); + //BindGamepadButton(Gamepad::Button::B, "Gamepad::Button::B", 1.f); + //BindGamepadButton(Gamepad::Button::X, "Gamepad::Button::X", 1.f); + //BindGamepadButton(Gamepad::Button::Y, "Gamepad::Button::Y", 1.f); // // BindKey(GLFW_KEY_UP, "vertical", -1.f); // BindKey(GLFW_KEY_DOWN, "vertical", 1.f); @@ -609,3 +630,21 @@ void GameWorld::BindMouseButton(int button, std::string command) e.Command = command; m_EventBroker->Publish(e); } + +void GameWorld::BindGamepadAxis(Gamepad::Axis axis, std::string command, float value) +{ + Events::BindGamepadAxis e; + e.Axis = axis; + e.Command = command; + e.Value = value; + m_EventBroker->Publish(e); +} + +void GameWorld::BindGamepadButton(Gamepad::Button button, std::string command, float value) +{ + Events::BindGamepadButton e; + e.Button = button; + e.Command = command; + e.Value = value; + m_EventBroker->Publish(e); +} diff --git a/src/GameWorld.h b/src/GameWorld.h index 2dfcb96..d258196 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -58,6 +58,8 @@ private: void BindKey(int keyCode, std::string command, float value); void BindMouseButton(int button, std::string command); + void BindGamepadAxis(Gamepad::Axis axis, std::string command, float value); + void BindGamepadButton(Gamepad::Button button, std::string command, float value); }; #endif // GameWorld_h__ diff --git a/src/InputManager.cpp b/src/InputManager.cpp index 9f09b1c..fc225ec 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -1,13 +1,14 @@ #include "PrecompiledHeader.h" #include "InputManager.h" +void InputManager::Initialize() +{ + m_LastGamepadAxisState = std::array(); + m_LastGamepadButtonState = std::array(); +} + void InputManager::Update(double dt) { - m_LastKeyState = m_CurrentKeyState; - m_LastMouseState = m_CurrentMouseState; - m_LastMouseX = m_CurrentMouseX; - m_LastMouseY = m_CurrentMouseY; - // Keyboard input for (int i = 0; i <= GLFW_KEY_LAST; ++i) { @@ -19,13 +20,13 @@ void InputManager::Update(double dt) { Events::KeyDown e; e.KeyCode = i; - m_EventBroker->Publish(e); + m_EventBroker->Publish(e); } else { Events::KeyUp e; e.KeyCode = i; - m_EventBroker->Publish(e); + m_EventBroker->Publish(e); } } } @@ -41,18 +42,18 @@ void InputManager::Update(double dt) { Events::MousePress e; e.Button = i; - m_EventBroker->Publish(e); + m_EventBroker->Publish(e); } else { Events::MouseRelease e; e.Button = i; - m_EventBroker->Publish(e); + m_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 +65,7 @@ void InputManager::Update(double dt) e.Y = m_CurrentMouseY; e.DeltaX = m_CurrentMouseDeltaX; e.DeltaY = m_CurrentMouseDeltaY; - m_EventBroker->Publish(e); + m_EventBroker->Publish(e); } // // Lock mouse while holding LMB @@ -83,4 +84,101 @@ void InputManager::Update(double dt) // { // glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL); // } + + // Xbox360 controller + DWORD dwResult; + for (int i = 0; i < XUSER_MAX_COUNT; i++) + { + XINPUT_STATE state = { 0 }; + // Simply get the state of the controller from XInput. + dwResult = XInputGetState(i, &state); + if (dwResult == 0) + { + m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f; + m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f; + m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f; + m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f; + m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f; + m_CurrentGamepadAxisState[i][static_cast(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(Gamepad::Button::Up)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Down)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Left)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Right)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Start)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_START); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Back)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::LeftThumb)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::RightThumb)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::LeftShoulder)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::RightShoulder)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::A)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_A); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::B)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_B); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::X)] = static_cast(state.Gamepad.wButtons & XINPUT_GAMEPAD_X); + m_CurrentGamepadButtonState[i][static_cast(Gamepad::Button::Y)] = static_cast(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(axis)]; + float lastValue = m_LastGamepadAxisState[gamepadID][static_cast(axis)]; + if (currentValue != lastValue) + { + Events::GamepadAxis e; + e.GamepadID = gamepadID; + e.Axis = axis; + e.Value = currentValue; + m_EventBroker->Publish(e); + } +} + +void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button) +{ + bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast(button)]; + float lastState = m_LastGamepadButtonState[gamepadID][static_cast(button)]; + if (currentState != lastState) + { + if (currentState == true) + { + Events::GamepadButtonDown e; + e.GamepadID = gamepadID; + e.Button = button; + m_EventBroker->Publish(e); + } + else + { + Events::GamepadButtonUp e; + e.GamepadID = gamepadID; + e.Button = button; + m_EventBroker->Publish(e); + } + } } diff --git a/src/InputManager.h b/src/InputManager.h index 5acaaa2..41d77e7 100644 --- a/src/InputManager.h +++ b/src/InputManager.h @@ -3,12 +3,16 @@ #include +#include + #include "EventBroker.h" #include "Events/KeyDown.h" #include "Events/KeyUp.h" #include "Events/MousePress.h" #include "Events/MouseRelease.h" #include "Events/MouseMove.h" +#include "Events/GamepadAxis.h" +#include "Events/GamepadButton.h" class InputManager { @@ -22,7 +26,10 @@ public: , 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) + { Initialize(); } + + void Initialize(); void Update(double dt); @@ -34,9 +41,19 @@ private: std::array m_LastKeyState; std::array m_CurrentMouseState; std::array m_LastMouseState; + typedef std::array(Gamepad::Axis::LAST) + 1> GamepadAxisState; + std::array m_CurrentGamepadAxisState; + std::array m_LastGamepadAxisState; + typedef std::array(Gamepad::Button::LAST) + 1> GamepadButtonState; + std::array m_CurrentGamepadButtonState; + std::array m_LastGamepadButtonState; + double m_CurrentMouseX, m_CurrentMouseY; double m_LastMouseX, m_LastMouseY; double m_CurrentMouseDeltaX, m_CurrentMouseDeltaY; + + void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis); + void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button); }; #endif // InputManager_h__ diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index 4868213..7c4cde7 100755 --- a/src/Systems/InputSystem.cpp +++ b/src/Systems/InputSystem.cpp @@ -10,12 +10,17 @@ void Systems::InputSystem::RegisterComponents(ComponentFactory* cf) 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) @@ -47,8 +52,8 @@ bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event) std::string command; float value; std::tie(command, value) = bindingIt->second; - m_KeyBindingValues[command] += value; - PublishCommand(0, command, std::max(-1.f, std::min(m_KeyBindingValues[command], 1.f))); + m_CommandValues[command] += value; + PublishCommand(0, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); } return true; @@ -62,8 +67,8 @@ bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event) std::string command; float value; std::tie(command, value) = bindingIt->second; - m_KeyBindingValues[command] -= value; - PublishCommand(0, command, std::max(-1.f, std::min(m_KeyBindingValues[command], 1.f))); + m_CommandValues[command] -= value; + PublishCommand(0, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); } return true; @@ -91,6 +96,51 @@ bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event) 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; + PublishCommand(event.GamepadID + 1, command, event.Value * value); + } + + 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_CommandValues[command] += value; + PublishCommand(event.GamepadID + 1, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + } + + 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_CommandValues[command] -= value; + PublishCommand(event.GamepadID + 1, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + } + + return true; +} + + bool Systems::InputSystem::OnBindKey(const Events::BindKey &event) { if (event.Command.empty()) @@ -121,6 +171,36 @@ bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &even return true; } +bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event) +{ + if (event.Command.empty()) + { + 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; +} + void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value) { Events::InputCommand e; @@ -131,3 +211,5 @@ void Systems::InputSystem::PublishCommand(int playerID, std::string command, flo LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID); } + + diff --git a/src/Systems/InputSystem.h b/src/Systems/InputSystem.h index b9461a2..ce9a7f3 100755 --- a/src/Systems/InputSystem.h +++ b/src/Systems/InputSystem.h @@ -11,8 +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 @@ -30,10 +34,12 @@ public: void Update(double dt) override; private: + std::unordered_map m_CommandValues; // command string -> command current value // Input binding tables std::unordered_map> m_KeyBindings; // GLFW_KEY... -> command string & value - std::unordered_map m_KeyBindingValues; // command string -> command value std::unordered_map m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string + std::unordered_map> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value + std::unordered_map> m_GamepadButtonBindings; // Gamepad::Button -> command string // Input events EventRelay m_EKeyDown; @@ -44,11 +50,21 @@ private: bool OnMousePress(const Events::MousePress &event); EventRelay m_EMouseRelease; bool OnMouseRelease(const Events::MouseRelease &event); + EventRelay m_EGamepadAxis; + bool OnGamepadAxis(const Events::GamepadAxis &event); + EventRelay m_EGamepadButtonDown; + bool OnGamepadButtonDown(const Events::GamepadButtonDown &event); + EventRelay m_EGamepadButtonUp; + bool OnGamepadButtonUp(const Events::GamepadButtonUp &event); // Input binding events EventRelay m_EBindKey; bool OnBindKey(const Events::BindKey &event); EventRelay m_EBindMouseButton; bool OnBindMouseButton(const Events::BindMouseButton &event); + EventRelay m_EBindGamepadAxis; + bool OnBindGamepadAxis(const Events::BindGamepadAxis &event); + EventRelay m_EBindGamepadButton; + bool OnBindGamepadButton(const Events::BindGamepadButton &event); void PublishCommand(int playerID, std::string command, float value); }; diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index eee50cc..9d631c8 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -72,12 +72,12 @@ bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const E } else if (event.Command == "vertical") { - m_Vertical = val; + m_Vertical = -val; } else if (event.Command == "handbrake") { - Handbrake = val; + Handbrake = val > 0; } return true; @@ -88,7 +88,7 @@ bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const float val = event.Value; if(event.Command == "tower_rotation") { - m_TowerDirection = val; + m_TowerDirection = -val; } else if(event.Command == "barrel_rotation") { diff --git a/src/Util/Rectangle.h b/src/Util/Rectangle.h index 0d0db32..a257855 100644 --- a/src/Util/Rectangle.h +++ b/src/Util/Rectangle.h @@ -3,93 +3,93 @@ #include -struct Rectangle -{ - Rectangle() - : X(0), Y(0), Width(0), Height(0) { } - - Rectangle(int x, int y, int width = 0, int height = 0) - : X(x), Y(y), Width(width), Height(height) { } - - /*Rectangle(const Rectangle &rect) - : X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/ - - int X; - int Y; - int Width; - int Height; - - const int& GetLeft() const { return X; } - void SetLeft(int left) - { - Width += X - left; - X = left; - } - int GetRight() const { return X + Width; } - void SetRight(int right) - { - Width = right - X; - } - const int& GetTop() const { return Y; } - void SetTop(int top) - { - Height += Y - top; - Y = top; - } - int GetBottom() const { return Y + Height; } - int SetBottom(int bottom) - { - Height = bottom - Y; - } - - Rectangle& operator+=(const Rectangle &rhs) - { - SetLeft(std::min(GetLeft(), rhs.GetLeft())); - SetRight(std::max(GetRight(), rhs.GetRight())); - SetTop(std::min(GetTop(), rhs.GetTop())); - SetBottom(std::max(GetBottom(), rhs.GetBottom())); - } - - static bool Intersects(const Rectangle &r1, const Rectangle &r2) - { - return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop()); - } -}; - -inline bool operator==(const Rectangle &r1, const Rectangle &r2) -{ - return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height); -} - -inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs) -{ - return !(lhs == rhs); -} - -inline bool operator<(const Rectangle &lhs, const Rectangle &rhs) -{ - return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height); -} - -inline bool operator>(const Rectangle &lhs, const Rectangle &rhs) -{ - return rhs < lhs; -} - -inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs) -{ - return !(lhs > rhs); -} - -inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs) -{ - return !(lhs < rhs); -} - -inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs) -{ - lhs += rhs; - return lhs; -} +//struct Rectangle +//{ +// Rectangle() +// : X(0), Y(0), Width(0), Height(0) { } +// +// Rectangle(int x, int y, int width = 0, int height = 0) +// : X(x), Y(y), Width(width), Height(height) { } +// +// /*Rectangle(const Rectangle &rect) +// : X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/ +// +// int X; +// int Y; +// int Width; +// int Height; +// +// const int& GetLeft() const { return X; } +// void SetLeft(int left) +// { +// Width += X - left; +// X = left; +// } +// int GetRight() const { return X + Width; } +// void SetRight(int right) +// { +// Width = right - X; +// } +// const int& GetTop() const { return Y; } +// void SetTop(int top) +// { +// Height += Y - top; +// Y = top; +// } +// int GetBottom() const { return Y + Height; } +// int SetBottom(int bottom) +// { +// Height = bottom - Y; +// } +// +// Rectangle& operator+=(const Rectangle &rhs) +// { +// SetLeft(std::min(GetLeft(), rhs.GetLeft())); +// SetRight(std::max(GetRight(), rhs.GetRight())); +// SetTop(std::min(GetTop(), rhs.GetTop())); +// SetBottom(std::max(GetBottom(), rhs.GetBottom())); +// } +// +// static bool Intersects(const Rectangle &r1, const Rectangle &r2) +// { +// return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop()); +// } +//}; +// +//inline bool operator==(const Rectangle &r1, const Rectangle &r2) +//{ +// return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height); +//} +// +//inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs) +//{ +// return !(lhs == rhs); +//} +// +//inline bool operator<(const Rectangle &lhs, const Rectangle &rhs) +//{ +// return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height); +//} +// +//inline bool operator>(const Rectangle &lhs, const Rectangle &rhs) +//{ +// return rhs < lhs; +//} +// +//inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs) +//{ +// return !(lhs > rhs); +//} +// +//inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs) +//{ +// return !(lhs < rhs); +//} +// +//inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs) +//{ +// lhs += rhs; +// return lhs; +//} #endif // Util_Rectangle_h__ diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 9affcba..3ca02eb 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -39,21 +39,21 @@ - $(HAVOK_2013_1_0_r1_ROOT)\Source;$(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) - $(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\debug_dll;$(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) + $(HAVOK_2013_1_0_r1_ROOT)\Source;$(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) + $(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\debug_dll;$(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 $(SolutionDir)\..\bin\$(Configuration)\ $(SolutionDir)\..\obj\$(Configuration)\ - $(HAVOK_2013_1_0_r1_ROOT)\Source;$(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) - $(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\release_dll;$(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) + $(HAVOK_2013_1_0_r1_ROOT)\Source;$(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) + $(HAVOK_2013_1_0_r1_ROOT)\Lib\win32_vs2012_win7\release_dll;$(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 $(SolutionDir)\..\bin\$(Configuration)\ $(SolutionDir)\..\obj\$(Configuration)\ Level3 - _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) + _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) Create PrecompiledHeader.h MultiThreadedDebugDLL @@ -65,7 +65,7 @@ true - 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) + 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) /ignore:4221 @@ -80,7 +80,7 @@ true true true - _CRT_SECURE_NO_WARNINGS;_MBCS;HK_CONFIG_SIMD=1;%(PreprocessorDefinitions) + _X86_;_CRT_SECURE_NO_WARNINGS;_MBCS;HK_CONFIG_SIMD=1;%(PreprocessorDefinitions) Create PrecompiledHeader.h StreamingSIMDExtensions2 @@ -89,7 +89,7 @@ true true true - 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) + 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) @@ -150,8 +150,12 @@ + + + + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 0323b51..081f144 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -328,6 +328,18 @@ Physics\Components + + Input\Events + + + Input\Events + + + Input\Events + + + Input\Events + From ce5b62cf6d2b9de188d1e93817d7842681d1cb44 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Tue, 13 May 2014 03:32:58 +0200 Subject: [PATCH 23/49] =?UTF-8?q?Shots=20fired!=20=EF=BC=88=20=EF=BE=9F?= =?UTF-8?q?=D0=94=EF=BE=9F=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- assets | 2 +- src/Components/BarrelSteering.h | 7 +- src/Components/Shot.h | 17 ----- src/Components/TowerSteering.h | 5 +- src/GameWorld.cpp | 64 ++++++++++--------- src/GameWorld.h | 1 - src/Systems/PhysicsSystem.cpp | 7 +- src/Systems/TankSteeringSystem.cpp | 28 ++++---- src/Systems/TankSteeringSystem.h | 5 +- src/World.cpp | 4 ++ vs11/Returngeance/Returngeance.vcxproj | 1 - .../Returngeance/Returngeance.vcxproj.filters | 3 - 12 files changed, 70 insertions(+), 74 deletions(-) delete mode 100644 src/Components/Shot.h diff --git a/assets b/assets index 05b3d22..15ac025 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 05b3d22b01131512cc370dacd507a22e88c46e57 +Subproject commit 15ac02523ad374b4aaf60a16db89b1934de7f303 diff --git a/src/Components/BarrelSteering.h b/src/Components/BarrelSteering.h index f3ee943..1cd71be 100644 --- a/src/Components/BarrelSteering.h +++ b/src/Components/BarrelSteering.h @@ -9,10 +9,13 @@ namespace Components struct BarrelSteering : Component { BarrelSteering() - : Velocity(1.f), Axis(glm::vec3(0,1,0)){ } - float Velocity; + : TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ } + float TurnSpeed; glm::vec3 Axis; EntityID ShotTemplate; + float ShotSpeed; + + virtual BarrelSteering* Clone() const override { return new BarrelSteering(*this); } }; } diff --git a/src/Components/Shot.h b/src/Components/Shot.h deleted file mode 100644 index 324a9c5..0000000 --- a/src/Components/Shot.h +++ /dev/null @@ -1,17 +0,0 @@ -#ifndef Shot_h__ -#define Shot_h__ - -#include "Component.h" - -namespace Components -{ - - struct Shot : Component - { - Shot(); - float Speed; - }; - -} - -#endif // Shot_h__ \ No newline at end of file diff --git a/src/Components/TowerSteering.h b/src/Components/TowerSteering.h index 38a2320..f4f72b9 100644 --- a/src/Components/TowerSteering.h +++ b/src/Components/TowerSteering.h @@ -9,10 +9,11 @@ struct TowerSteering : Component { TowerSteering() - : Velocity(1.f), Axis(glm::vec3(0,1,0)){ } + : TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ } - float Velocity; + float TurnSpeed; glm::vec3 Axis; + virtual TowerSteering* Clone() const override { return new TowerSteering(*this); } }; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index c3f653e..6368764 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -221,7 +221,7 @@ void GameWorld::Initialize() auto tank = CreateEntity(); auto transform = AddComponent(tank, "Transform"); transform->Position = glm::vec3(0, 5, 0); - transform->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(0, 1, 0)); + //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); auto physics = AddComponent(tank, "Physics"); physics->Mass = 45000; physics->Static = false; @@ -260,7 +260,7 @@ void GameWorld::Initialize() model->ModelFile = "Models/Tank/Fix/Top.obj"; auto towerSteering = AddComponent(tower, "TowerSteering"); towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); - towerSteering->Velocity = glm::pi()/4.f; + towerSteering->TurnSpeed = glm::pi()/4.f; { auto barrel = CreateEntity(tower); auto transform = AddComponent(barrel, "Transform"); @@ -269,21 +269,23 @@ void GameWorld::Initialize() model->ModelFile = "Models/Tank/Fix/Barrel.obj"; auto barrelSteering = AddComponent(barrel, "BarrelSteering"); barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); - barrelSteering->Velocity = glm::pi()/4.f; + barrelSteering->TurnSpeed = glm::pi()/4.f; + barrelSteering->ShotSpeed = 70.f; { auto shot = CreateEntity(barrel); auto transform = AddComponent(shot, "Transform"); - transform->Position = glm::vec3(0.35f, 1.f, -2.f); - auto shotComponent = AddComponent(shot, "Shot"); - shotComponent->Speed = 5; + transform->Position = glm::vec3(0.35f, 0.f, -2.f); + transform->Orientation = glm::angleAxis(-glm::pi()/2.f, glm::vec3(1, 0, 0)); + transform->Scale = glm::vec3(3.f); + AddComponent(shot, "Template"); auto physics = AddComponent(shot, "Physics"); physics->Mass = 10.f; physics->Static = false; auto modelComponent = AddComponent(shot, "Model"); - modelComponent->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj"; + modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj"; { - auto shape = CreateEntity(tank); + auto shape = CreateEntity(shot); auto transform = AddComponent(shape, "Transform"); auto boxShape = AddComponent(shape, "BoxShape"); boxShape->Width = 0.5f; @@ -501,7 +503,7 @@ void GameWorld::Initialize() } CommitEntity(wheel); - auto entity = CreateEntity(tank); + /*auto entity = CreateEntity(tank); auto transformComponent = AddComponent(entity, "Transform"); transformComponent->Position = glm::vec3(2,-1.7,2.0); transformComponent->Scale = glm::vec3(3,3,3); @@ -523,7 +525,7 @@ void GameWorld::Initialize() spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; emitterComponent->ParticleTemplate = particleEntity; - CommitEntity(particleEntity); + CommitEntity(particleEntity);*/ } { @@ -585,29 +587,29 @@ void GameWorld::Initialize() } CommitEntity(wheel); - auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); - transformComponent->Position = glm::vec3(-2,-1.7,2.0); - transformComponent->Scale = glm::vec3(3,3,3); - transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); - auto emitterComponent = AddComponent(entity, "ParticleEmitter"); - emitterComponent->SpawnCount = 2; - emitterComponent->SpawnFrequency = 0.005; - emitterComponent->SpreadAngle = glm::pi(); - emitterComponent->UseGoalVelocity = false; - emitterComponent->LifeTime = 0.5; - //emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); - emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); - CommitEntity(entity); + //auto entity = CreateEntity(tank); + //auto transformComponent = AddComponent(entity, "Transform"); + //transformComponent->Position = glm::vec3(-2,-1.7,2.0); + //transformComponent->Scale = glm::vec3(3,3,3); + //transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); + //auto emitterComponent = AddComponent(entity, "ParticleEmitter"); + //emitterComponent->SpawnCount = 2; + //emitterComponent->SpawnFrequency = 0.005; + //emitterComponent->SpreadAngle = glm::pi(); + //emitterComponent->UseGoalVelocity = false; + //emitterComponent->LifeTime = 0.5; + ////emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); + //emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); + //CommitEntity(entity); - auto particleEntity = CreateEntity(entity); - auto TEMP = AddComponent(particleEntity, "Transform"); - TEMP->Scale = glm::vec3(0); - auto spriteComponent = AddComponent(particleEntity, "Sprite"); - spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; - emitterComponent->ParticleTemplate = particleEntity; + //auto particleEntity = CreateEntity(entity); + //auto TEMP = AddComponent(particleEntity, "Transform"); + //TEMP->Scale = glm::vec3(0); + //auto spriteComponent = AddComponent(particleEntity, "Sprite"); + //spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; + //emitterComponent->ParticleTemplate = particleEntity; - CommitEntity(particleEntity); + //CommitEntity(particleEntity); } CommitEntity(tank); diff --git a/src/GameWorld.h b/src/GameWorld.h index 27a36dd..f884e2f 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -38,7 +38,6 @@ #include "Components/TankSteering.h" #include "Components/TowerSteering.h" #include "Components/BarrelSteering.h" -#include "Components/Shot.h" class GameWorld : public World { diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 5e4a71f..8efa4bb 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -31,7 +31,7 @@ void Systems::PhysicsSystem::Initialize() // Events EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer); - EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnSetVelocity); + EVENT_SUBSCRIBE_MEMBER(m_ESetVelocity, &Systems::PhysicsSystem::OnSetVelocity); hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo); @@ -583,5 +583,8 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event ) { - + m_PhysicsWorld->markForWrite(); + m_RigidBodies[event.Entity]->setLinearVelocity(ConvertPosition(event.Velocity)); + m_PhysicsWorld->unmarkForWrite(); + return true; } diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 5e6c025..11f83b6 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -38,7 +38,7 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit if(towerSteeringComponent) { auto transformComponent = m_World->GetComponent(entity, "Transform"); - glm::quat orientation = glm::angleAxis(towerSteeringComponent->Velocity * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); + glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); transformComponent->Orientation *= orientation; } @@ -46,21 +46,25 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit if(barrelSteeringComponent) { auto transformComponent = m_World->GetComponent(entity, "Transform"); - glm::quat orientation = glm::angleAxis(barrelSteeringComponent->Velocity * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); + auto absoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(entity); + glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); transformComponent->Orientation *= orientation; - } - auto shotComponent = m_World->GetComponent(entity, "Shot"); - if(shotComponent) - { - if(m_TowerInputController->shoot) + if(m_TowerInputController->Shoot && m_TimeSinceLastShot[entity] > 1.0) { - auto absoluteOrientation = m_World->GetSystem("TransformSystem")->AbsoluteOrientation(entity); + EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate); + auto templateAbsoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(barrelSteeringComponent->ShotTemplate); + auto cloneTransform = m_World->GetComponent(clone, "Transform"); + cloneTransform->Position = templateAbsoluteTransform.Position; + cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation; Events::SetVelocity e; - e.Entity = entity; - e.Velocity = absoluteOrientation * (glm::vec3(0.f, 0.f, 1.f) * shotComponent->Speed * (float)dt); + e.Entity = clone; + e.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed); EventBroker->Publish(e); + m_TimeSinceLastShot[entity] = 0; } + + m_TimeSinceLastShot[entity] += dt; } } @@ -74,7 +78,7 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d { TowerDirection = m_TowerDirection; BarrelDirection = m_BarrelDirection; - shoot = m_Shoot; + Shoot = m_Shoot; } bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) @@ -111,7 +115,7 @@ bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const else if (event.Command == "shoot") { - shoot = (bool)val; + m_Shoot = val > 0; } return true; } diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index 1622063..d264325 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -8,7 +8,6 @@ #include "Components/TowerSteering.h" #include "Components/BarrelSteering.h" #include "Components/Vehicle.h" -#include "Components/Shot.h" #include "Systems/TransformSystem.h" #include "InputController.h" @@ -32,6 +31,8 @@ namespace Systems std::unique_ptr m_TankInputController; class TowerSteeringInputController; std::unique_ptr m_TowerInputController; + + std::map m_TimeSinceLastShot; }; class TankSteeringSystem::TankSteeringInputController : InputController @@ -76,7 +77,7 @@ namespace Systems float TowerDirection; float BarrelDirection; - bool shoot; + bool Shoot; void Update(double dt); protected: virtual bool OnCommand(const Events::InputCommand &event); diff --git a/src/World.cpp b/src/World.cpp index 01713ab..c84a2bd 100755 --- a/src/World.cpp +++ b/src/World.cpp @@ -170,6 +170,8 @@ EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */) for (auto pair : m_EntityComponents[entity]) { auto type = pair.first; + if (type == "Template") + continue; auto component = std::shared_ptr(pair.second->Clone()); if (component != nullptr) { @@ -186,6 +188,8 @@ EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */) } } + CommitEntity(clone); + return clone; } diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 8d2c9e7..297bb80 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -139,7 +139,6 @@ - diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index f3d89c8..b58c65d 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -337,9 +337,6 @@ Physics\Components - - Physics\Components - Physics\Events From 05757b6112ecfc98818ce8c523c4719084927a26 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Thu, 15 May 2014 19:30:44 +0200 Subject: [PATCH 24/49] assets --- assets | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets b/assets index 15ac025..9a3fcc2 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 15ac02523ad374b4aaf60a16db89b1934de7f303 +Subproject commit 9a3fcc241854a9fa5665ec4885c70adb8f29faa0 From 9723d80742279b699d2d092ff3b2c8e9838cad4f Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Thu, 15 May 2014 21:44:33 +0200 Subject: [PATCH 25/49] And then Microsoft happened... --- src/GUI/Frame.h | 150 +++++++++++++++++----------------- src/InputManager.cpp | 5 +- src/InputManager.h | 17 ++-- src/Util/Rectangle.h | 190 +++++++++++++++++++++---------------------- 4 files changed, 179 insertions(+), 183 deletions(-) diff --git a/src/GUI/Frame.h b/src/GUI/Frame.h index d587bbe..628a650 100644 --- a/src/GUI/Frame.h +++ b/src/GUI/Frame.h @@ -1,75 +1,75 @@ -//#ifndef GUI_Frame_h__ -//#define GUI_Frame_h__ -// -//#include -// -//#include "Util/Rectangle.h" -//#include "EventBroker.h" -// -//// HACK: Decouple renderer plz -//#include "Renderer.h" -// -//namespace GUI -//{ -// -//class Frame : public Rectangle -//{ -//public: -// enum class Anchor -// { -// Left, -// Right, -// Top, -// Bottom -// }; -// -// // Set up a base frame with an event broker -// Frame(std::shared_ptr<::EventBroker> eventBroker) -// : EventBroker(eventBroker) -// , Rectangle() -// { Initialize(); } -// // Create a frame as a child -// Frame(std::shared_ptr parent) -// : Rectangle(static_cast(*parent)) // Clone parent rectangle using copy constructor -// { SetParent(parent); Initialize(); } -// -// virtual void Initialize() { } -// std::shared_ptr Parent() const { return m_Parent; } -// void SetParent(std::shared_ptr parent) -// { -// parent->AddChild(std::shared_ptr(this)); -// m_Parent = parent; -// EventBroker = parent->EventBroker; -// } -// -// void AddChild(std::shared_ptr child) -// { -// m_Children.push_back(child); -// if (m_Parent != nullptr) -// { -// m_Parent->AddChild(child); -// } -// } -// -// typedef std::list>::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 m_Parent; -// std::list> m_Children; -//}; -// -//} -// -//#endif // GUI_Frame_h__ +#ifndef GUI_Frame_h__ +#define GUI_Frame_h__ + +#include + +#include "Util/Rectangle.h" +#include "EventBroker.h" + +// HACK: Decouple renderer plz +#include "Renderer.h" + +namespace GUI +{ + +class Frame : public Rectangle +{ +public: + enum class Anchor + { + Left, + Right, + Top, + Bottom + }; + + // Set up a base frame with an event broker + Frame(std::shared_ptr<::EventBroker> eventBroker) + : EventBroker(eventBroker) + , Rectangle() + { Initialize(); } + // Create a frame as a child + Frame(std::shared_ptr parent) + : Rectangle(static_cast(*parent)) // Clone parent rectangle using copy constructor + { SetParent(parent); Initialize(); } + + virtual void Initialize() { } + std::shared_ptr Parent() const { return m_Parent; } + void SetParent(std::shared_ptr parent) + { + parent->AddChild(std::shared_ptr(this)); + m_Parent = parent; + EventBroker = parent->EventBroker; + } + + void AddChild(std::shared_ptr child) + { + m_Children.push_back(child); + if (m_Parent != nullptr) + { + m_Parent->AddChild(child); + } + } + + typedef std::list>::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 m_Parent; + std::list> m_Children; +}; + +} + +#endif // GUI_Frame_h__ diff --git a/src/InputManager.cpp b/src/InputManager.cpp index ea22d96..00ae7be 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -1,5 +1,6 @@ #include "PrecompiledHeader.h" #include "InputManager.h" +#include void InputManager::Initialize() { @@ -97,9 +98,9 @@ void InputManager::Update(double dt) // } // Xbox360 controller - using namespace Windows; + //using namespace ; DWORD dwResult; - for (int i = 0; i < XUSER_MAX_COUNT; i++) + for (int i = 0; i < MAX_GAMEPADS; i++) { XINPUT_STATE state = { 0 }; // Simply get the state of the controller from XInput. diff --git a/src/InputManager.h b/src/InputManager.h index 189430f..104d2b4 100644 --- a/src/InputManager.h +++ b/src/InputManager.h @@ -3,13 +3,6 @@ #include -namespace Windows -{ -#include -#undef min -#undef max -} - #include "EventBroker.h" #include "Events/KeyDown.h" #include "Events/KeyUp.h" @@ -36,6 +29,8 @@ public: void Initialize(); + static const short MAX_GAMEPADS = 4; + void Update(double dt); private: @@ -47,11 +42,11 @@ private: std::array m_CurrentMouseState; std::array m_LastMouseState; typedef std::array(Gamepad::Axis::LAST) + 1> GamepadAxisState; - std::array m_CurrentGamepadAxisState; - std::array m_LastGamepadAxisState; + std::array m_CurrentGamepadAxisState; + std::array m_LastGamepadAxisState; typedef std::array(Gamepad::Button::LAST) + 1> GamepadButtonState; - std::array m_CurrentGamepadButtonState; - std::array m_LastGamepadButtonState; + std::array m_CurrentGamepadButtonState; + std::array m_LastGamepadButtonState; double m_CurrentMouseX, m_CurrentMouseY; double m_LastMouseX, m_LastMouseY; diff --git a/src/Util/Rectangle.h b/src/Util/Rectangle.h index e55e268..0d0db32 100644 --- a/src/Util/Rectangle.h +++ b/src/Util/Rectangle.h @@ -1,95 +1,95 @@ -//#ifndef Util_Rectangle_h__ -//#define Util_Rectangle_h__ -// -//#include -// -//struct Rectangle -//{ -// Rectangle() -// : X(0), Y(0), Width(0), Height(0) { } -// -// Rectangle(int x, int y, int width = 0, int height = 0) -// : X(x), Y(y), Width(width), Height(height) { } -// -// /*Rectangle(const Rectangle &rect) -// : X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/ -// -// int X; -// int Y; -// int Width; -// int Height; -// -// const int& GetLeft() const { return X; } -// void SetLeft(int left) -// { -// Width += X - left; -// X = left; -// } -// int GetRight() const { return X + Width; } -// void SetRight(int right) -// { -// Width = right - X; -// } -// const int& GetTop() const { return Y; } -// void SetTop(int top) -// { -// Height += Y - top; -// Y = top; -// } -// int GetBottom() const { return Y + Height; } -// int SetBottom(int bottom) -// { -// Height = bottom - Y; -// } -// -// Rectangle& operator+=(const Rectangle &rhs) -// { -// SetLeft(std::min(GetLeft(), rhs.GetLeft())); -// SetRight(std::max(GetRight(), rhs.GetRight())); -// SetTop(std::min(GetTop(), rhs.GetTop())); -// SetBottom(std::max(GetBottom(), rhs.GetBottom())); -// } -// -// static bool Intersects(const Rectangle &r1, const Rectangle &r2) -// { -// return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop()); -// } -//}; -// -//inline bool operator==(const Rectangle &r1, const Rectangle &r2) -//{ -// return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height); -//} -// -//inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs) -//{ -// return !(lhs == rhs); -//} -// -//inline bool operator<(const Rectangle &lhs, const Rectangle &rhs) -//{ -// return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height); -//} -// -//inline bool operator>(const Rectangle &lhs, const Rectangle &rhs) -//{ -// return rhs < lhs; -//} -// -//inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs) -//{ -// return !(lhs > rhs); -//} -// -//inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs) -//{ -// return !(lhs < rhs); -//} -// -//inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs) -//{ -// lhs += rhs; -// return lhs; -//} -// -//#endif // Util_Rectangle_h__ +#ifndef Util_Rectangle_h__ +#define Util_Rectangle_h__ + +#include + +struct Rectangle +{ + Rectangle() + : X(0), Y(0), Width(0), Height(0) { } + + Rectangle(int x, int y, int width = 0, int height = 0) + : X(x), Y(y), Width(width), Height(height) { } + + /*Rectangle(const Rectangle &rect) + : X(rect.X), Y(rect.Y), Width(rect.Width), Height(rect.Height) { }*/ + + int X; + int Y; + int Width; + int Height; + + const int& GetLeft() const { return X; } + void SetLeft(int left) + { + Width += X - left; + X = left; + } + int GetRight() const { return X + Width; } + void SetRight(int right) + { + Width = right - X; + } + const int& GetTop() const { return Y; } + void SetTop(int top) + { + Height += Y - top; + Y = top; + } + int GetBottom() const { return Y + Height; } + int SetBottom(int bottom) + { + Height = bottom - Y; + } + + Rectangle& operator+=(const Rectangle &rhs) + { + SetLeft(std::min(GetLeft(), rhs.GetLeft())); + SetRight(std::max(GetRight(), rhs.GetRight())); + SetTop(std::min(GetTop(), rhs.GetTop())); + SetBottom(std::max(GetBottom(), rhs.GetBottom())); + } + + static bool Intersects(const Rectangle &r1, const Rectangle &r2) + { + return !(r2.GetLeft() > r1.GetRight() || r2.GetRight() < r1.GetLeft() || r2.GetTop() > r1.GetBottom() || r2.GetBottom() < r1.GetTop()); + } +}; + +inline bool operator==(const Rectangle &r1, const Rectangle &r2) +{ + return (r1.X == r2.X) && (r1.Y == r2.Y) && (r1.Width == r2.Width) && (r1.Height == r2.Height); +} + +inline bool operator!=(const Rectangle &lhs, const Rectangle &rhs) +{ + return !(lhs == rhs); +} + +inline bool operator<(const Rectangle &lhs, const Rectangle &rhs) +{ + return (lhs.Width < rhs.Width) && (lhs.Height < rhs.Height); +} + +inline bool operator>(const Rectangle &lhs, const Rectangle &rhs) +{ + return rhs < lhs; +} + +inline bool operator<=(const Rectangle &lhs, const Rectangle &rhs) +{ + return !(lhs > rhs); +} + +inline bool operator>=(const Rectangle &lhs, const Rectangle &rhs) +{ + return !(lhs < rhs); +} + +inline Rectangle operator+(Rectangle lhs, const Rectangle &rhs) +{ + lhs += rhs; + return lhs; +} + +#endif // Util_Rectangle_h__ From 44e376e8156790597f1999c36909901a8c54d678 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Fri, 16 May 2014 02:13:28 +0200 Subject: [PATCH 26/49] Pls go away --- src/Util/defferedUtil.h | 28 ------------------- vs11/Returngeance/Returngeance.vcxproj | 1 - .../Returngeance/Returngeance.vcxproj.filters | 1 - 3 files changed, 30 deletions(-) delete mode 100644 src/Util/defferedUtil.h diff --git a/src/Util/defferedUtil.h b/src/Util/defferedUtil.h deleted file mode 100644 index d362fac..0000000 --- a/src/Util/defferedUtil.h +++ /dev/null @@ -1,28 +0,0 @@ -#ifndef UTIL_H -#define UTIL_H - -#include -#include -#include - -#define ZERO_MEM(a) memset(a, 0, sizeof(a)) - -#define ARRAY_SIZE_IN_ELEMENTS(a) (sizeof(a)/sizeof(a[0])) - -#define INVALID_OGL_VALUE 0xFFFFFFFF - -#define SAFE_DELETE(p) if (p) { delete p; p = NULL; } - -#define GLExitIfError() \ -{ \ - GLenum Error = glGetError(); \ - \ - if (Error != GL_NO_ERROR) { \ - printf("OpenGL error in %s:%d: 0x%x\n", __FILE__, __LINE__, Error); \ - exit(0); \ - } \ -} - -#define GLCheckError() (glGetError() == GL_NO_ERROR) - -#endif /* UTIL_H */ diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 5226852..da9dfb3 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -195,7 +195,6 @@ - diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index f0252d5..2a89626 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -352,7 +352,6 @@ Input\Events - From 33b14b1859f1262dab5e633c002d0542d4cfdd81 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 00:49:23 +0200 Subject: [PATCH 27/49] Mouse locking event --- src/Events/LockMouse.h | 14 ++++++++ src/InputManager.cpp | 35 ++++++++++++++----- src/InputManager.h | 18 +++++++--- vs11/Returngeance/Returngeance.vcxproj | 1 + .../Returngeance/Returngeance.vcxproj.filters | 3 ++ 5 files changed, 58 insertions(+), 13 deletions(-) create mode 100644 src/Events/LockMouse.h diff --git a/src/Events/LockMouse.h b/src/Events/LockMouse.h new file mode 100644 index 0000000..b045c55 --- /dev/null +++ b/src/Events/LockMouse.h @@ -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__ \ No newline at end of file diff --git a/src/InputManager.cpp b/src/InputManager.cpp index fc225ec..edbb736 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -5,6 +5,9 @@ void InputManager::Initialize() { m_LastGamepadAxisState = std::array(); m_LastGamepadButtonState = std::array(); + + EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse); + EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse); } void InputManager::Update(double dt) @@ -20,13 +23,13 @@ void InputManager::Update(double dt) { Events::KeyDown e; e.KeyCode = i; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } else { Events::KeyUp e; e.KeyCode = i; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } } } @@ -42,13 +45,13 @@ void InputManager::Update(double dt) { Events::MousePress e; e.Button = i; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } else { Events::MouseRelease e; e.Button = i; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } } } @@ -65,7 +68,7 @@ void InputManager::Update(double dt) e.Y = m_CurrentMouseY; e.DeltaX = m_CurrentMouseDeltaX; e.DeltaY = m_CurrentMouseDeltaY; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } // // Lock mouse while holding LMB @@ -156,7 +159,7 @@ void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis e.GamepadID = gamepadID; e.Axis = axis; e.Value = currentValue; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } } @@ -171,14 +174,30 @@ void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button Events::GamepadButtonDown e; e.GamepadID = gamepadID; e.Button = button; - m_EventBroker->Publish(e); + EventBroker->Publish(e); } else { Events::GamepadButtonUp e; e.GamepadID = gamepadID; e.Button = button; - m_EventBroker->Publish(e); + 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; +} \ No newline at end of file diff --git a/src/InputManager.h b/src/InputManager.h index 41d77e7..591923e 100644 --- a/src/InputManager.h +++ b/src/InputManager.h @@ -11,22 +11,24 @@ #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) + 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(); @@ -35,8 +37,13 @@ public: private: GLFWwindow* m_GLFWWindow; - std::shared_ptr m_EventBroker; - + std::shared_ptr<::EventBroker> EventBroker; + + EventRelay m_ELockMouse; + bool OnLockMouse(const Events::LockMouse &event); + EventRelay m_EUnlockMouse; + bool OnUnlockMouse(const Events::UnlockMouse &event); + std::array m_CurrentKeyState; std::array m_LastKeyState; std::array m_CurrentMouseState; @@ -51,6 +58,7 @@ private: 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); diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 5226852..9849fc0 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -161,6 +161,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index f0252d5..49cc263 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -353,6 +353,9 @@ Input\Events + + Input\Events + From 2a28f65c37e9b3ac4c2e0876d250604705e8c082 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 00:50:45 +0200 Subject: [PATCH 28/49] FreeSteeringSystem updated to allow for controller input --- src/Systems/FreeSteeringSystem.cpp | 124 +++++++++++++---------------- src/Systems/FreeSteeringSystem.h | 6 +- 2 files changed, 59 insertions(+), 71 deletions(-) diff --git a/src/Systems/FreeSteeringSystem.cpp b/src/Systems/FreeSteeringSystem.cpp index d59b475..edf24d0 100755 --- a/src/Systems/FreeSteeringSystem.cpp +++ b/src/Systems/FreeSteeringSystem.cpp @@ -24,95 +24,85 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit { auto transform = m_World->GetComponent(entity, "Transform"); - 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 == "vertical") { - Movement.z += -1.f; + Movement.z = -event.Value; } - else if (event.Command == "-cam_forward") + else if (event.Command == "horizontal") { - Movement.z -= -1.f; + Movement.x = event.Value; } - else if (event.Command == "+cam_backward") + else if (event.Command == "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 == "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 == "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 == "vertical2") { - OrientationActive = false; + ControllerOrientation.x = event.Value; + } + else if (event.Command == "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(event.DeltaX / 300.f, glm::vec3(0, -1, 0)) * Orientation * glm::angleAxis(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; diff --git a/src/Systems/FreeSteeringSystem.h b/src/Systems/FreeSteeringSystem.h index 4535cbb..b94466b 100755 --- a/src/Systems/FreeSteeringSystem.h +++ b/src/Systems/FreeSteeringSystem.h @@ -4,6 +4,7 @@ #include "Components/Transform.h" #include "Components/FreeSteering.h" #include "InputController.h" +#include "Events/LockMouse.h" namespace Systems { @@ -31,11 +32,12 @@ class FreeSteeringSystem::FreeSteeringInputController : InputController 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; From f180abcd6357bce5dd6d25eb1955738dae3165c1 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 00:52:11 +0200 Subject: [PATCH 29/49] Input System improved to allow for multiple inputs for same bind Did not work properly between keyboard and controller before. --- src/Events/BindMouseButton.h | 1 + src/GameWorld.cpp | 45 ++++++++------------- src/GameWorld.h | 2 +- src/Systems/InputSystem.cpp | 78 +++++++++++++++++++++++++++++------- src/Systems/InputSystem.h | 8 +++- 5 files changed, 89 insertions(+), 45 deletions(-) diff --git a/src/Events/BindMouseButton.h b/src/Events/BindMouseButton.h index 1f46647..e7fb8a4 100644 --- a/src/Events/BindMouseButton.h +++ b/src/Events/BindMouseButton.h @@ -10,6 +10,7 @@ struct BindMouseButton : Event { int Button; std::string Command; + float Value; }; } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 151ad43..16dec14 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -13,20 +13,30 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_A, "horizontal", -1.f); BindKey(GLFW_KEY_D, "horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f); - BindGamepadAxis(Gamepad::Axis::RightTrigger, "vertical", 1.f); - BindGamepadAxis(Gamepad::Axis::LeftTrigger, "vertical", -1.f); + BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f); + BindGamepadAxis(Gamepad::Axis::RightX, "horizontal", 1.f); + BindGamepadAxis(Gamepad::Axis::RightY, "vertical", 1.f); + BindGamepadAxis(Gamepad::Axis::RightTrigger, "normal", 1.f); + BindGamepadAxis(Gamepad::Axis::LeftTrigger, "normal", -1.f); + BindKey(GLFW_KEY_SPACE, "normal", 1.f); + BindKey(GLFW_KEY_LEFT_CONTROL, "normal", -1.f); + + BindKey(GLFW_KEY_LEFT_SHIFT, "speed", 1.f); + BindKey(GLFW_KEY_LEFT_ALT, "speed", -1.f); + + BindMouseButton(GLFW_MOUSE_BUTTON_1, "attack", 1.f); - BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); + /*BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f); BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f); BindGamepadAxis(Gamepad::Axis::RightX, "tower_rotation", 1.f); BindGamepadAxis(Gamepad::Axis::RightY, "barrel_rotation", 1.f); - + BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f); - BindKey(GLFW_KEY_Z, "shoot", 1.f); + BindKey(GLFW_KEY_Z, "shoot", 1.f);*/ //BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f); //BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f); @@ -42,28 +52,6 @@ void GameWorld::Initialize() //BindGamepadButton(Gamepad::Button::B, "Gamepad::Button::B", 1.f); //BindGamepadButton(Gamepad::Button::X, "Gamepad::Button::X", 1.f); //BindGamepadButton(Gamepad::Button::Y, "Gamepad::Button::Y", 1.f); -// -// BindKey(GLFW_KEY_UP, "vertical", -1.f); -// BindKey(GLFW_KEY_DOWN, "vertical", 1.f); -// BindKey(GLFW_KEY_LEFT, "horizontal", -1.f); -// BindKey(GLFW_KEY_RIGHT, "horizontal", 1.f); - /* - BindKey(GLFW_KEY_Q, "+tower_right"); - BindKey(GLFW_KEY_E, "+tower_left"); - - BindKey(GLFW_KEY_Q, "+up"); - BindKey(GLFW_KEY_LEFT_CONTROL, "+down"); - BindKey(GLFW_KEY_LEFT_ALT, "+slow"); - BindKey(GLFW_KEY_LEFT_SHIFT, "+fast"); - BindMouseButton(GLFW_MOUSE_BUTTON_1, "+attack"); - BindMouseButton(GLFW_MOUSE_BUTTON_2, "+attack2"); - BindMouseButton(GLFW_MOUSE_BUTTON_3, "+attack3"); - - - BindKey(GLFW_KEY_UP, "+cam_forward"); - BindKey(GLFW_KEY_DOWN, "+cam_backward"); - BindKey(GLFW_KEY_LEFT, "+cam_left"); - BindKey(GLFW_KEY_RIGHT, "+cam_right");*/ RegisterComponents(); @@ -793,11 +781,12 @@ void GameWorld::BindKey(int keyCode, std::string command, float value) m_EventBroker->Publish(e); } -void GameWorld::BindMouseButton(int button, std::string command) +void GameWorld::BindMouseButton(int button, std::string command, float value) { Events::BindMouseButton e; e.Button = button; e.Command = command; + e.Value = value; m_EventBroker->Publish(e); } diff --git a/src/GameWorld.h b/src/GameWorld.h index 5e990bb..7235e25 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -57,7 +57,7 @@ private: std::shared_ptr m_Renderer; void BindKey(int keyCode, std::string command, float value); - void BindMouseButton(int button, std::string command); + 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); }; diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index 7c4cde7..4c5fa6f 100755 --- a/src/Systems/InputSystem.cpp +++ b/src/Systems/InputSystem.cpp @@ -52,8 +52,8 @@ bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event) std::string command; float value; std::tie(command, value) = bindingIt->second; - m_CommandValues[command] += value; - PublishCommand(0, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + m_CommandKeyboardValues[command][event.KeyCode] = value; + PublishCommand(0, command, GetCommandTotalValue(command)); } return true; @@ -67,8 +67,8 @@ bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event) std::string command; float value; std::tie(command, value) = bindingIt->second; - m_CommandValues[command] -= value; - PublishCommand(0, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + m_CommandKeyboardValues[command][event.KeyCode] = 0; + PublishCommand(0, command, GetCommandTotalValue(command));; } return true; @@ -79,7 +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); + std::string command; + float value; + std::tie(command, value) = bindingIt->second; + m_CommandMouseButtonValues[command][event.Button] = value; + PublishCommand(0, command, GetCommandTotalValue(command)); } return true; @@ -90,7 +94,11 @@ 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); + std::string command; + float value; + std::tie(command, value) = bindingIt->second; + m_CommandMouseButtonValues[command][event.Button] = 0; + PublishCommand(0, command, GetCommandTotalValue(command)); } return true; @@ -104,7 +112,8 @@ bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event) std::string command; float value; std::tie(command, value) = bindingIt->second; - PublishCommand(event.GamepadID + 1, command, event.Value * value); + m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value; + PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command)); } return true; @@ -118,8 +127,8 @@ bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown & std::string command; float value; std::tie(command, value) = bindingIt->second; - m_CommandValues[command] += value; - PublishCommand(event.GamepadID + 1, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + m_CommandGamepadButtonValues[command][event.Button] = value; + PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command)); } return true; @@ -133,8 +142,8 @@ bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &even std::string command; float value; std::tie(command, value) = bindingIt->second; - m_CommandValues[command] -= value; - PublishCommand(event.GamepadID + 1, command, std::max(-1.f, std::min(m_CommandValues[command], 1.f))); + m_CommandGamepadButtonValues[command][event.Button] = 0; + PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command)); } return true; @@ -164,7 +173,7 @@ 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()); } @@ -201,6 +210,49 @@ bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton & 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; @@ -211,5 +263,3 @@ void Systems::InputSystem::PublishCommand(int playerID, std::string command, flo LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID); } - - diff --git a/src/Systems/InputSystem.h b/src/Systems/InputSystem.h index ce9a7f3..d13c249 100755 --- a/src/Systems/InputSystem.h +++ b/src/Systems/InputSystem.h @@ -34,10 +34,13 @@ public: void Update(double dt) override; private: - std::unordered_map m_CommandValues; // command string -> command current value + std::unordered_map> m_CommandKeyboardValues; // command string -> keyboard key value for command + std::unordered_map> m_CommandMouseButtonValues; // command string -> mouse button value for command + std::unordered_map> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command + std::unordered_map> m_CommandGamepadButtonValues; // command string -> gamepad button value for command // Input binding tables std::unordered_map> m_KeyBindings; // GLFW_KEY... -> command string & value - std::unordered_map m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string + std::unordered_map> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string std::unordered_map> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value std::unordered_map> m_GamepadButtonBindings; // Gamepad::Button -> command string @@ -66,6 +69,7 @@ private: EventRelay m_EBindGamepadButton; bool OnBindGamepadButton(const Events::BindGamepadButton &event); + float GetCommandTotalValue(std::string command); void PublishCommand(int playerID, std::string command, float value); }; From d98badc59a45f602e2833ecec460a3dca2c851cd Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 00:57:24 +0200 Subject: [PATCH 30/49] Latest assets --- assets | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets b/assets index 15ac025..5b022cc 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 15ac02523ad374b4aaf60a16db89b1934de7f303 +Subproject commit 5b022ccb9bbe502e14556831a41636b602260574 From add27aa8f4dfa721474ac3bdb71d97b1b5016135 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 01:21:40 +0200 Subject: [PATCH 31/49] Back to working order --- src/GameWorld.cpp | 65 ++++++++++++++++++++--------------------------- 1 file changed, 28 insertions(+), 37 deletions(-) diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 16dec14..f0c5999 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -14,19 +14,8 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_D, "horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f); - BindGamepadAxis(Gamepad::Axis::RightX, "horizontal", 1.f); - BindGamepadAxis(Gamepad::Axis::RightY, "vertical", 1.f); - BindGamepadAxis(Gamepad::Axis::RightTrigger, "normal", 1.f); - BindGamepadAxis(Gamepad::Axis::LeftTrigger, "normal", -1.f); - BindKey(GLFW_KEY_SPACE, "normal", 1.f); - BindKey(GLFW_KEY_LEFT_CONTROL, "normal", -1.f); - BindKey(GLFW_KEY_LEFT_SHIFT, "speed", 1.f); - BindKey(GLFW_KEY_LEFT_ALT, "speed", -1.f); - - BindMouseButton(GLFW_MOUSE_BUTTON_1, "attack", 1.f); - - /*BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); + BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f); BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f); @@ -36,7 +25,8 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f); - BindKey(GLFW_KEY_Z, "shoot", 1.f);*/ + BindKey(GLFW_KEY_Z, "shoot", 1.f); + BindGamepadAxis(Gamepad::Axis::RightTrigger, "shoot", 1.f); //BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f); //BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f); @@ -55,17 +45,17 @@ void GameWorld::Initialize() RegisterComponents(); - { - auto camera = CreateEntity(); - auto transform = AddComponent(camera, "Transform"); - transform->Position.z = 20.f; - transform->Position.y = 20.f; - //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); - auto cameraComp = AddComponent(camera, "Camera"); - cameraComp->FarClip = 2000.f; - auto freeSteering = AddComponent(camera, "FreeSteering"); - CommitEntity(camera); - } + //{ + // auto camera = CreateEntity(); + // auto transform = AddComponent(camera, "Transform"); + // transform->Position.z = 20.f; + // transform->Position.y = 20.f; + // //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); + // auto cameraComp = AddComponent(camera, "Camera"); + // cameraComp->FarClip = 2000.f; + // auto freeSteering = AddComponent(camera, "FreeSteering"); + // CommitEntity(camera); + //} { @@ -307,6 +297,20 @@ void GameWorld::Initialize() } CommitEntity(barrel); } + + { + auto camera = CreateEntity(tower); + auto transform = AddComponent(camera, "Transform"); + transform->Position.z = 30.f; + transform->Position.y = 5.f; + //transform->Orientation = glm::quat(glm::vec3(-glm::pi() / 8.f, 0.f, 0.f)); + transform->Orientation = glm::angleAxis(glm::pi() / 100, glm::vec3(1, 0, 0)); + auto cameraComp = AddComponent(camera, "Camera"); + cameraComp->FarClip = 2000.f; + AddComponent(camera, "Input"); + //auto freeSteering = AddComponent(camera, "FreeSteering"); + CommitEntity(camera); + } } { @@ -622,19 +626,6 @@ void GameWorld::Initialize() } CommitEntity(tank); - { - auto camera = CreateEntity(tank); - auto transform = AddComponent(camera, "Transform"); - transform->Position.z = 30.f; - transform->Position.y = 5.f; - //transform->Orientation = glm::quat(glm::vec3(-glm::pi() / 8.f, 0.f, 0.f)); - transform->Orientation = glm::angleAxis(glm::pi() / 100, glm::vec3(1,0,0)); - auto cameraComp = AddComponent(camera, "Camera"); - cameraComp->FarClip = 2000.f; - AddComponent(camera, "Input"); - auto freeSteering = AddComponent(camera, "FreeSteering"); - CommitEntity(camera); - } } From 16d51c64c5a3bf68619e64e783acbf1fff525b82 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 00:56:38 +0200 Subject: [PATCH 32/49] Meh-ish helicopter physics --- src/Components/HelicopterSteering.h | 16 + src/Events/ApplyForce.h | 18 + src/GameWorld.cpp | 691 ++---------------- src/GameWorld.h | 1 + src/Systems/FreeSteeringSystem.cpp | 14 +- src/Systems/HelicopterSteeringSystem.cpp | 67 ++ src/Systems/HelicopterSteeringSystem.h | 54 ++ src/Systems/PhysicsSystem.cpp | 18 +- src/Systems/PhysicsSystem.h | 4 +- vs11/Returngeance/Returngeance.vcxproj | 4 + .../Returngeance/Returngeance.vcxproj.filters | 25 + 11 files changed, 259 insertions(+), 653 deletions(-) create mode 100644 src/Components/HelicopterSteering.h create mode 100644 src/Events/ApplyForce.h create mode 100644 src/Systems/HelicopterSteeringSystem.cpp create mode 100644 src/Systems/HelicopterSteeringSystem.h diff --git a/src/Components/HelicopterSteering.h b/src/Components/HelicopterSteering.h new file mode 100644 index 0000000..630ec67 --- /dev/null +++ b/src/Components/HelicopterSteering.h @@ -0,0 +1,16 @@ +#ifndef HelicopterSteering_h__ +#define HelicopterSteering_h__ + +#include "Component.h" + +namespace Components +{ + +struct HelicopterSteering : Component +{ + HelicopterSteering* Clone() const override { return new HelicopterSteering(*this); } +}; + +} + +#endif // HelicopterSteering_h__ \ No newline at end of file diff --git a/src/Events/ApplyForce.h b/src/Events/ApplyForce.h new file mode 100644 index 0000000..2008764 --- /dev/null +++ b/src/Events/ApplyForce.h @@ -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__ \ No newline at end of file diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index f0c5999..924922e 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -8,14 +8,25 @@ void GameWorld::Initialize() m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/Plane.obj"); m_ResourceManager.Preload("Model", "Models/Placeholders/PhysicsTest/ArrowCube.obj"); - BindKey(GLFW_KEY_W, "vertical", 1.f); - BindKey(GLFW_KEY_S, "vertical", -1.f); - BindKey(GLFW_KEY_A, "horizontal", -1.f); - BindKey(GLFW_KEY_D, "horizontal", 1.f); + BindKey(GLFW_KEY_W, "cam_vertical", 1.f); + BindKey(GLFW_KEY_S, "cam_vertical", -1.f); + BindKey(GLFW_KEY_A, "cam_horizontal", -1.f); + BindKey(GLFW_KEY_D, "cam_horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f); BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f); + BindGamepadAxis(Gamepad::Axis::RightX, "horizontal", 1.f); + BindGamepadAxis(Gamepad::Axis::RightY, "vertical", 1.f); + BindGamepadAxis(Gamepad::Axis::RightTrigger, "normal", 1.f); + BindGamepadAxis(Gamepad::Axis::LeftTrigger, "normal", -1.f); + BindKey(GLFW_KEY_SPACE, "cam_normal", 1.f); + BindKey(GLFW_KEY_LEFT_CONTROL, "cam_normal", -1.f); - BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); + BindKey(GLFW_KEY_LEFT_SHIFT, "cam_speed", 1.f); + BindKey(GLFW_KEY_LEFT_ALT, "cam_speed", -1.f); + + BindMouseButton(GLFW_MOUSE_BUTTON_1, "cam_attack", 1.f); + + /*BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f); BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f); BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f); BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f); @@ -25,8 +36,7 @@ void GameWorld::Initialize() BindKey(GLFW_KEY_SPACE, "handbrake", 1.f); BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f); - BindKey(GLFW_KEY_Z, "shoot", 1.f); - BindGamepadAxis(Gamepad::Axis::RightTrigger, "shoot", 1.f); + BindKey(GLFW_KEY_Z, "shoot", 1.f);*/ //BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f); //BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f); @@ -45,17 +55,7 @@ void GameWorld::Initialize() RegisterComponents(); - //{ - // auto camera = CreateEntity(); - // auto transform = AddComponent(camera, "Transform"); - // transform->Position.z = 20.f; - // transform->Position.y = 20.f; - // //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); - // auto cameraComp = AddComponent(camera, "Camera"); - // cameraComp->FarClip = 2000.f; - // auto freeSteering = AddComponent(camera, "FreeSteering"); - // CommitEntity(camera); - //} + { @@ -78,646 +78,55 @@ void GameWorld::Initialize() auto meshShape = AddComponent(groundshape, "MeshShape"); meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj"; //meshShape->ResourceName = "Models/TestScene/testScene.obj"; - CommitEntity(groundshape); CommitEntity(ground); } - - - /*{ - auto jeep = CreateEntity(); - auto transform = AddComponent(jeep, "Transform"); - transform->Position = glm::vec3(0, 5, 0); - transform->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(0, 1, 0)); - auto physics = AddComponent(jeep, "Physics"); - physics->Mass = 1800; - physics->Static = false; - auto vehicle = AddComponent(jeep, "Vehicle"); - AddComponent(jeep, "Input"); - - { - auto shape = CreateEntity(jeep); - auto transform = AddComponent(shape, "Transform"); - auto meshShape = AddComponent(shape, "MeshShape"); - meshShape->ResourceName = "Models/Jeep/Chassi/ChassiCollision.obj"; - CommitEntity(shape); - - // auto box = AddComponent(jeep, "Box"); - // box->Width = 1.487f; - // box->Height = 0.727f; - // box->Depth = 2.594f; - - } - - { - auto chassis = CreateEntity(jeep); - auto transform = AddComponent(chassis, "Transform"); - transform->Position = glm::vec3(0, 0, 0); // 0.6577f - auto model = AddComponent(chassis, "Model"); - model->ModelFile = "Models/Jeep/Chassi/chassi.obj"; - } - - { - auto lightentity = CreateEntity(jeep); - auto transform = AddComponent(lightentity, "Transform"); - transform->Position = glm::vec3(0, 15, 0); - auto light = AddComponent(lightentity, "PointLight"); - light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f); - light->Specular = glm::vec3(1.f); - light->constantAttenuation = 0.3f; - light->linearAttenuation = 0.003f; - light->quadraticAttenuation = 0.002f; - } - - - //Create wheels - float wheelOffset = 0.4f; - float springLength = 0.3f; - float suspensionStrength = 35.f; - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.9f, 0.5546f - wheelOffset, -0.9242f); - transform->Scale = glm::vec3(1.0f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 50; - Wheel->Radius = 0.837f; - Wheel->Steering = true; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.9f, 0.5546f - wheelOffset, -0.9242f); - transform->Scale = glm::vec3(1.0f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 50; - Wheel->Radius = 0.837f; - Wheel->Steering = true; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(0.2726f, 0.2805f - wheelOffset, 1.9307f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 50; - Wheel->Radius = 0.737f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-0.2726f, 0.2805f - wheelOffset, 1.9307f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 50; - Wheel->Radius = 0.737f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } - - CommitEntity(jeep); - }*/ - - + auto heli = CreateEntity(); { - auto tank = CreateEntity(); - auto transform = AddComponent(tank, "Transform"); - transform->Position = glm::vec3(0, 5, 0); - //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); - auto physics = AddComponent(tank, "Physics"); - physics->Mass = 45000; - physics->Static = false; - auto vehicle = AddComponent(tank, "Vehicle"); - vehicle->MaxTorque = 5200.f; - AddComponent(tank, "TankSteering"); - AddComponent(tank, "Input"); - { - auto shape = CreateEntity(tank); - auto transform = AddComponent(shape, "Transform"); - auto meshShape = AddComponent(shape, "MeshShape"); - meshShape->ResourceName = "Models/Tank/Fix/ChassiCollision.obj"; - CommitEntity(shape); - - // auto box = AddComponent(jeep, "Box"); - // box->Width = 1.487f; - // box->Height = 0.727f; - // box->Depth = 2.594f; - + auto transform = AddComponent(heli, "Transform"); + transform->Position = glm::vec3(0.f, 3.f, 10.f); + auto physics = AddComponent(heli, "Physics"); + physics->Mass = 3000; + auto heliComponent = AddComponent(heli, "HelicopterSteering"); } + auto model = CreateEntity(heli); { - auto chassis = CreateEntity(tank); - auto transform = AddComponent(chassis, "Transform"); - transform->Position = glm::vec3(0, 0, 0); - auto model = AddComponent(chassis, "Model"); - model->ModelFile = "Models/Tank/Fix/Chassi.obj"; + auto transform = AddComponent(model, "Transform"); + transform->Orientation = glm::quat(glm::vec3(0, -glm::pi()/2.f, 0.f)); + auto modelComponent = AddComponent(model, "Model"); + modelComponent->ModelFile = "Models/Heli/Chassi/Chassi.obj"; } + CommitEntity(model); + + auto shape = CreateEntity(heli); { - auto tower = CreateEntity(tank); - SetProperty(tower, "Name", "tower"); - auto transform = AddComponent(tower, "Transform"); - transform->Position = glm::vec3(0.f, 1.2f, 1.8f); - auto model = AddComponent(tower, "Model"); - model->ModelFile = "Models/Tank/Fix/Top.obj"; - auto towerSteering = AddComponent(tower, "TowerSteering"); - towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); - towerSteering->TurnSpeed = glm::pi()/4.f; - { - auto barrel = CreateEntity(tower); - auto transform = AddComponent(barrel, "Transform"); - transform->Position = glm::vec3(-0.018f, -0.2, -1.3f); - auto model = AddComponent(barrel, "Model"); - model->ModelFile = "Models/Tank/Fix/Barrel.obj"; - auto barrelSteering = AddComponent(barrel, "BarrelSteering"); - barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); - barrelSteering->TurnSpeed = glm::pi()/4.f; - barrelSteering->ShotSpeed = 70.f; - { - auto shot = CreateEntity(barrel); - auto transform = AddComponent(shot, "Transform"); - transform->Position = glm::vec3(0.35f, 0.f, -2.f); - transform->Orientation = glm::angleAxis(-glm::pi()/2.f, glm::vec3(1, 0, 0)); - transform->Scale = glm::vec3(3.f); - AddComponent(shot, "Template"); - auto physics = AddComponent(shot, "Physics"); - physics->Mass = 10.f; - physics->Static = false; - auto modelComponent = AddComponent(shot, "Model"); - modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj"; - - { - auto shape = CreateEntity(shot); - auto transform = AddComponent(shape, "Transform"); - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.5f; - boxShape->Height = 0.5f; - boxShape->Depth = 0.5f; - CommitEntity(shape); - } - CommitEntity(shot); - barrelSteering->ShotTemplate = shot; - } - CommitEntity(barrel); - } - - { - auto camera = CreateEntity(tower); - auto transform = AddComponent(camera, "Transform"); - transform->Position.z = 30.f; - transform->Position.y = 5.f; - //transform->Orientation = glm::quat(glm::vec3(-glm::pi() / 8.f, 0.f, 0.f)); - transform->Orientation = glm::angleAxis(glm::pi() / 100, glm::vec3(1, 0, 0)); - auto cameraComp = AddComponent(camera, "Camera"); - cameraComp->FarClip = 2000.f; - AddComponent(camera, "Input"); - //auto freeSteering = AddComponent(camera, "FreeSteering"); - CommitEntity(camera); - } + auto transform = AddComponent(shape, "Transform"); + auto box = AddComponent(shape, "BoxShape"); + box->Width = 5.f; + box->Height = 1.8f; + box->Depth = 7.f; } + CommitEntity(shape); - { - auto lightentity = CreateEntity(tank); - auto transform = AddComponent(lightentity, "Transform"); - transform->Position = glm::vec3(0, 0, 0); - auto light = AddComponent(lightentity, "PointLight"); - //light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f); - //light->Specular = glm::vec3(1.f); - /*light->ConstantAttenuation = 0.3f; - light->LinearAttenuation = 0.003f; - light->QuadraticAttenuation = 0.002f;*/ - } - -// auto wheelpair = CreateEntity(tank); -// SetProperty(wheelpair, "Name", "WheelPair"); -// AddComponent(wheelpair, "WheelPairThingy"); - - //Create wheels - float wheelOffset = 0.4f; - float springLength = 0.3f; - float suspensionStrength = 25.f; - - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = true; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = true; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - - - //Back - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - - auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); - transformComponent->Position = glm::vec3(2,-1.7,2.0); - transformComponent->Scale = glm::vec3(3,3,3); - transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); - auto emitterComponent = AddComponent(entity, "ParticleEmitter"); - emitterComponent->SpawnCount = 2; - emitterComponent->SpawnFrequency = 0.005; - emitterComponent->SpreadAngle = glm::pi(); - emitterComponent->UseGoalVelocity = false; - emitterComponent->LifeTime = 0.5; - //emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); - emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); - CommitEntity(entity); - - auto particleEntity = CreateEntity(entity); - auto TEMP = AddComponent(particleEntity, "Transform"); - TEMP->Scale = glm::vec3(0); - auto spriteComponent = AddComponent(particleEntity, "Sprite"); - spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; - emitterComponent->ParticleTemplate = particleEntity; - - CommitEntity(particleEntity); - } - - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - } - { - auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 2000; - Wheel->Radius = 0.6f; - Wheel->Steering = false; - Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; - Wheel->ConnectedToHandbrake = true; - Wheel->TorqueRatio = 0.125f; - Wheel->Width = 0.6f; - { - auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); - shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); - boxShape->Width = 0.7f; - boxShape->Height = 0.34f; - boxShape->Depth = 0.7f; - CommitEntity(shape); - } - CommitEntity(wheel); - - auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); - transformComponent->Position = glm::vec3(-2,-1.7,2.0); - transformComponent->Scale = glm::vec3(3,3,3); - transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); - auto emitterComponent = AddComponent(entity, "ParticleEmitter"); - emitterComponent->SpawnCount = 2; - emitterComponent->SpawnFrequency = 0.005; - emitterComponent->SpreadAngle = glm::pi(); - emitterComponent->UseGoalVelocity = false; - emitterComponent->LifeTime = 0.5; - //emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); - emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); - CommitEntity(entity); - - auto particleEntity = CreateEntity(entity); - auto TEMP = AddComponent(particleEntity, "Transform"); - TEMP->Scale = glm::vec3(0); - auto spriteComponent = AddComponent(particleEntity, "Sprite"); - spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; - emitterComponent->ParticleTemplate = particleEntity; - - CommitEntity(particleEntity); - } - - CommitEntity(tank); + } + CommitEntity(heli); - - - /* - for(int i = 0; i < 10; i++) - { - auto entity = CreateEntity(); - auto transform = AddComponent(entity, "Transform"); - transform->Position = glm::vec3(30 + i*0.1f, 0 + i*0.1f, 10 + i*0.1f); - transform->Scale = glm::vec3(0); - transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - - std::stringstream ss; - ss << "Models/Placeholders/ShatterTest/" << i+1 << ".obj"; - - auto model = AddComponent(entity, "Model"); - model->ModelFile = ss.str(); - - auto physics = AddComponent(entity, "Physics"); - physics->Mass = 100; - physics->Static = true; - auto meshShape = AddComponent(entity, "MeshShape"); - meshShape->ResourceName = ss.str(); - - CommitEntity(entity); - }*/ - - for(int i = 0; i < 1; i++) + auto camera = CreateEntity(heli); { - for (int y = 0; y < 15; y++) - { - for (int x = -5; x < 5; x++) - { - auto brick = CreateEntity(); - auto transform = AddComponent(brick, "Transform"); - transform->Position = glm::vec3(x + 0.01f, y * 0.3f + 0.01f, -20); - transform->Position.x += (y % 2)*0.5f; - transform->Scale = glm::vec3(1, 0.3f, 0.4f); - transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(brick, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; - - auto physics = AddComponent(brick, "Physics"); - physics->Mass = 3; - - - - auto shape = CreateEntity(brick); - auto transformshape = AddComponent(shape, "Transform"); - auto box = AddComponent(shape, "BoxShape"); - box->Width = 0.5f; - box->Height = 0.15f; - box->Depth = 0.3f; - CommitEntity(shape); - CommitEntity(brick); - } - } + auto transform = AddComponent(camera, "Transform"); + transform->Position.z = 10.f; + transform->Position.y = 5.f; + //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); + auto cameraComp = AddComponent(camera, "Camera"); + cameraComp->FarClip = 2000.f; + auto freeSteering = AddComponent(camera, "FreeSteering"); + CommitEntity(camera); } - - /*for (int x = 0; x < 5; x++) - for (int y = 0; y < 5; y++) - { - auto cube = CreateEntity(); - auto transform = AddComponent(cube, "Transform"); - transform->Position = glm::vec3(3 * x + 0.1f + -20.f, 3 * y + 0.1f + 1.f, 0); - transform->Scale = glm::vec3(3); - transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(cube, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; - - auto physics = AddComponent(cube, "Physics"); - physics->Mass = 100; - auto box = AddComponent(cube, "BoxShape"); - box->Width = 1.5f; - box->Height = 1.5f; - box->Depth = 1.5f; - CommitEntity(cube); - } -*/ - - - /*{ - auto entity = CreateEntity(); - AddComponent(entity, "Transform"); - auto emitter = AddComponent(entity, "SoundEmitter"); - emitter->Path = "Sounds/korvring.wav"; - emitter->Loop = true; - GetSystem("SoundSystem")->PlaySound(emitter); - CommitEntity(entity); - }*/ - } void GameWorld::Update(double dt) @@ -742,6 +151,7 @@ void GameWorld::RegisterSystems() //m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); }); m_SystemFactory.Register("FreeSteeringSystem", [this]() { return new Systems::FreeSteeringSystem(this, m_EventBroker); }); m_SystemFactory.Register("TankSteeringSystem", [this]() { return new Systems::TankSteeringSystem(this, m_EventBroker); }); + m_SystemFactory.Register("HelicopterSteeringSystem", [this]() { return new Systems::HelicopterSteeringSystem(this, m_EventBroker); }); m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this, m_EventBroker); }); m_SystemFactory.Register("PhysicsSystem", [this]() { return new Systems::PhysicsSystem(this, m_EventBroker); }); m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_EventBroker, m_Renderer); }); @@ -758,6 +168,7 @@ void GameWorld::AddSystems() //AddSystem("PlayerSystem"); AddSystem("FreeSteeringSystem"); AddSystem("TankSteeringSystem"); + AddSystem("HelicopterSteeringSystem"); AddSystem("SoundSystem"); AddSystem("PhysicsSystem"); AddSystem("RenderSystem"); diff --git a/src/GameWorld.h b/src/GameWorld.h index 7235e25..952f002 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -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" diff --git a/src/Systems/FreeSteeringSystem.cpp b/src/Systems/FreeSteeringSystem.cpp index edf24d0..c5ed953 100755 --- a/src/Systems/FreeSteeringSystem.cpp +++ b/src/Systems/FreeSteeringSystem.cpp @@ -60,27 +60,27 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event) { // Movement - if (event.Command == "vertical") + if (event.Command == "cam_vertical") { Movement.z = -event.Value; } - else if (event.Command == "horizontal") + else if (event.Command == "cam_horizontal") { Movement.x = event.Value; } - else if (event.Command == "normal") + else if (event.Command == "cam_normal") { Movement.y = event.Value; } // Speed - else if (event.Command == "speed") + else if (event.Command == "cam_speed") { SpeedMultiplier = event.Value; } // Mouse click - else if (event.Command == "attack") + else if (event.Command == "cam_attack") { OrientationActive = event.Value > 0; @@ -96,11 +96,11 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E } } - else if (event.Command == "vertical2") + else if (event.Command == "cam_vertical2") { ControllerOrientation.x = event.Value; } - else if (event.Command == "horizontal2") + else if (event.Command == "cam_horizontal2") { ControllerOrientation.y = -event.Value; } diff --git a/src/Systems/HelicopterSteeringSystem.cpp b/src/Systems/HelicopterSteeringSystem.cpp new file mode 100644 index 0000000..7fd9661 --- /dev/null +++ b/src/Systems/HelicopterSteeringSystem.cpp @@ -0,0 +1,67 @@ +#include "PrecompiledHeader.h" +#include "HelicopterSteeringSystem.h" +#include "World.h" + +void Systems::HelicopterSteeringSystem::RegisterComponents(ComponentFactory* cf) +{ + cf->Register("HelicopterSteering", []() { return new Components::HelicopterSteering(); }); +} + +void Systems::HelicopterSteeringSystem::Initialize() +{ + m_InputController = std::unique_ptr(new HelicopterSteeringInputController(EventBroker)); +} + +void Systems::HelicopterSteeringSystem::Update(double dt) +{ + +} + +void Systems::HelicopterSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) +{ + auto transform = m_World->GetComponent(entity, "Transform"); + if (!transform) + return; + + auto helicopterComponent = m_World->GetComponent(entity, "HelicopterSteering"); + 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) +{ + +} diff --git a/src/Systems/HelicopterSteeringSystem.h b/src/Systems/HelicopterSteeringSystem.h new file mode 100644 index 0000000..ed91096 --- /dev/null +++ b/src/Systems/HelicopterSteeringSystem.h @@ -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 m_InputController; + + std::map m_TimeSinceLastShot; +}; + +class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController +{ +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; + + +}; + + + + + +} \ No newline at end of file diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 8efa4bb..e9bc69c 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -32,6 +32,7 @@ void Systems::PhysicsSystem::Initialize() // 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); hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo); @@ -160,7 +161,7 @@ void Systems::PhysicsSystem::Update(double dt) m_Accumulator += dt; while (m_Accumulator >= timestep) { - m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); + hkpStepResult stepresult = m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); //m_PhysicsWorld->stepDeltaTime(timestep); m_Accumulator -= timestep; @@ -172,10 +173,7 @@ 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) @@ -586,5 +584,15 @@ bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event ) m_PhysicsWorld->markForWrite(); m_RigidBodies[event.Entity]->setLinearVelocity(ConvertPosition(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, ConvertPosition(event.Force)); + m_PhysicsWorld->unmarkForWrite(); + return true; } diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index 7b2d259..8670cae 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -15,6 +15,7 @@ #include "Components/TowerSteering.h" #include "Events/TankSteer.h" #include "Events/SetVelocity.h" +#include "Events/ApplyForce.h" #include "OBJ.h" // Math and base include @@ -85,9 +86,10 @@ private: // Events EventRelay m_ETankSteer; bool OnTankSteer(const Events::TankSteer &event); - EventRelay m_ESetVelocity; bool OnSetVelocity(const Events::SetVelocity &event); + EventRelay m_EApplyForce; + bool OnApplyForce(const Events::ApplyForce &event); void SetUpPhysicsState(EntityID entity, EntityID parent); void TearDownPhysicsState(EntityID entity, EntityID parent); diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 9849fc0..4681962 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -111,6 +111,7 @@ + @@ -131,6 +132,7 @@ + @@ -152,6 +154,7 @@ + @@ -188,6 +191,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 49cc263..22eb9ea 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -63,6 +63,7 @@ Physics\Systems + @@ -137,6 +138,21 @@ {42ae084f-ade8-402c-87ba-f03f6b846bc8} + + {5b992473-73e6-485e-8f13-17e0801fb2ca} + + + {8a78be3a-a3c5-4054-a2f1-1456f3fcbab0} + + + {8ccc0abe-5bdd-4656-ab11-5708a39c71ae} + + + {b2416d05-a49e-4fef-a5c4-cd03d8cc2efd} + + + {b34c0c95-a887-4cf4-af24-cf7c1f459aa8} + @@ -356,6 +372,15 @@ Input\Events + + Gameplay\Vehicles\Helicopter\Components + + + Gameplay\Vehicles\Helicopter\Systems + + + Physics\Events + From 542ad075ea9f55c753e030dd9e3472e0bcdd3180 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Sat, 17 May 2014 17:46:17 +0200 Subject: [PATCH 33/49] ECS improved to make it less annoying to use AddComponent(entity, "Transform") is now AddComponent(entity) etc. --- src/Factory.h | 24 ++- src/GameWorld.cpp | 294 ++++++++++++++--------------- src/Physics/VehicleSetup.cpp | 6 +- src/Systems/FreeSteeringSystem.cpp | 6 +- src/Systems/InputSystem.cpp | 2 +- src/Systems/ParticleSystem.cpp | 24 +-- src/Systems/PhysicsSystem.cpp | 48 ++--- src/Systems/RenderSystem.cpp | 24 +-- src/Systems/SoundSystem.cpp | 6 +- src/Systems/TankSteeringSystem.cpp | 22 +-- src/Systems/TransformSystem.cpp | 16 +- src/World.cpp | 12 +- src/World.h | 40 ++-- 13 files changed, 268 insertions(+), 256 deletions(-) diff --git a/src/Factory.h b/src/Factory.h index adcfbbf..80649ee 100755 --- a/src/Factory.h +++ b/src/Factory.h @@ -10,12 +10,18 @@ template class Factory { public: - void Register(std::string name, std::function factoryFunction) + /*void Register(std::string name, std::function factoryFunction) { m_FactoryFunctions[name] = factoryFunction; + }*/ + + template + void Register(std::function 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 + T Create() + { + auto it = m_FactoryFunctions.find(typeid(T2).name()); + if (it != m_FactoryFunctions.end()) + { + return it->second(); + } + else + { + return nullptr; + } } private: diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index f0c5999..85a2869 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -47,35 +47,35 @@ void GameWorld::Initialize() //{ // auto camera = CreateEntity(); - // auto transform = AddComponent(camera, "Transform"); + // auto transform = AddComponent(camera); // transform->Position.z = 20.f; // transform->Position.y = 20.f; // //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); - // auto cameraComp = AddComponent(camera, "Camera"); + // auto cameraComp = AddComponent(camera); // cameraComp->FarClip = 2000.f; - // auto freeSteering = AddComponent(camera, "FreeSteering"); + // auto freeSteering = AddComponent(camera); // CommitEntity(camera); //} { auto ground = CreateEntity(); - auto transform = AddComponent(ground, "Transform"); + auto transform = AddComponent(ground); transform->Position = glm::vec3(0, 0, 0); //transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(ground, "Model"); + auto model = AddComponent(ground); //model->ModelFile = "Models/TestScene/testScene.obj"; model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj"; - auto physics = AddComponent(ground, "Physics"); + auto physics = AddComponent(ground); physics->Mass = 10; physics->Static = true; auto groundshape = CreateEntity(ground); - auto transformshape = AddComponent(groundshape, "Transform"); - auto meshShape = AddComponent(groundshape, "MeshShape"); + auto transformshape = AddComponent(groundshape); + auto meshShape = AddComponent(groundshape); meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj"; //meshShape->ResourceName = "Models/TestScene/testScene.obj"; @@ -88,23 +88,23 @@ void GameWorld::Initialize() /*{ auto jeep = CreateEntity(); - auto transform = AddComponent(jeep, "Transform"); + auto transform = AddComponent(jeep); transform->Position = glm::vec3(0, 5, 0); transform->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(0, 1, 0)); - auto physics = AddComponent(jeep, "Physics"); + auto physics = AddComponent(jeep); physics->Mass = 1800; physics->Static = false; - auto vehicle = AddComponent(jeep, "Vehicle"); - AddComponent(jeep, "Input"); + auto vehicle = AddComponent(jeep); + AddComponent(jeep); { auto shape = CreateEntity(jeep); - auto transform = AddComponent(shape, "Transform"); - auto meshShape = AddComponent(shape, "MeshShape"); + auto transform = AddComponent(shape); + auto meshShape = AddComponent(shape); meshShape->ResourceName = "Models/Jeep/Chassi/ChassiCollision.obj"; CommitEntity(shape); - // auto box = AddComponent(jeep, "Box"); + // auto box = AddComponent(jeep); // box->Width = 1.487f; // box->Height = 0.727f; // box->Depth = 2.594f; @@ -113,17 +113,17 @@ void GameWorld::Initialize() { auto chassis = CreateEntity(jeep); - auto transform = AddComponent(chassis, "Transform"); + auto transform = AddComponent(chassis); transform->Position = glm::vec3(0, 0, 0); // 0.6577f - auto model = AddComponent(chassis, "Model"); + auto model = AddComponent(chassis); model->ModelFile = "Models/Jeep/Chassi/chassi.obj"; } { auto lightentity = CreateEntity(jeep); - auto transform = AddComponent(lightentity, "Transform"); + auto transform = AddComponent(lightentity); transform->Position = glm::vec3(0, 15, 0); - auto light = AddComponent(lightentity, "PointLight"); + auto light = AddComponent(lightentity); light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f); light->Specular = glm::vec3(1.f); light->constantAttenuation = 0.3f; @@ -138,12 +138,12 @@ void GameWorld::Initialize() float suspensionStrength = 35.f; { auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(1.9f, 0.5546f - wheelOffset, -0.9242f); transform->Scale = glm::vec3(1.0f); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 50; @@ -157,13 +157,13 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-1.9f, 0.5546f - wheelOffset, -0.9242f); transform->Scale = glm::vec3(1.0f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 50; @@ -177,11 +177,11 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(0.2726f, 0.2805f - wheelOffset, 1.9307f); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 50; @@ -195,12 +195,12 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-0.2726f, 0.2805f - wheelOffset, 1.9307f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 50; @@ -218,25 +218,25 @@ void GameWorld::Initialize() { auto tank = CreateEntity(); - auto transform = AddComponent(tank, "Transform"); + auto transform = AddComponent(tank); transform->Position = glm::vec3(0, 5, 0); //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); - auto physics = AddComponent(tank, "Physics"); + auto physics = AddComponent(tank); physics->Mass = 45000; physics->Static = false; - auto vehicle = AddComponent(tank, "Vehicle"); + auto vehicle = AddComponent(tank); vehicle->MaxTorque = 5200.f; - AddComponent(tank, "TankSteering"); - AddComponent(tank, "Input"); + AddComponent(tank); + AddComponent(tank); { auto shape = CreateEntity(tank); - auto transform = AddComponent(shape, "Transform"); - auto meshShape = AddComponent(shape, "MeshShape"); + auto transform = AddComponent(shape); + auto meshShape = AddComponent(shape); meshShape->ResourceName = "Models/Tank/Fix/ChassiCollision.obj"; CommitEntity(shape); - // auto box = AddComponent(jeep, "Box"); + // auto box = AddComponent(jeep); // box->Width = 1.487f; // box->Height = 0.727f; // box->Depth = 2.594f; @@ -245,48 +245,48 @@ void GameWorld::Initialize() { auto chassis = CreateEntity(tank); - auto transform = AddComponent(chassis, "Transform"); + auto transform = AddComponent(chassis); transform->Position = glm::vec3(0, 0, 0); - auto model = AddComponent(chassis, "Model"); + auto model = AddComponent(chassis); model->ModelFile = "Models/Tank/Fix/Chassi.obj"; } { auto tower = CreateEntity(tank); SetProperty(tower, "Name", "tower"); - auto transform = AddComponent(tower, "Transform"); + auto transform = AddComponent(tower); transform->Position = glm::vec3(0.f, 1.2f, 1.8f); - auto model = AddComponent(tower, "Model"); + auto model = AddComponent(tower); model->ModelFile = "Models/Tank/Fix/Top.obj"; - auto towerSteering = AddComponent(tower, "TowerSteering"); + auto towerSteering = AddComponent(tower); towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); towerSteering->TurnSpeed = glm::pi()/4.f; { auto barrel = CreateEntity(tower); - auto transform = AddComponent(barrel, "Transform"); + auto transform = AddComponent(barrel); transform->Position = glm::vec3(-0.018f, -0.2, -1.3f); - auto model = AddComponent(barrel, "Model"); + auto model = AddComponent(barrel); model->ModelFile = "Models/Tank/Fix/Barrel.obj"; - auto barrelSteering = AddComponent(barrel, "BarrelSteering"); + auto barrelSteering = AddComponent(barrel); barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); barrelSteering->TurnSpeed = glm::pi()/4.f; barrelSteering->ShotSpeed = 70.f; { auto shot = CreateEntity(barrel); - auto transform = AddComponent(shot, "Transform"); + auto transform = AddComponent(shot); transform->Position = glm::vec3(0.35f, 0.f, -2.f); transform->Orientation = glm::angleAxis(-glm::pi()/2.f, glm::vec3(1, 0, 0)); transform->Scale = glm::vec3(3.f); - AddComponent(shot, "Template"); - auto physics = AddComponent(shot, "Physics"); + AddComponent(shot); + auto physics = AddComponent(shot); physics->Mass = 10.f; physics->Static = false; - auto modelComponent = AddComponent(shot, "Model"); + auto modelComponent = AddComponent(shot); modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj"; { auto shape = CreateEntity(shot); - auto transform = AddComponent(shape, "Transform"); - auto boxShape = AddComponent(shape, "BoxShape"); + auto transform = AddComponent(shape); + auto boxShape = AddComponent(shape); boxShape->Width = 0.5f; boxShape->Height = 0.5f; boxShape->Depth = 0.5f; @@ -300,24 +300,24 @@ void GameWorld::Initialize() { auto camera = CreateEntity(tower); - auto transform = AddComponent(camera, "Transform"); + auto transform = AddComponent(camera); transform->Position.z = 30.f; transform->Position.y = 5.f; //transform->Orientation = glm::quat(glm::vec3(-glm::pi() / 8.f, 0.f, 0.f)); transform->Orientation = glm::angleAxis(glm::pi() / 100, glm::vec3(1, 0, 0)); - auto cameraComp = AddComponent(camera, "Camera"); + auto cameraComp = AddComponent(camera); cameraComp->FarClip = 2000.f; - AddComponent(camera, "Input"); - //auto freeSteering = AddComponent(camera, "FreeSteering"); + AddComponent(camera); + //auto freeSteering = AddComponent(camera); CommitEntity(camera); } } { auto lightentity = CreateEntity(tank); - auto transform = AddComponent(lightentity, "Transform"); + auto transform = AddComponent(lightentity); transform->Position = glm::vec3(0, 0, 0); - auto light = AddComponent(lightentity, "PointLight"); + auto light = AddComponent(lightentity); //light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f); //light->Specular = glm::vec3(1.f); /*light->ConstantAttenuation = 0.3f; @@ -336,12 +336,12 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 2000; @@ -354,9 +354,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -366,12 +366,12 @@ void GameWorld::Initialize() } { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 2000; @@ -384,9 +384,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -397,12 +397,12 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 2000; @@ -415,9 +415,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -427,12 +427,12 @@ void GameWorld::Initialize() } { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 0; Wheel->Mass = 2000; @@ -445,9 +445,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -460,11 +460,11 @@ void GameWorld::Initialize() //Back { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 2000; @@ -477,9 +477,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -489,11 +489,11 @@ void GameWorld::Initialize() } { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 2000; @@ -506,9 +506,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -517,11 +517,11 @@ void GameWorld::Initialize() CommitEntity(wheel); auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); + auto transformComponent = AddComponent(entity); transformComponent->Position = glm::vec3(2,-1.7,2.0); transformComponent->Scale = glm::vec3(3,3,3); transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); - auto emitterComponent = AddComponent(entity, "ParticleEmitter"); + auto emitterComponent = AddComponent(entity); emitterComponent->SpawnCount = 2; emitterComponent->SpawnFrequency = 0.005; emitterComponent->SpreadAngle = glm::pi(); @@ -532,9 +532,9 @@ void GameWorld::Initialize() CommitEntity(entity); auto particleEntity = CreateEntity(entity); - auto TEMP = AddComponent(particleEntity, "Transform"); + auto TEMP = AddComponent(particleEntity); TEMP->Scale = glm::vec3(0); - auto spriteComponent = AddComponent(particleEntity, "Sprite"); + auto spriteComponent = AddComponent(particleEntity); spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; emitterComponent->ParticleTemplate = particleEntity; @@ -543,12 +543,12 @@ void GameWorld::Initialize() { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f); transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 2000; @@ -561,9 +561,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -573,11 +573,11 @@ void GameWorld::Initialize() } { auto wheel = CreateEntity(tank); - auto transform = AddComponent(wheel, "Transform"); + auto transform = AddComponent(wheel); transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f); - auto model = AddComponent(wheel, "Model"); + auto model = AddComponent(wheel); model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); + auto Wheel = AddComponent(wheel); Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); Wheel->AxleID = 1; Wheel->Mass = 2000; @@ -590,9 +590,9 @@ void GameWorld::Initialize() Wheel->Width = 0.6f; { auto shape = CreateEntity(wheel); - auto shapetransform = AddComponent(shape, "Transform"); + auto shapetransform = AddComponent(shape); shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; - auto boxShape = AddComponent(shape, "BoxShape"); + auto boxShape = AddComponent(shape); boxShape->Width = 0.7f; boxShape->Height = 0.34f; boxShape->Depth = 0.7f; @@ -601,11 +601,11 @@ void GameWorld::Initialize() CommitEntity(wheel); auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); + auto transformComponent = AddComponent(entity); transformComponent->Position = glm::vec3(-2,-1.7,2.0); transformComponent->Scale = glm::vec3(3,3,3); transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); - auto emitterComponent = AddComponent(entity, "ParticleEmitter"); + auto emitterComponent = AddComponent(entity); emitterComponent->SpawnCount = 2; emitterComponent->SpawnFrequency = 0.005; emitterComponent->SpreadAngle = glm::pi(); @@ -616,9 +616,9 @@ void GameWorld::Initialize() CommitEntity(entity); auto particleEntity = CreateEntity(entity); - auto TEMP = AddComponent(particleEntity, "Transform"); + auto TEMP = AddComponent(particleEntity); TEMP->Scale = glm::vec3(0); - auto spriteComponent = AddComponent(particleEntity, "Sprite"); + auto spriteComponent = AddComponent(particleEntity); spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; emitterComponent->ParticleTemplate = particleEntity; @@ -634,7 +634,7 @@ void GameWorld::Initialize() for(int i = 0; i < 10; i++) { auto entity = CreateEntity(); - auto transform = AddComponent(entity, "Transform"); + auto transform = AddComponent(entity); transform->Position = glm::vec3(30 + i*0.1f, 0 + i*0.1f, 10 + i*0.1f); transform->Scale = glm::vec3(0); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); @@ -642,13 +642,13 @@ void GameWorld::Initialize() std::stringstream ss; ss << "Models/Placeholders/ShatterTest/" << i+1 << ".obj"; - auto model = AddComponent(entity, "Model"); + auto model = AddComponent(entity); model->ModelFile = ss.str(); - auto physics = AddComponent(entity, "Physics"); + auto physics = AddComponent(entity); physics->Mass = 100; physics->Static = true; - auto meshShape = AddComponent(entity, "MeshShape"); + auto meshShape = AddComponent(entity); meshShape->ResourceName = ss.str(); CommitEntity(entity); @@ -661,22 +661,22 @@ void GameWorld::Initialize() for (int x = -5; x < 5; x++) { auto brick = CreateEntity(); - auto transform = AddComponent(brick, "Transform"); + auto transform = AddComponent(brick); transform->Position = glm::vec3(x + 0.01f, y * 0.3f + 0.01f, -20); transform->Position.x += (y % 2)*0.5f; transform->Scale = glm::vec3(1, 0.3f, 0.4f); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(brick, "Model"); + auto model = AddComponent(brick); model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; - auto physics = AddComponent(brick, "Physics"); + auto physics = AddComponent(brick); physics->Mass = 3; auto shape = CreateEntity(brick); - auto transformshape = AddComponent(shape, "Transform"); - auto box = AddComponent(shape, "BoxShape"); + auto transformshape = AddComponent(shape); + auto box = AddComponent(shape); box->Width = 0.5f; box->Height = 0.15f; box->Depth = 0.3f; @@ -690,16 +690,16 @@ void GameWorld::Initialize() for (int y = 0; y < 5; y++) { auto cube = CreateEntity(); - auto transform = AddComponent(cube, "Transform"); + auto transform = AddComponent(cube); transform->Position = glm::vec3(3 * x + 0.1f + -20.f, 3 * y + 0.1f + 1.f, 0); transform->Scale = glm::vec3(3); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(cube, "Model"); + auto model = AddComponent(cube); model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; - auto physics = AddComponent(cube, "Physics"); + auto physics = AddComponent(cube); physics->Mass = 100; - auto box = AddComponent(cube, "BoxShape"); + auto box = AddComponent(cube); box->Width = 1.5f; box->Height = 1.5f; box->Depth = 1.5f; @@ -711,7 +711,7 @@ void GameWorld::Initialize() /*{ auto entity = CreateEntity(); AddComponent(entity, "Transform"); - auto emitter = AddComponent(entity, "SoundEmitter"); + auto emitter = AddComponent(entity); emitter->Path = "Sounds/korvring.wav"; emitter->Loop = true; GetSystem("SoundSystem")->PlaySound(emitter); @@ -727,40 +727,40 @@ void GameWorld::Update(double dt) void GameWorld::RegisterComponents() { - m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); }); - m_ComponentFactory.Register("Template", []() { return new Components::Template(); }); + m_ComponentFactory.Register([]() { return new Components::Transform(); }); + m_ComponentFactory.Register([]() { return new Components::Template(); }); } void GameWorld::RegisterSystems() { - m_SystemFactory.Register("TransformSystem", [this]() { return new Systems::TransformSystem(this, m_EventBroker); }); - //m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); }); - m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_EventBroker); }); - m_SystemFactory.Register("DebugSystem", [this]() { return new Systems::DebugSystem(this, m_EventBroker); }); - //m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); }); - m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this, m_EventBroker); }); - //m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); }); - m_SystemFactory.Register("FreeSteeringSystem", [this]() { return new Systems::FreeSteeringSystem(this, m_EventBroker); }); - m_SystemFactory.Register("TankSteeringSystem", [this]() { return new Systems::TankSteeringSystem(this, m_EventBroker); }); - m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this, m_EventBroker); }); - m_SystemFactory.Register("PhysicsSystem", [this]() { return new Systems::PhysicsSystem(this, m_EventBroker); }); - m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_EventBroker, m_Renderer); }); + m_SystemFactory.Register([this]() { return new Systems::TransformSystem(this, m_EventBroker); }); + //m_SystemFactory.Register([this]() { return new Systems::LevelGenerationSystem(this); }); + m_SystemFactory.Register([this]() { return new Systems::InputSystem(this, m_EventBroker); }); + m_SystemFactory.Register([this]() { return new Systems::DebugSystem(this, m_EventBroker); }); + //m_SystemFactory.Register([this]() { return new Systems::CollisionSystem(this); }); + m_SystemFactory.Register([this]() { return new Systems::ParticleSystem(this, m_EventBroker); }); + //m_SystemFactory.Register([this]() { return new Systems::PlayerSystem(this); }); + m_SystemFactory.Register([this]() { return new Systems::FreeSteeringSystem(this, m_EventBroker); }); + m_SystemFactory.Register([this]() { return new Systems::TankSteeringSystem(this, m_EventBroker); }); + m_SystemFactory.Register([this]() { return new Systems::SoundSystem(this, m_EventBroker); }); + m_SystemFactory.Register([this]() { return new Systems::PhysicsSystem(this, m_EventBroker); }); + m_SystemFactory.Register([this]() { return new Systems::RenderSystem(this, m_EventBroker, m_Renderer); }); } void GameWorld::AddSystems() { - AddSystem("TransformSystem"); - //AddSystem("LevelGenerationSystem"); - AddSystem("InputSystem"); - AddSystem("DebugSystem"); - //AddSystem("CollisionSystem"); - AddSystem("ParticleSystem"); - //AddSystem("PlayerSystem"); - AddSystem("FreeSteeringSystem"); - AddSystem("TankSteeringSystem"); - AddSystem("SoundSystem"); - AddSystem("PhysicsSystem"); - AddSystem("RenderSystem"); + AddSystem(); + //AddSystem(); + AddSystem(); + AddSystem(); + //AddSystem(); + AddSystem(); + //AddSystem(); + AddSystem(); + AddSystem(); + AddSystem(); + AddSystem(); + AddSystem(); } void GameWorld::BindKey(int keyCode, std::string command, float value) diff --git a/src/Physics/VehicleSetup.cpp b/src/Physics/VehicleSetup.cpp index 90e65dc..7db47af 100644 --- a/src/Physics/VehicleSetup.cpp +++ b/src/Physics/VehicleSetup.cpp @@ -7,13 +7,13 @@ void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector wheelEntities) { - auto vehicleComponent = world->GetComponent(vehicleEntity, "Vehicle"); + auto vehicleComponent = world->GetComponent(vehicleEntity); WheelData wheelData; for (int i = 0; i < wheelEntities.size(); i++) { - wheelData.WheelComponent = world->GetComponent(wheelEntities[i], "Wheel"); - wheelData.TransformComponent = world->GetComponent(wheelEntities[i], "Transform"); + wheelData.WheelComponent = world->GetComponent(wheelEntities[i]); + wheelData.TransformComponent = world->GetComponent(wheelEntities[i]); m_Wheels.push_back(wheelData); } diff --git a/src/Systems/FreeSteeringSystem.cpp b/src/Systems/FreeSteeringSystem.cpp index edf24d0..8a5d638 100755 --- a/src/Systems/FreeSteeringSystem.cpp +++ b/src/Systems/FreeSteeringSystem.cpp @@ -4,7 +4,7 @@ void Systems::FreeSteeringSystem::RegisterComponents(ComponentFactory* cf) { - cf->Register("FreeSteering", []() { return new Components::FreeSteering(); }); + cf->Register([]() { return new Components::FreeSteering(); }); } void Systems::FreeSteeringSystem::Initialize() @@ -19,10 +19,10 @@ void Systems::FreeSteeringSystem::Update(double dt) void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto steering = m_World->GetComponent(entity, "FreeSteering"); + auto steering = m_World->GetComponent(entity); if (steering) { - auto transform = m_World->GetComponent(entity, "Transform"); + auto transform = m_World->GetComponent(entity); 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)); diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index 4c5fa6f..dbb9ba6 100755 --- a/src/Systems/InputSystem.cpp +++ b/src/Systems/InputSystem.cpp @@ -4,7 +4,7 @@ void Systems::InputSystem::RegisterComponents(ComponentFactory* cf) { - cf->Register("Input", []() { return new Components::Input(); }); + cf->Register([]() { return new Components::Input(); }); } void Systems::InputSystem::Initialize() diff --git a/src/Systems/ParticleSystem.cpp b/src/Systems/ParticleSystem.cpp index 0882f9d..5bcd97f 100644 --- a/src/Systems/ParticleSystem.cpp +++ b/src/Systems/ParticleSystem.cpp @@ -6,7 +6,7 @@ void Systems::ParticleSystem::Initialize() { - m_TransformSystem = m_World->GetSystem("TransformSystem"); + m_TransformSystem = m_World->GetSystem(); } void Systems::ParticleSystem::Update(double dt) @@ -16,15 +16,15 @@ void Systems::ParticleSystem::Update(double dt) void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); if(!transformComponent) return; - auto emitterComponent = m_World->GetComponent(entity, "ParticleEmitter"); + auto emitterComponent = m_World->GetComponent(entity); if(emitterComponent) { emitterComponent->TimeSinceLastSpawn += dt; - auto emitterTransformComponent = m_World->GetComponent(entity, "Transform"); + auto emitterTransformComponent = m_World->GetComponent(entity); if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency) { SpawnParticles(entity); @@ -35,8 +35,8 @@ 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(particleID, "Transform"); - auto particleComponent = m_World->GetComponent(particleID, "Particle"); + auto transformComponent = m_World->GetComponent(particleID); + auto particleComponent = m_World->GetComponent(particleID); double timeLived = glfwGetTime() - it->SpawnTime; if(timeLived > particleComponent->LifeTime) @@ -94,15 +94,15 @@ 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([]() { return new Components::ParticleEmitter(); }); + cf->Register([]() { return new Components::Particle(); }); } void Systems::ParticleSystem::SpawnParticles(EntityID emitterID) { - auto emitterComponent = m_World->GetComponent(emitterID, "ParticleEmitter"); - auto emitterTransform = m_World->GetComponent(emitterID, "Transform"); + auto emitterComponent = m_World->GetComponent(emitterID); + auto emitterTransform = m_World->GetComponent(emitterID); glm::vec3 emitterPos = m_TransformSystem->AbsolutePosition(emitterID); glm::quat emitterOrientation = emitterTransform->Orientation; @@ -113,7 +113,7 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID) { auto ent = m_World->CloneEntity(emitterComponent->ParticleTemplate); - auto particleTransform = m_World->GetComponent(ent, "Transform"); + auto particleTransform = m_World->GetComponent(ent); particleTransform->Position = emitterPos; particleTransform->Orientation = emitterOrientation; @@ -124,7 +124,7 @@ 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 particle = m_World->AddComponent(ent, "Particle"); + auto particle = m_World->AddComponent(ent); particle->LifeTime = emitterComponent->LifeTime; particle->ScaleSpectrum = emitterComponent->ScaleSpectrum; particle->VelocitySpectrum.push_back(particleTransform->Velocity); diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 8efa4bb..1fd737b 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -108,14 +108,14 @@ void Systems::PhysicsSystem::Initialize() 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([]() { return new Components::Physics(); }); + cf->Register([]() { return new Components::BoxShape(); }); + cf->Register([]() { return new Components::SphereShape(); }); + cf->Register([]() { return new Components::Vehicle(); }); + cf->Register([]() { return new Components::Wheel(); }); + cf->Register([]() { return new Components::MeshShape(); }); + cf->Register([]() { return new Components::HingeConstraint(); }); + cf->Register([]() { return new Components::WheelPair(); }); } void Systems::PhysicsSystem::Update(double dt) @@ -128,7 +128,7 @@ void Systems::PhysicsSystem::Update(double dt) if (m_RigidBodies.find(entity) == m_RigidBodies.end()) continue; - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); if (!transformComponent) continue; @@ -139,7 +139,7 @@ void Systems::PhysicsSystem::Update(double dt) if (parent) { - auto absoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(entity); + auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); position = ConvertPosition(absoluteTransform.Position); rotation = ConvertRotation(absoluteTransform.Orientation); } @@ -180,11 +180,11 @@ void Systems::PhysicsSystem::Update(double dt) void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); if (!transformComponent) return; - auto wheelComponent = m_World->GetComponent(entity, "Wheel"); + auto wheelComponent = m_World->GetComponent(entity); if (wheelComponent) { EntityID car = m_World->GetEntityParent(entity); @@ -208,7 +208,7 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p } else if(m_RigidBodies.find(entity) != m_RigidBodies.end()) { - auto transformComponentParent = m_World->GetComponent(parent, "Transform"); + auto transformComponentParent = m_World->GetComponent(parent); transformComponent->Position = ConvertPosition(m_RigidBodies[entity]->getPosition()); transformComponent->Orientation = ConvertRotation(m_RigidBodies[entity]->getRotation()); @@ -227,11 +227,11 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); if (!transformComponent) return; - auto wheelComponent = m_World->GetComponent(entity, "Wheel"); + auto wheelComponent = m_World->GetComponent(entity); if (wheelComponent) { wheelComponent->ID = m_Wheels.size(); @@ -241,9 +241,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) EntityID entityParent = m_World->GetEntityBaseParent(entity); - auto sphereComponent = m_World->GetComponent(entity, "SphereShape"); - auto boxComponent = m_World->GetComponent(entity, "BoxShape"); - auto meshShapeComponent = m_World->GetComponent(entity, "MeshShape"); + auto sphereComponent = m_World->GetComponent(entity); + auto boxComponent = m_World->GetComponent(entity); + auto meshShapeComponent = m_World->GetComponent(entity); if(entityParent == entity && (sphereComponent || boxComponent || meshShapeComponent)) { @@ -251,7 +251,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) return; } - auto physicsComponent = m_World->GetComponent(entity, "Physics"); + auto physicsComponent = m_World->GetComponent(entity); if (physicsComponent) { hkpShape* shape; @@ -292,7 +292,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) { rigidBodyInfo.m_shape = shape; rigidBodyInfo.m_motionType = hkpMotion::MOTION_DYNAMIC; - auto absoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(entity); + auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); hkVector4 position = ConvertPosition(absoluteTransform.Position); hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation); rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3)); @@ -305,7 +305,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) // Create RigidBody hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo); - auto vehicleComponent = m_World->GetComponent(entity, "Vehicle"); + auto vehicleComponent = m_World->GetComponent(entity); if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end()) { for (int i = 0; i < m_Wheels.size(); i++) @@ -357,7 +357,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) for (auto &shapeData : m_Shapes[entity]) { - auto childTransformComponent = m_World->GetComponent(shapeData.Entity, "Transform"); + auto childTransformComponent = m_World->GetComponent(shapeData.Entity); hkVector4 position = ConvertPosition(childTransformComponent->Position); hkQuaternion rotation = ConvertRotation(childTransformComponent->Orientation); @@ -378,7 +378,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) { rigidBodyInfo.m_shape = shape; rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED; - auto absoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(entity); + auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); hkVector4 position = ConvertPosition(absoluteTransform.Position); hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation); rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3)); @@ -567,7 +567,7 @@ const hkVector4& Systems::PhysicsSystem::ConvertScale(glm::vec3 glmScale) bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) { - auto vehicleComponent = m_World->GetComponent(event.Entity, "Vehicle"); + auto vehicleComponent = m_World->GetComponent(event.Entity); if (vehicleComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end()) { m_PhysicsWorld->markForWrite(); diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index 4f0e727..1166531 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -12,12 +12,12 @@ void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); if (transformComponent == nullptr) return; // Draw models - auto modelComponent = m_World->GetComponent(entity, "Model"); + auto modelComponent = m_World->GetComponent(entity); if (modelComponent != nullptr) { auto model = m_World->GetResourceManager()->Load("Model", modelComponent->ModelFile); @@ -31,7 +31,7 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa } } - auto pointLightComponent = m_World->GetComponent(entity, "PointLight"); + auto pointLightComponent = m_World->GetComponent(entity); if (pointLightComponent != nullptr) { glm::vec3 position = m_TransformSystem->AbsolutePosition(entity); @@ -46,7 +46,7 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa ); } - auto cameraComponent = m_World->GetComponent(entity, "Camera"); + auto cameraComponent = m_World->GetComponent(entity); if (cameraComponent != nullptr) { m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity)); @@ -57,13 +57,13 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip); } - auto spriteComponent = m_World->GetComponent(entity, "Sprite"); + auto spriteComponent = m_World->GetComponent(entity); if(spriteComponent != nullptr) { //TEMP Texture* texture = m_World->GetResourceManager()->Load("Texture", spriteComponent->SpriteFile); //glBindTexture(GL_TEXTURE_2D, texture); - auto transform = m_World->GetComponent(spriteComponent->Entity, "Transform"); + auto transform = m_World->GetComponent(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); } @@ -71,18 +71,18 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa void Systems::RenderSystem::Initialize() { - m_TransformSystem = m_World->GetSystem("TransformSystem"); + m_TransformSystem = m_World->GetSystem(); m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load("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(); }); + cf->Register([]() { return new Components::Camera(); }); + cf->Register([]() { return new Components::Model(); }); + cf->Register([]() { return new Components::Sprite(); }); + cf->Register([]() { return new Components::PointLight(); }); + cf->Register([]() { return new Components::DirectionalLight(); }); } void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm) diff --git a/src/Systems/SoundSystem.cpp b/src/Systems/SoundSystem.cpp index 02a665e..b36bf47 100755 --- a/src/Systems/SoundSystem.cpp +++ b/src/Systems/SoundSystem.cpp @@ -29,7 +29,7 @@ void Systems::SoundSystem::Initialize() void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf) { - cf->Register("SoundEmitter", []() { return new Components::SoundEmitter(); }); + cf->Register([]() { 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(entity, "Transform"); + auto transformComponent = m_World->GetComponent(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(entity, "SoundEmitter"); + auto soundEmitter = m_World->GetComponent(entity); if(soundEmitter != nullptr) { ALuint source = m_Sources[soundEmitter]; diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 6ecbfb9..dca3441 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -4,9 +4,9 @@ void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf ) { - cf->Register("TankSteering", []() { return new Components::TankSteering(); }); - cf->Register("TowerSteering", []() { return new Components::TowerSteering(); }); - cf->Register("BarrelSteering", []() { return new Components::BarrelSteering(); }); + cf->Register([]() { return new Components::TankSteering(); }); + cf->Register([]() { return new Components::TowerSteering(); }); + cf->Register([]() { return new Components::BarrelSteering(); }); } void Systems::TankSteeringSystem::Initialize() @@ -23,7 +23,7 @@ void Systems::TankSteeringSystem::Update(double dt) void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto tankSteeringComponent = m_World->GetComponent(entity, "TankSteering"); + auto tankSteeringComponent = m_World->GetComponent(entity); if(tankSteeringComponent) { Events::TankSteer e; @@ -34,27 +34,27 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit EventBroker->Publish(e); } - auto towerSteeringComponent = m_World->GetComponent(entity, "TowerSteering"); + auto towerSteeringComponent = m_World->GetComponent(entity); if(towerSteeringComponent) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); + auto transformComponent = m_World->GetComponent(entity); glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); transformComponent->Orientation *= orientation; } - auto barrelSteeringComponent = m_World->GetComponent(entity, "BarrelSteering"); + auto barrelSteeringComponent = m_World->GetComponent(entity); if(barrelSteeringComponent) { - auto transformComponent = m_World->GetComponent(entity, "Transform"); - auto absoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(entity); + auto transformComponent = m_World->GetComponent(entity); + auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); transformComponent->Orientation *= orientation; if(m_TowerInputController->Shoot && m_TimeSinceLastShot[entity] > 1.0) { EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate); - auto templateAbsoluteTransform = m_World->GetSystem("TransformSystem")->AbsoluteTransform(barrelSteeringComponent->ShotTemplate); - auto cloneTransform = m_World->GetComponent(clone, "Transform"); + auto templateAbsoluteTransform = m_World->GetSystem()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate); + auto cloneTransform = m_World->GetComponent(clone); cloneTransform->Position = templateAbsoluteTransform.Position; cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation; Events::SetVelocity e; diff --git a/src/Systems/TransformSystem.cpp b/src/Systems/TransformSystem.cpp index 3eccc26..69ec6fb 100755 --- a/src/Systems/TransformSystem.cpp +++ b/src/Systems/TransformSystem.cpp @@ -7,8 +7,8 @@ // if (parent == 0) // return; // -// auto transform = m_World->GetComponent(entity, "Transform"); -// auto parentTransform = m_World->GetComponent(parent, "Transform"); +// auto transform = m_World->GetComponent(entity); +// auto parentTransform = m_World->GetComponent(parent); // // transform->Position = parentTransform->Position + transform->RelativePosition; //} @@ -20,10 +20,10 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity) do { - auto transform = m_World->GetComponent(entity, "Transform"); + auto transform = m_World->GetComponent(entity); //absPosition += transform->Position; entity = m_World->GetEntityParent(entity); - auto transform2 = m_World->GetComponent(entity, "Transform"); + auto transform2 = m_World->GetComponent(entity); if (entity == 0) absPosition += transform->Position; else @@ -39,7 +39,7 @@ glm::quat Systems::TransformSystem::AbsoluteOrientation(EntityID entity) do { - auto transform = m_World->GetComponent(entity, "Transform"); + auto transform = m_World->GetComponent(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(entity, "Transform"); + auto transform = m_World->GetComponent(entity); absScale *= transform->Scale; entity = m_World->GetEntityParent(entity); } while (entity != 0); @@ -69,9 +69,9 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit do { - auto transform = m_World->GetComponent(entity, "Transform"); + auto transform = m_World->GetComponent(entity); entity = m_World->GetEntityParent(entity); - auto transform2 = m_World->GetComponent(entity, "Transform"); + auto transform2 = m_World->GetComponent(entity); // Position if (entity == 0) diff --git a/src/World.cpp b/src/World.cpp index c84a2bd..2a25856 100755 --- a/src/World.cpp +++ b/src/World.cpp @@ -132,11 +132,6 @@ void World::Initialize() } } -std::shared_ptr World::AddComponent(EntityID entity, std::string componentType) -{ - return AddComponent(entity, componentType); -} - void World::CommitEntity(EntityID entity) { for (auto pair : m_Systems) @@ -158,11 +153,6 @@ void World::AddComponent(EntityID entity, std::string componentType, std::shared } } -void World::AddSystem(std::string systemType) -{ - m_Systems[systemType] = std::shared_ptr(m_SystemFactory.Create(systemType)); -} - EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */) { int clone = CreateEntity(parent); @@ -170,7 +160,7 @@ EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */) for (auto pair : m_EntityComponents[entity]) { auto type = pair.first; - if (type == "Template") + if (type == typeid(Components::Template).name()) continue; auto component = std::shared_ptr(pair.second->Clone()); if (component != nullptr) diff --git a/src/World.h b/src/World.h index 0c4d76e..87bfecf 100755 --- a/src/World.h +++ b/src/World.h @@ -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 + void AddSystem() + { + m_Systems[typeid(T).name()] = std::shared_ptr(m_SystemFactory.Create()); + } - void AddSystem(std::string systemType); - template - std::shared_ptr GetSystem(std::string systemType); + template + std::shared_ptr GetSystem(); EntityID CreateEntity(EntityID parent = 0); EntityID CloneEntity(EntityID entity, EntityID parent = 0); @@ -69,10 +74,9 @@ public: } template - std::shared_ptr AddComponent(EntityID entity, std::string componentType); - std::shared_ptr AddComponent(EntityID entity, std::string componentType); + std::shared_ptr AddComponent(EntityID entity); template - T* GetComponent(EntityID entity, std::string componentType); + T* GetComponent(EntityID entity); // Triggers commit events in systems void CommitEntity(EntityID entity); @@ -117,11 +121,13 @@ protected: }; template -std::shared_ptr World::GetSystem(std::string systemType) +std::shared_ptr 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; } @@ -129,12 +135,14 @@ std::shared_ptr World::GetSystem(std::string systemType) } template -std::shared_ptr World::AddComponent(EntityID entity, std::string componentType) +std::shared_ptr World::AddComponent(EntityID entity) { - std::shared_ptr component = std::shared_ptr(static_cast(m_ComponentFactory.Create(componentType))); + const char* componentType = typeid(T).name(); + + std::shared_ptr component = std::shared_ptr(static_cast(m_ComponentFactory.Create())); 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; } @@ -145,17 +153,11 @@ std::shared_ptr World::AddComponent(EntityID entity, std::string componentTyp template -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(it->second.get()); From 67778f391a6730d9d373d6a0a4f47edfee7d08a9 Mon Sep 17 00:00:00 2001 From: Tleety Date: Sat, 17 May 2014 14:00:26 +0200 Subject: [PATCH 34/49] Working on shadows --- assets | 2 +- src/GameWorld.cpp | 6 +++--- src/Renderer.cpp | 33 +++++++++++++++++++++++++++++++-- src/Renderer.h | 2 ++ 4 files changed, 37 insertions(+), 6 deletions(-) diff --git a/assets b/assets index 672e8a2..cdee701 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 672e8a2b11ecaafc95a5b0286b5ec310c62438ad +Subproject commit cdee7015793193f0e78a2b75b25e3a2c07881632 diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 19026b2..160498b 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -17,14 +17,14 @@ void GameWorld::Initialize() auto ground = CreateEntity(); auto transform = AddComponent(ground, "Transform"); transform->Position = glm::vec3(0, -5, 0); - transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f); + transform->Scale = glm::vec3(800.0f, 10.0f, 800.0f); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); auto model = AddComponent(ground, "Model"); model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj"; auto box = AddComponent(ground, "Box"); - box->Width = 200; + box->Width = 400; box->Height = 5; - box->Depth = 200; + box->Depth = 400; auto physics = AddComponent(ground, "Physics"); physics->Mass = 10; diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 2e781a0..d78f0b7 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -17,10 +17,10 @@ Renderer::Renderer() CAtt = 1.0f; LAtt = 0.0f; QAtt = 3.0f; - m_ShadowMapRes = 2048*8; + m_ShadowMapRes = 2048*16; m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); - m_SunProjection = glm::ortho(-200.f, 200.f, -200.f, 200.f, -100, 200); + m_SunProjection = glm::ortho(10.f, -10.f, 10.f, -10.f, 10.f, -10.f); /* Lights = 0;*/ } @@ -782,3 +782,32 @@ glm::mat4 Renderer::CreateLightMatrix(Light &_light) 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. +} + + + diff --git a/src/Renderer.h b/src/Renderer.h index e1a2aec..9053d92 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -141,6 +141,8 @@ private: void DrawLightScene(); void BindFragDataLocation(); glm::mat4 CreateLightMatrix(Light &_light); + void UpdateSunProjection(); + GLuint CreateQuad(); void DrawDebugShadowMap(); From 4d15d3e02ce1eb40de13c40c234a77b6ba81c09b Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Sat, 17 May 2014 18:06:56 +0200 Subject: [PATCH 35/49] Collision callbacks --- src/Components/Health.h | 21 ++++++++++++++++ src/GameWorld.cpp | 2 +- src/Systems/PhysicsSystem.cpp | 11 +++++++- src/Systems/PhysicsSystem.h | 25 ++++++++++++++++--- vs11/Returngeance/Returngeance.vcxproj | 1 + .../Returngeance/Returngeance.vcxproj.filters | 3 +++ 6 files changed, 58 insertions(+), 5 deletions(-) create mode 100644 src/Components/Health.h diff --git a/src/Components/Health.h b/src/Components/Health.h new file mode 100644 index 0000000..5100aaf --- /dev/null +++ b/src/Components/Health.h @@ -0,0 +1,21 @@ +#ifndef Components_Health_h__ +#define Components_Health_h__ + +#include "Component.h" + +namespace Components +{ + + struct Health : Component + { + Health() + : health(1.0f){ } + + float health; + + virtual Health* Clone() const override { return new Health(*this); } + }; + +} + +#endif // Components_Health_h__ diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 9e48cf7..e9f5327 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -340,7 +340,7 @@ void GameWorld::Initialize() //Create wheels float wheelOffset = 0.4f; float springLength = 0.3f; - float suspensionStrength = 25.f; + float suspensionStrength = 15.f; { auto wheel = CreateEntity(tank); diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 8efa4bb..51420d3 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -27,6 +27,8 @@ void Systems::PhysicsSystem::Initialize() { + + m_Accumulator = 0; // Events @@ -102,6 +104,8 @@ void Systems::PhysicsSystem::Initialize() SetupVisualDebugger(m_Context); m_PhysicsWorld->unmarkForWrite(); + + m_collisionResolution = new MyCollisionResolution; } } @@ -324,9 +328,11 @@ 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 +346,10 @@ 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(); @@ -394,6 +402,7 @@ 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(); diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index 7b2d259..ef7cb70 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -60,9 +60,27 @@ #include "Physics/VehicleSetup.h" #include + +#include + +class MyCollisionResolution: public hkReferencedObject, public hkpContactListener +{ +public: + std::unordered_map 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: @@ -77,7 +95,7 @@ public: void OnComponentCreated(std::string type, std::shared_ptr component) override; void OnComponentRemoved(std::string type, Component* component) override; void OnEntityCommit(EntityID entity) override; - + private: double m_Accumulator; hkpWorld* m_PhysicsWorld; @@ -145,8 +163,9 @@ private: hkpMoppBvTreeShape* MoppShape; }; std::unordered_map m_ExtendedMeshShapes; + + MyCollisionResolution* m_collisionResolution; }; } - #endif // PhysicsSystem_h__ diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 6ccecc9..96c8e85 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -131,6 +131,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 641fa8f..70213c2 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -352,6 +352,9 @@ Input\Events + + Physics\Components + From a8ecacab11e3d60555738ae3c5fbb965d5fb8aa0 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Sat, 17 May 2014 18:45:54 +0200 Subject: [PATCH 36/49] tank steering --- src/GameWorld.cpp | 3 ++- src/Physics/VehicleSetup.cpp | 2 +- src/Physics/VehicleSetup.h | 26 ++++++++++++++++++++++++++ 3 files changed, 29 insertions(+), 2 deletions(-) diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index e9f5327..5cc997c 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -248,6 +248,7 @@ void GameWorld::Initialize() physics->Static = false; auto vehicle = AddComponent(tank, "Vehicle"); vehicle->MaxTorque = 5200.f; + vehicle->MaxSteeringAngle = 90.f; AddComponent(tank, "TankSteering"); AddComponent(tank, "Input"); @@ -445,7 +446,7 @@ void GameWorld::Initialize() Wheel->AxleID = 0; Wheel->Mass = 2000; Wheel->Radius = 0.6f; - Wheel->Steering = false; + Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; Wheel->Friction = 4.f; Wheel->ConnectedToHandbrake = true; diff --git a/src/Physics/VehicleSetup.cpp b/src/Physics/VehicleSetup.cpp index 90e65dc..7d3610a 100644 --- a/src/Physics/VehicleSetup.cpp +++ b/src/Physics/VehicleSetup.cpp @@ -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; diff --git a/src/Physics/VehicleSetup.h b/src/Physics/VehicleSetup.h index 7f78204..bf75840 100644 --- a/src/Physics/VehicleSetup.h +++ b/src/Physics/VehicleSetup.h @@ -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: From fd0bb18bd33877d43c9f166a9cc1eb83992e49d5 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Sun, 18 May 2014 21:07:03 +0200 Subject: [PATCH 37/49] tank stuff --- src/GameWorld.cpp | 3 ++- src/Systems/PhysicsSystem.h | 2 +- src/Systems/TankSteeringSystem.cpp | 1 + 3 files changed, 4 insertions(+), 2 deletions(-) diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index ca9dff4..fa338f2 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -222,11 +222,12 @@ void GameWorld::Initialize() transform->Position = glm::vec3(0, 5, 0); //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); auto physics = AddComponent(tank); - physics->Mass = 45000; + physics->Mass = 25000; physics->Static = false; auto vehicle = AddComponent(tank); vehicle->MaxTorque = 5200.f; vehicle->MaxSteeringAngle = 90.f; + vehicle->MaxSpeedFullSteeringAngle = 4.f; AddComponent(tank); AddComponent(tank); diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index ef7cb70..0ff2bda 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -73,7 +73,7 @@ public: EntityID entity1 = m_RigidBodies[event.getBody(0)]; EntityID entity2 = m_RigidBodies[event.getBody(1)]; - LOG_INFO("Entities colliding: %i, %i ", entity1, entity2); + //LOG_INFO("Entities colliding: %i, %i ", entity1, entity2); } }; diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index dca3441..8a67039 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -87,6 +87,7 @@ bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const E if (event.Command == "horizontal") { m_Horizontal = val; + m_Vertical = -0.4f; } else if (event.Command == "vertical") { From 02243beceec2a5469965019c313e931e195c6723 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Sun, 18 May 2014 23:54:01 +0200 Subject: [PATCH 38/49] Recoil while firing, clamp inputs, merge Helicopter --- src/Events/ApplyPointImpulse.h | 18 +++++++++++++++ src/GameWorld.cpp | 4 ++-- src/InputManager.cpp | 13 +++++++++++ src/Systems/HelicopterSteeringSystem.cpp | 6 ++--- src/Systems/PhysicsSystem.cpp | 12 +++++++++- src/Systems/PhysicsSystem.h | 3 +++ src/Systems/TankSteeringSystem.cpp | 22 ++++++++++++++++++- src/Systems/TankSteeringSystem.h | 3 +++ vs11/Returngeance/Returngeance.vcxproj | 3 ++- .../Returngeance/Returngeance.vcxproj.filters | 8 ++++++- 10 files changed, 83 insertions(+), 9 deletions(-) create mode 100644 src/Events/ApplyPointImpulse.h diff --git a/src/Events/ApplyPointImpulse.h b/src/Events/ApplyPointImpulse.h new file mode 100644 index 0000000..a02745b --- /dev/null +++ b/src/Events/ApplyPointImpulse.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__ \ No newline at end of file diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index fa338f2..f0484be 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -222,7 +222,7 @@ void GameWorld::Initialize() transform->Position = glm::vec3(0, 5, 0); //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); auto physics = AddComponent(tank); - physics->Mass = 25000; + physics->Mass = 63000 - 16000; physics->Static = false; auto vehicle = AddComponent(tank); vehicle->MaxTorque = 5200.f; @@ -280,7 +280,7 @@ void GameWorld::Initialize() transform->Scale = glm::vec3(3.f); AddComponent(shot); auto physics = AddComponent(shot); - physics->Mass = 10.f; + physics->Mass = 25.f; physics->Static = false; auto modelComponent = AddComponent(shot); modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj"; diff --git a/src/InputManager.cpp b/src/InputManager.cpp index edbb736..f4e81e2 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -97,6 +97,19 @@ void InputManager::Update(double dt) 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(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f; m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f; m_CurrentGamepadAxisState[i][static_cast(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f; diff --git a/src/Systems/HelicopterSteeringSystem.cpp b/src/Systems/HelicopterSteeringSystem.cpp index 7fd9661..94431c2 100644 --- a/src/Systems/HelicopterSteeringSystem.cpp +++ b/src/Systems/HelicopterSteeringSystem.cpp @@ -4,7 +4,7 @@ void Systems::HelicopterSteeringSystem::RegisterComponents(ComponentFactory* cf) { - cf->Register("HelicopterSteering", []() { return new Components::HelicopterSteering(); }); + cf->Register([]() { return new Components::HelicopterSteering(); }); } void Systems::HelicopterSteeringSystem::Initialize() @@ -19,11 +19,11 @@ void Systems::HelicopterSteeringSystem::Update(double dt) void Systems::HelicopterSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { - auto transform = m_World->GetComponent(entity, "Transform"); + auto transform = m_World->GetComponent(entity); if (!transform) return; - auto helicopterComponent = m_World->GetComponent(entity, "HelicopterSteering"); + auto helicopterComponent = m_World->GetComponent(entity); if (helicopterComponent) { glm::vec3 controllerRotationEuler = m_InputController->Rotation * (float)dt; diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index c8ccc6d..c8a899b 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -35,7 +35,8 @@ void Systems::PhysicsSystem::Initialize() 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); hkBaseSystem::init(memoryRouter, HavokErrorReport); @@ -605,3 +606,12 @@ bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event) return true; } + +bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpulse &event ) +{ + m_PhysicsWorld->markForWrite(); + m_RigidBodies[event.Entity]->applyPointImpulse(ConvertPosition(event.Impulse), ConvertPosition(event.Position)); + m_PhysicsWorld->unmarkForWrite(); + + return true; +} diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index 2e0230d..ac73310 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -16,6 +16,7 @@ #include "Events/TankSteer.h" #include "Events/SetVelocity.h" #include "Events/ApplyForce.h" +#include "Events/ApplyPointImpulse.h" #include "OBJ.h" // Math and base include @@ -108,6 +109,8 @@ private: bool OnSetVelocity(const Events::SetVelocity &event); EventRelay m_EApplyForce; bool OnApplyForce(const Events::ApplyForce &event); + EventRelay m_EApplyPointImpulse; + bool OnApplyPointImpulse(const Events::ApplyPointImpulse &event); void SetUpPhysicsState(EntityID entity, EntityID parent); void TearDownPhysicsState(EntityID entity, EntityID parent); diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 8a67039..7755f1e 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -62,6 +62,17 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit e.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed); EventBroker->Publish(e); m_TimeSinceLastShot[entity] = 0; + + + auto clonePhysicsComponent = m_World->GetComponent(clone); + //1,670m/s + //25kg + EntityID baseParent = m_World->GetEntityBaseParent(entity); + Events::ApplyPointImpulse ePointImpulse ; + ePointImpulse.Entity = baseParent; + ePointImpulse.Position = absoluteTransform.Position; + ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 1670.f; + EventBroker->Publish(ePointImpulse); } m_TimeSinceLastShot[entity] += dt; @@ -83,7 +94,16 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) { - float val = event.Value; + float val; + if(abs(event.Value) < 0.3f) + { + val = 0.f; + } + else + { + val = event.Value; + } + if (event.Command == "horizontal") { m_Horizontal = val; diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index d264325..65c0bfc 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -3,10 +3,13 @@ #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 "Systems/TransformSystem.h" #include "InputController.h" diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 250e3db..e3cc2e4 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -60,7 +60,7 @@ false Default ProgramDatabase - MaxSpeed + Disabled true @@ -156,6 +156,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index bdab530..3dd634b 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -63,7 +63,9 @@ Physics\Systems - + + Gameplay\Vehicles\Helicopter\Systems + @@ -383,6 +385,10 @@ Physics\Events + + + Physics\Events + From f14a83caa8a2c813140bec6494364edd32f3275a Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Sun, 18 May 2014 23:59:18 +0200 Subject: [PATCH 39/49] Assets --- assets | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets b/assets index 9a3fcc2..0a8ad2b 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 9a3fcc241854a9fa5665ec4885c70adb8f29faa0 +Subproject commit 0a8ad2bc62fd926d1e26eb20094474c59fd278f7 From 539196cd45d133dfbf7ba097ef2cfd00eeefd8f3 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 19 May 2014 00:51:40 +0200 Subject: [PATCH 40/49] Viewport stuff --- src/Components/Camera.h | 3 ++- src/Components/Viewport.h | 26 +++++++++++++++++++ src/GameWorld.cpp | 15 +++++++++++ src/GameWorld.h | 1 + vs11/Returngeance/Returngeance.vcxproj | 1 + .../Returngeance/Returngeance.vcxproj.filters | 3 +++ 6 files changed, 48 insertions(+), 1 deletion(-) create mode 100644 src/Components/Viewport.h diff --git a/src/Components/Camera.h b/src/Components/Camera.h index fb3f7ef..a672b85 100755 --- a/src/Components/Camera.h +++ b/src/Components/Camera.h @@ -2,6 +2,7 @@ #define Components_Camera_h__ #include "Component.h" +#include "Entity.h" namespace Components { @@ -13,7 +14,7 @@ struct Camera : Component , NearClip(0.1f) , FarClip(100.f) { } - std::string Viewport; + EntityID Viewport; float FOV; float NearClip; float FarClip; diff --git a/src/Components/Viewport.h b/src/Components/Viewport.h new file mode 100644 index 0000000..18f3126 --- /dev/null +++ b/src/Components/Viewport.h @@ -0,0 +1,26 @@ +#ifndef Components_Viewport_h__ +#define Components_Viewport_h__ + +#include "Component.h" + +namespace Components +{ + +struct Viewport : Component +{ + Viewport() + : Left(0.f) + , Top(0.f) + , Right(1.f) + , Bottom(1.f) { } + + float Left; + float Top; + float Right; + float Bottom; + + virtual Viewport* Clone() const override { return new Viewport(*this); } +}; + +} +#endif // Components_Viewport_h__ \ No newline at end of file diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 151ad43..8748113 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -67,6 +67,20 @@ void GameWorld::Initialize() RegisterComponents(); + auto viewport1 = CreateEntity(); + { + auto viewport = AddComponent(viewport1, "Transform"); + viewport->Right = 0.5f; + } + CommitEntity(viewport1); + + auto viewport2 = CreateEntity(); + { + auto viewport = AddComponent(viewport1, "Transform"); + viewport->Left = 0.5f; + } + CommitEntity(viewport2); + { auto camera = CreateEntity(); auto transform = AddComponent(camera, "Transform"); @@ -74,6 +88,7 @@ void GameWorld::Initialize() transform->Position.y = 20.f; //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); auto cameraComp = AddComponent(camera, "Camera"); + cameraComp->Viewport = viewport1; cameraComp->FarClip = 2000.f; auto freeSteering = AddComponent(camera, "FreeSteering"); CommitEntity(camera); diff --git a/src/GameWorld.h b/src/GameWorld.h index 5e990bb..f0c83c8 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -28,6 +28,7 @@ #include "Components/Sprite.h" #include "Components/Template.h" #include "Components/Transform.h" +#include "Components/Viewport.h" #include "Components/Physics.h" #include "Components/SphereShape.h" diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index da9dfb3..f3e136e 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -147,6 +147,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 2a89626..078900d 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -352,6 +352,9 @@ Input\Events + + Rendering\Components + From 998ee3cfabd8b69b28694d6cd22a0619e92baa99 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 19 May 2014 00:58:48 +0200 Subject: [PATCH 41/49] Brakes working --- assets | 2 +- src/Components/Wheel.h | 2 +- src/GameWorld.cpp | 18 +++++++++--------- src/Physics/VehicleSetup.cpp | 2 +- src/Systems/PhysicsSystem.cpp | 4 ++++ src/Systems/TankSteeringSystem.cpp | 11 ++--------- 6 files changed, 18 insertions(+), 21 deletions(-) diff --git a/assets b/assets index 0a8ad2b..9d3f71b 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 0a8ad2bc62fd926d1e26eb20094474c59fd278f7 +Subproject commit 9d3f71bee6e0a930a4bd265eca3f5fceac619709 diff --git a/src/Components/Wheel.h b/src/Components/Wheel.h index be3638b..4a6a66d 100644 --- a/src/Components/Wheel.h +++ b/src/Components/Wheel.h @@ -14,7 +14,7 @@ struct Wheel : Component Wheel() : AxleID(0), Radius(0), Width(0), Mass(0), Steering(false), DownDirection(glm::vec3(0, -1, 0)), Friction(1.5f), SlipAngle(0.0f), - MaxBreakingTorque(1500.0f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { } + MaxBreakingTorque(50000.f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { } // The Hardpoint MUST be positioned INSIDE the chassis. glm::vec3 Hardpoint; diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index f0484be..86eb104 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -225,7 +225,7 @@ void GameWorld::Initialize() physics->Mass = 63000 - 16000; physics->Static = false; auto vehicle = AddComponent(tank); - vehicle->MaxTorque = 5200.f; + vehicle->MaxTorque = 8000.f; vehicle->MaxSteeringAngle = 90.f; vehicle->MaxSpeedFullSteeringAngle = 4.f; AddComponent(tank); @@ -350,7 +350,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -380,7 +380,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -411,7 +411,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -441,7 +441,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = true; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -473,7 +473,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -502,7 +502,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -557,7 +557,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; @@ -586,7 +586,7 @@ void GameWorld::Initialize() Wheel->Radius = 0.6f; Wheel->Steering = false; Wheel->SuspensionStrength = suspensionStrength; - Wheel->Friction = 4.f; + Wheel->Friction = 3.f; Wheel->ConnectedToHandbrake = true; Wheel->TorqueRatio = 0.125f; Wheel->Width = 0.6f; diff --git a/src/Physics/VehicleSetup.cpp b/src/Physics/VehicleSetup.cpp index 59c3f07..e319834 100644 --- a/src/Physics/VehicleSetup.cpp +++ b/src/Physics/VehicleSetup.cpp @@ -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; diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index c8a899b..c5aa34a 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -582,6 +582,10 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) 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(); } diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 7755f1e..99cd4bd 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -94,15 +94,8 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) { - float val; - if(abs(event.Value) < 0.3f) - { - val = 0.f; - } - else - { - val = event.Value; - } + + float val = event.Value; if (event.Command == "horizontal") { From 7455f4b8653e4a5cb55cd707faa8ba3f9ed1bcf3 Mon Sep 17 00:00:00 2001 From: Tleety Date: Mon, 19 May 2014 01:01:46 +0200 Subject: [PATCH 42/49] NormalMaps Working and started work on specular maps. --- src/Model.cpp | 118 +++++++++++++++++++++++++++++++- src/Model.h | 12 +++- src/Renderer.cpp | 17 ++++- src/Renderer.h | 2 + src/Shaders/FinalPass.frag.glsl | 2 +- src/Shaders/Fragment.glsl | 14 +++- src/Shaders/Fragment2.glsl | 1 + src/Shaders/Vertex.glsl | 6 ++ src/Texture.h | 1 + 9 files changed, 167 insertions(+), 6 deletions(-) diff --git a/src/Model.cpp b/src/Model.cpp index 547e940..ae99194 100755 --- a/src/Model.cpp +++ b/src/Model.cpp @@ -22,6 +22,8 @@ Model::Model(OBJ &obj, ResourceManager* rm) auto texture = std::shared_ptr(rm->Load("Texture", currentMaterial->DiffuseTexture.FileName)); // TODO: Load normal map std::shared_ptr normalMap = nullptr; + if (!currentMaterial->NormalMap.FileName.empty()) + normalMap = std::shared_ptr(rm->Load("Texture", currentMaterial->NormalMap.FileName)); // Load specular map std::shared_ptr specularMap = nullptr; if (!currentMaterial->SpecularMap.FileName.empty()) @@ -63,7 +65,9 @@ Model::Model(OBJ &obj, ResourceManager* rm) if (Vertices.size() > 0) { - CreateBuffers(Vertices, Normals, TextureCoords); + CreateTangents(); + getSimilarVertexIndex(); + CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords); } else { @@ -71,7 +75,7 @@ Model::Model(OBJ &obj, ResourceManager* rm) } } -void Model::CreateBuffers( std::vector vertices, std::vector normals, std::vectortextureCoords) +void Model::CreateBuffers( std::vector vertices, std::vector normals, std::vector tangents, std::vector biTangents, std::vectortextureCoords) { LOG_INFO("Generating VertexBuffer"); @@ -100,6 +104,32 @@ void Model::CreateBuffers( std::vector vertices, std::vector 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 vertices, std::vector Normals; + std::vector TangentNormals; + std::vector BiTangentNormals; std::vector TextureCoords; GLuint VertexBuffer; GLuint NormalBuffer; + GLuint TangentNormalsBuffer; + GLuint BiTangentNormalsBuffer; GLuint TextureCoordBuffer; bool Loadobj( @@ -53,9 +57,15 @@ private: void CreateBuffers( std::vector _Vertices, - std::vector _Normals, + std::vector _Normals, + std::vector _Tangents, + std::vector _BiTangents, std::vector_TextureCoords ); + void CreateTangents(); + bool IsNear(float v1, float v2); + void getSimilarVertexIndex(); + }; #endif // Model_h__ \ No newline at end of file diff --git a/src/Renderer.cpp b/src/Renderer.cpp index d78f0b7..c0878f1 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -17,7 +17,7 @@ Renderer::Renderer() CAtt = 1.0f; LAtt = 0.0f; QAtt = 3.0f; - m_ShadowMapRes = 2048*16; + m_ShadowMapRes = 2048*6; m_SunPosition = glm::vec3(0, 3.5f, 10); m_SunTarget = glm::vec3(0, 0, 0); m_SunProjection = glm::ortho(10.f, -10.f, 10.f, -10.f, 10.f, -10.f); @@ -551,6 +551,15 @@ void Renderer::FrameBufferTextures() 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, WIDTH, 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, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); @@ -567,6 +576,7 @@ void Renderer::FrameBufferTextures() 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); @@ -713,6 +723,11 @@ void Renderer::DrawFBOScene() { 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); } } diff --git a/src/Renderer.h b/src/Renderer.h index 9053d92..29635b4 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -102,6 +102,7 @@ private: GLuint m_fDiffuseTexture; GLuint m_fPositionTexture; GLuint m_fNormalsTexture; + GLuint m_fSpecularTexture; GLuint m_fBlendTexture; GLuint m_fbLightingPass; GLuint m_fLightingTexture; @@ -142,6 +143,7 @@ private: void BindFragDataLocation(); glm::mat4 CreateLightMatrix(Light &_light); void UpdateSunProjection(); + void CreateNormalMapTangent(); GLuint CreateQuad(); diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl index 2a6cf4c..0bdb1b1 100644 --- a/src/Shaders/FinalPass.frag.glsl +++ b/src/Shaders/FinalPass.frag.glsl @@ -24,6 +24,6 @@ void main() vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); - //FragmentColor = ShadowTexel; + //FragmentColor = DiffuseTexel; } \ No newline at end of file diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index cc5370f..87a95fa 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -2,6 +2,9 @@ layout (binding=0) uniform sampler2D DiffuseTexture; layout (binding=1) uniform sampler2D ShadowTexture; +layout (binding=2) uniform sampler2D NormalMapTexture; +layout (binding=3) uniform sampler2D SpecularMapTexture; + in VertexData { @@ -9,11 +12,14 @@ in VertexData vec3 Normal; vec2 TextureCoord; vec4 ShadowCoord; + vec3 Tangent; + vec3 BiTangent; } Input; out vec4 frag_Diffuse; out vec4 frag_Position; out vec4 frag_Normal; +out vec4 frag_specular; float Shadow(vec4 ShadowCoord) { @@ -32,6 +38,7 @@ float Shadow(vec4 ShadowCoord) void main() { + // Diffuse Texture frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord); @@ -39,5 +46,10 @@ void main() frag_Position = vec4(Input.Position.xyz, 1.0); // G-buffer Normal - frag_Normal = vec4(Input.Normal, 0.0); + 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); + + //G-buffer Specular + frag_specular = texture(SpecularMapTexture, Input.TextureCoord); } \ No newline at end of file diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index f531f76..5ded0a2 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -81,4 +81,5 @@ void main() vec4 NormalTexel = texture(NormalsTexture, TextureCoord); FragColor = phong(vec3(PositionTexel), vec3(NormalTexel)); + //FragColor = NormalTexel; } \ No newline at end of file diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index 2f799ef..4c63e0d 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -9,6 +9,8 @@ uniform mat4 DepthMVP; 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 { @@ -16,6 +18,8 @@ out VertexData vec3 Normal; vec2 TextureCoord; vec4 ShadowCoord; + vec3 Tangent; + vec3 BiTangent; } Output; void main() @@ -26,4 +30,6 @@ void main() Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0))); Output.TextureCoord = TextureCoord; 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))); } \ No newline at end of file diff --git a/src/Texture.h b/src/Texture.h index c958213..a8c48bb 100755 --- a/src/Texture.h +++ b/src/Texture.h @@ -24,4 +24,5 @@ private: std::unordered_map m_TextureCache; }; + #endif // Texture_h__ From e07a0a2b1a7bdebea3291477dede0293aa5d46e6 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 19 May 2014 04:29:30 +0200 Subject: [PATCH 43/49] More viewport stuff --- src/Renderer.cpp | 11 +++++++++++ src/Renderer.h | 11 +++++++++++ src/Systems/RenderSystem.cpp | 8 ++++---- src/Systems/RenderSystem.h | 3 ++- 4 files changed, 28 insertions(+), 5 deletions(-) diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 8e0fe25..9dfe683 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -868,5 +868,16 @@ void Renderer::UpdateSunProjection() //Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map. } +void Renderer::CreateViewport(int identifier, float left, float top, float right, float bottom) +{ + Viewport v; + v.Left = left; + v.Top = top; + v.Right = right; + v.Bottom = bottom; + m_Viewports[identifier] = v; +} + + diff --git a/src/Renderer.h b/src/Renderer.h index e37d1a8..5bd326b 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -35,6 +35,7 @@ public: void Draw(double dt); void DrawText(); + void CreateViewport(int identifier, float left, float top, float right, float bottom); 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(); @@ -67,6 +68,16 @@ public: private: int m_Width, m_Height; + struct Viewport + { + float Left; + float Top; + float Right; + float Bottom; + }; + + std::unordered_map m_Viewports; + struct Light { glm::vec3 Position; diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index 4f0e727..ce388c9 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -2,11 +2,12 @@ #include "RenderSystem.h" #include "World.h" -void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr component) +void Systems::RenderSystem::OnEntityCommit(EntityID entity) { - if(type == "Model") + auto viewport = m_World->GetComponent(entity, "Viewport"); + if (viewport) { - auto modelComponent = std::static_pointer_cast(component); + m_Renderer->CreateViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom); } } @@ -95,4 +96,3 @@ void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm) - diff --git a/src/Systems/RenderSystem.h b/src/Systems/RenderSystem.h index c3cd09a..ab0fa36 100755 --- a/src/Systems/RenderSystem.h +++ b/src/Systems/RenderSystem.h @@ -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> m_CachedModels; - void OnComponentCreated(std::string type, std:: shared_ptr component) override; + void OnEntityCommit(EntityID entity); void UpdateEntity(double dt, EntityID entity, EntityID parent) override; From bd7ba73bca67fbf502f795384a257212a8eee87d Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Mon, 19 May 2014 17:20:43 +0200 Subject: [PATCH 44/49] Split screen working --- src/Components/Camera.h | 1 - src/Components/Viewport.h | 5 +- src/GameWorld.cpp | 46 +++++++---- src/Renderer.cpp | 150 +++++++++++++++++++++-------------- src/Renderer.h | 12 ++- src/Systems/RenderSystem.cpp | 83 +++++++++++-------- src/Systems/RenderSystem.h | 2 +- 7 files changed, 184 insertions(+), 115 deletions(-) diff --git a/src/Components/Camera.h b/src/Components/Camera.h index a672b85..cd992e8 100755 --- a/src/Components/Camera.h +++ b/src/Components/Camera.h @@ -14,7 +14,6 @@ struct Camera : Component , NearClip(0.1f) , FarClip(100.f) { } - EntityID Viewport; float FOV; float NearClip; float FarClip; diff --git a/src/Components/Viewport.h b/src/Components/Viewport.h index 18f3126..57692a6 100644 --- a/src/Components/Viewport.h +++ b/src/Components/Viewport.h @@ -12,13 +12,16 @@ struct Viewport : Component : Left(0.f) , Top(0.f) , Right(1.f) - , Bottom(1.f) { } + , Bottom(1.f) + , Camera(0) { } float Left; float Top; float Right; float Bottom; + EntityID Camera; + virtual Viewport* Clone() const override { return new Viewport(*this); } }; diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 8748113..1daaaa9 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -67,33 +67,32 @@ void GameWorld::Initialize() RegisterComponents(); - auto viewport1 = CreateEntity(); + auto camera = CreateEntity(); { - auto viewport = AddComponent(viewport1, "Transform"); - viewport->Right = 0.5f; - } - CommitEntity(viewport1); - - auto viewport2 = CreateEntity(); - { - auto viewport = AddComponent(viewport1, "Transform"); - viewport->Left = 0.5f; - } - CommitEntity(viewport2); - - { - auto camera = CreateEntity(); auto transform = AddComponent(camera, "Transform"); transform->Position.z = 20.f; transform->Position.y = 20.f; //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); auto cameraComp = AddComponent(camera, "Camera"); - cameraComp->Viewport = viewport1; cameraComp->FarClip = 2000.f; auto freeSteering = AddComponent(camera, "FreeSteering"); - CommitEntity(camera); } + CommitEntity(camera); + auto viewport1 = CreateEntity(); + { + auto viewport = AddComponent(viewport1, "Viewport"); + viewport->Right = 0.5f; + viewport->Camera = camera; + } + CommitEntity(viewport1); + + auto viewport2 = CreateEntity(); + { + auto viewport = AddComponent(viewport2, "Viewport"); + viewport->Left = 0.5f; + } + CommitEntity(viewport2); { auto ground = CreateEntity(); @@ -334,6 +333,19 @@ void GameWorld::Initialize() } CommitEntity(barrel); } + + auto cameraTower = CreateEntity(tower); + { + auto transform = AddComponent(cameraTower, "Transform"); + transform->Position.z = 11.f; + transform->Position.y = 4.f; + //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); + auto cameraComp = AddComponent(cameraTower, "Camera"); + cameraComp->FarClip = 2000.f; + auto freeSteering = AddComponent(cameraTower, "FreeSteering"); + } + CommitEntity(cameraTower); + GetComponent(viewport2, "Viewport")->Camera = cameraTower; } { diff --git a/src/Renderer.cpp b/src/Renderer.cpp index 9dfe683..19c00f0 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -636,77 +636,90 @@ 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); + */ + 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); + // 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); + // 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); + glCullFace(GL_BACK); + + DrawFBOScene(viewport); - glViewport(0, 0, m_Width, m_Height); - DrawFBOScene(); - - /* + /* Lighting pass - */ - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass); - GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 }; - glDrawBuffers(1, lightingPassAttachments); + */ + 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); + 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); + 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(); + glCullFace(GL_FRONT); + DrawLightScene(viewport); - /* + /* Final pass - */ - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + */ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glViewport(x, y, width, height); + glClear(GL_DEPTH_BUFFER_BIT); - m_FinalPassProgram.Bind(); + 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); + // 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); + 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); + glCullFace(GL_BACK); + glBindVertexArray(m_ScreenQuad); + glEnableVertexAttribArray(0); + glDrawArrays(GL_TRIANGLES, 0, 6); + } } -void Renderer::DrawFBOScene() +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 = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); + glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix(); glm::mat4 MVP; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, @@ -737,8 +750,8 @@ void Renderer::DrawFBOScene() 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(m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + 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) { @@ -767,8 +780,8 @@ void Renderer::DrawFBOScene() 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(m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + 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); @@ -779,7 +792,7 @@ void Renderer::DrawFBOScene() -void Renderer::DrawLightScene() +void Renderer::DrawLightScene(Viewport &viewport) { glEnable(GL_BLEND); glBlendEquation (GL_FUNC_ADD); @@ -789,7 +802,7 @@ void Renderer::DrawLightScene() glDepthMask (GL_FALSE); glBindVertexArray(m_sphereModel->VAO); - glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); + glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix(); glm::mat4 MVP; for (auto &light : Lights) @@ -798,13 +811,13 @@ void Renderer::DrawLightScene() 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(m_Camera->ViewMatrix())); - glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + 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"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z); + 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); @@ -868,16 +881,35 @@ void Renderer::UpdateSunProjection() //Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map. } -void Renderer::CreateViewport(int identifier, float left, float top, float right, float bottom) +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(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); +} diff --git a/src/Renderer.h b/src/Renderer.h index 5bd326b..3bfa5ce 100755 --- a/src/Renderer.h +++ b/src/Renderer.h @@ -35,7 +35,11 @@ public: void Draw(double dt); void DrawText(); - void CreateViewport(int identifier, float left, float top, float right, float bottom); + 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(); @@ -74,9 +78,11 @@ private: float Top; float Right; float Bottom; + std::shared_ptr Camera; }; std::unordered_map m_Viewports; + std::unordered_map> m_Cameras; struct Light { @@ -152,8 +158,8 @@ private: void CreateShadowMap(int resolution); void FrameBufferTextures(); void DrawFBO(); - void DrawFBOScene(); - void DrawLightScene(); + void DrawFBOScene(Viewport &viewport); + void DrawLightScene(Viewport &viewport); void BindFragDataLocation(); glm::mat4 CreateLightMatrix(Light &_light); void UpdateSunProjection(); diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index ce388c9..c86849a 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -2,27 +2,55 @@ #include "RenderSystem.h" #include "World.h" +void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm) +{ + rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load("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("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(); }); + cf->Register("Viewport", []() { return new Components::Viewport(); }); +} + void Systems::RenderSystem::OnEntityCommit(EntityID entity) { + auto transform = m_World->GetComponent(entity, "Transform"); + + auto camera = m_World->GetComponent(entity, "Camera"); + if (transform && camera) + { + 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(entity, "Viewport"); if (viewport) { - m_Renderer->CreateViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom); + 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(entity, "Transform"); - if (transformComponent == nullptr) - return; // Draw models auto modelComponent = m_World->GetComponent(entity, "Model"); - if (modelComponent != nullptr) + if (transformComponent&& modelComponent) { auto model = m_World->GetResourceManager()->Load("Model", modelComponent->ModelFile); - if (model != nullptr) + if (model) { /*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity); glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity); @@ -33,7 +61,7 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa } auto pointLightComponent = m_World->GetComponent(entity, "PointLight"); - if (pointLightComponent != nullptr) + if (transformComponent && pointLightComponent) { glm::vec3 position = m_TransformSystem->AbsolutePosition(entity); m_Renderer->AddPointLightToDraw( @@ -48,18 +76,27 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa } auto cameraComponent = m_World->GetComponent(entity, "Camera"); - if (cameraComponent != nullptr) + if (transformComponent && cameraComponent) { - m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity)); - m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity)); + m_Renderer->UpdateCamera(entity + , m_TransformSystem->AbsolutePosition(entity) + , m_TransformSystem->AbsoluteOrientation(entity) + , cameraComponent->FOV + , cameraComponent->NearClip + , cameraComponent->FarClip); + } - m_Renderer->GetCamera()->FOV(cameraComponent->FOV); - m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip); - m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip); + auto viewportComponent = m_World->GetComponent(entity, "Viewport"); + if (viewportComponent) + { + if (viewportComponent->Camera != 0) + { + m_Renderer->UpdateViewport(entity, viewportComponent->Camera); + } } auto spriteComponent = m_World->GetComponent(entity, "Sprite"); - if(spriteComponent != nullptr) + if (transformComponent && spriteComponent) { //TEMP Texture* texture = m_World->GetResourceManager()->Load("Texture", spriteComponent->SpriteFile); @@ -76,23 +113,3 @@ void Systems::RenderSystem::Initialize() m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load("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", resourceName)); }); - rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); }); - rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); }); -} - - - - diff --git a/src/Systems/RenderSystem.h b/src/Systems/RenderSystem.h index ab0fa36..6268ed6 100755 --- a/src/Systems/RenderSystem.h +++ b/src/Systems/RenderSystem.h @@ -35,7 +35,7 @@ public: std::unordered_map> m_CachedModels; - void OnEntityCommit(EntityID entity); + void OnEntityCommit(EntityID entity) override; void UpdateEntity(double dt, EntityID entity, EntityID parent) override; From 7f77db97a0466607094e7ba410a915966ecf8519 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 19 May 2014 19:59:17 +0200 Subject: [PATCH 45/49] Convert functions working in debug --- src/Systems/PhysicsSystem.cpp | 85 ++++++++++------------------------- src/Systems/PhysicsSystem.h | 20 ++++----- 2 files changed, 34 insertions(+), 71 deletions(-) diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index c5aa34a..f4de197 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -146,13 +146,13 @@ void Systems::PhysicsSystem::Update(double dt) if (parent) { auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); - position = ConvertPosition(absoluteTransform.Position); - rotation = ConvertRotation(absoluteTransform.Orientation); + 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); @@ -166,8 +166,8 @@ void Systems::PhysicsSystem::Update(double dt) m_Accumulator += dt; while (m_Accumulator >= timestep) { - hkpStepResult stepresult = m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); - //m_PhysicsWorld->stepDeltaTime(timestep); + //hkpStepResult stepresult = m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); + m_PhysicsWorld->stepDeltaTime(timestep); m_Accumulator -= timestep; @@ -204,7 +204,7 @@ 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(spinAngle, glm::vec3(1, 0, 0)); + glm::quat orientation = HKQUATERNION_TO_GLMQUAT(steeringOrientation) * glm::angleAxis(spinAngle, glm::vec3(1, 0, 0)); transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation; m_PhysicsWorld->unmarkForWrite(); } @@ -213,8 +213,8 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p { auto transformComponentParent = m_World->GetComponent(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) @@ -277,13 +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); @@ -296,8 +292,8 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) rigidBodyInfo.m_shape = shape; rigidBodyInfo.m_motionType = hkpMotion::MOTION_DYNAMIC; auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); - hkVector4 position = ConvertPosition(absoluteTransform.Position); - hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation); + 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)); @@ -366,9 +362,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) auto childTransformComponent = m_World->GetComponent(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); @@ -386,8 +382,8 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) rigidBodyInfo.m_shape = shape; rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED; auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); - hkVector4 position = ConvertPosition(absoluteTransform.Position); - hkQuaternion rotation = ConvertRotation(absoluteTransform.Orientation); + 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)); @@ -419,7 +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)); @@ -432,7 +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(); @@ -540,39 +536,6 @@ 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) -{ - hkQuaternion quat = hkQuaternion(glmRotation.x, glmRotation.y, glmRotation.z, glmRotation.w); - quat.normalize(); - return quat; -} - -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(event.Entity); @@ -596,7 +559,7 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event ) { m_PhysicsWorld->markForWrite(); - m_RigidBodies[event.Entity]->setLinearVelocity(ConvertPosition(event.Velocity)); + m_RigidBodies[event.Entity]->setLinearVelocity(GLMVEC3_TO_HKVECTOR4(event.Velocity)); m_PhysicsWorld->unmarkForWrite(); return true; @@ -605,7 +568,7 @@ bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event ) bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event) { m_PhysicsWorld->markForWrite(); - m_RigidBodies[event.Entity]->applyForce(event.DeltaTime, ConvertPosition(event.Force)); + m_RigidBodies[event.Entity]->applyForce(event.DeltaTime, GLMVEC3_TO_HKVECTOR4(event.Force)); m_PhysicsWorld->unmarkForWrite(); return true; @@ -614,7 +577,7 @@ bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event) bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpulse &event ) { m_PhysicsWorld->markForWrite(); - m_RigidBodies[event.Entity]->applyPointImpulse(ConvertPosition(event.Impulse), ConvertPosition(event.Position)); + m_RigidBodies[event.Entity]->applyPointImpulse(GLMVEC3_TO_HKVECTOR4(event.Impulse), GLMVEC3_TO_HKVECTOR4(event.Position)); m_PhysicsWorld->unmarkForWrite(); return true; diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index ac73310..54e61f7 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -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" @@ -121,16 +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 m_RigidBodies; hkJobThreadPool* m_ThreadPool; From ec74d700be55565beac8aa27dca5e96dc2b42d10 Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Mon, 19 May 2014 21:57:13 +0200 Subject: [PATCH 46/49] fix --- src/Systems/PhysicsSystem.cpp | 9 ++------- src/Systems/TankSteeringSystem.cpp | 11 +++++------ 2 files changed, 7 insertions(+), 13 deletions(-) diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index f4de197..03aade8 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -166,8 +166,8 @@ void Systems::PhysicsSystem::Update(double dt) m_Accumulator += dt; while (m_Accumulator >= timestep) { - //hkpStepResult stepresult = m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); - m_PhysicsWorld->stepDeltaTime(timestep); + m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep); + //m_PhysicsWorld->stepDeltaTime(timestep); m_Accumulator -= timestep; @@ -541,7 +541,6 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) auto vehicleComponent = m_World->GetComponent(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; @@ -550,7 +549,6 @@ bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event) deviceStatus->m_reverseButtonPressed = true; } deviceStatus->m_handbrakeButtonPressed = event.Handbrake; - m_PhysicsWorld->unmarkForWrite(); } return true; @@ -561,7 +559,6 @@ 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; } @@ -570,7 +567,6 @@ 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; } @@ -579,6 +575,5 @@ bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpuls m_PhysicsWorld->markForWrite(); m_RigidBodies[event.Entity]->applyPointImpulse(GLMVEC3_TO_HKVECTOR4(event.Impulse), GLMVEC3_TO_HKVECTOR4(event.Position)); m_PhysicsWorld->unmarkForWrite(); - return true; } diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 99cd4bd..11c48fe 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -24,6 +24,9 @@ void Systems::TankSteeringSystem::Update(double dt) void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { auto tankSteeringComponent = m_World->GetComponent(entity); + auto towerSteeringComponent = m_World->GetComponent(entity); + auto barrelSteeringComponent = m_World->GetComponent(entity); + if(tankSteeringComponent) { Events::TankSteer e; @@ -33,17 +36,13 @@ void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit e.Handbrake = m_TankInputController->Handbrake; EventBroker->Publish(e); } - - auto towerSteeringComponent = m_World->GetComponent(entity); - if(towerSteeringComponent) + else if(towerSteeringComponent) { auto transformComponent = m_World->GetComponent(entity); glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); transformComponent->Orientation *= orientation; } - - auto barrelSteeringComponent = m_World->GetComponent(entity); - if(barrelSteeringComponent) + else if(barrelSteeringComponent) { auto transformComponent = m_World->GetComponent(entity); auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); From 609687d6b40086d8a148b3ae187f5a6a4d82076f Mon Sep 17 00:00:00 2001 From: ViktorLjung Date: Tue, 20 May 2014 00:20:09 +0200 Subject: [PATCH 47/49] MULTIPLAYER --- assets | 2 +- src/Components/Input.h | 18 +- src/Components/Player.h | 21 + src/Components/TankSteering.h | 3 + src/Components/TowerSteering.h | 1 - src/GameWorld.cpp | 463 +++++++++++++++++- src/GameWorld.h | 1 + src/Model.cpp | 2 +- src/Systems/InputSystem.cpp | 8 +- src/Systems/PhysicsSystem.cpp | 2 +- src/Systems/RenderSystem.cpp | 6 +- src/Systems/TankSteeringSystem.cpp | 104 ++-- src/Systems/TankSteeringSystem.h | 49 +- vs11/Returngeance/Returngeance.vcxproj | 1 + .../Returngeance/Returngeance.vcxproj.filters | 11 +- 15 files changed, 575 insertions(+), 117 deletions(-) create mode 100644 src/Components/Player.h diff --git a/assets b/assets index 9d3f71b..6cc3858 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 9d3f71bee6e0a930a4bd265eca3f5fceac619709 +Subproject commit 6cc38589ed77dbb3b9c34c1168d52e0f86e1de46 diff --git a/src/Components/Input.h b/src/Components/Input.h index 15cb286..e3f043a 100755 --- a/src/Components/Input.h +++ b/src/Components/Input.h @@ -1,10 +1,6 @@ #ifndef Components_Input_h__ #define Components_Input_h__ -#include - -#include - #include "Component.h" namespace Components @@ -12,12 +8,14 @@ namespace Components struct Input : Component { - std::array KeyState; - std::array LastKeyState; - std::array MouseState; - std::array LastMouseState; - float dX, dY; - float WheelDelta; + /*Input() + : Keyboard(false) + , Mouse(false) + , GamepadID(0) { } + + bool Keyboard; + bool Mouse; + int GamepadID;*/ virtual Input* Clone() const override { return new Input(*this); } }; diff --git a/src/Components/Player.h b/src/Components/Player.h new file mode 100644 index 0000000..a5e926b --- /dev/null +++ b/src/Components/Player.h @@ -0,0 +1,21 @@ +#ifndef Player_h__ +#define Player_h__ + +#include "Component.h" + +namespace Components +{ + +struct Player : Component +{ + Player() + : ID(0) { } + + int ID; + + virtual Player* Clone() const override { return new Player(*this); } +}; + +} + +#endif // Player_h__ \ No newline at end of file diff --git a/src/Components/TankSteering.h b/src/Components/TankSteering.h index c9184b3..2c4b123 100644 --- a/src/Components/TankSteering.h +++ b/src/Components/TankSteering.h @@ -7,6 +7,9 @@ namespace Components { struct TankSteering : Component { + EntityID Player; + EntityID Turret; + EntityID Barrel; TankSteering* Clone() const override { return new TankSteering(*this); } }; } diff --git a/src/Components/TowerSteering.h b/src/Components/TowerSteering.h index f4f72b9..0b4a6c8 100644 --- a/src/Components/TowerSteering.h +++ b/src/Components/TowerSteering.h @@ -10,7 +10,6 @@ struct TowerSteering : Component { TowerSteering() : TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ } - float TurnSpeed; glm::vec3 Axis; virtual TowerSteering* Clone() const override { return new TowerSteering(*this); } diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 63a6a9f..62fbc40 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -72,15 +72,28 @@ void GameWorld::Initialize() } CommitEntity(viewport2); + auto player1 = CreateEntity(); + { + auto player = AddComponent(player1); + player->ID = 1; + } + + auto player2 = CreateEntity(); + { + auto player = AddComponent(player2); + player->ID = 2; + } + + { auto ground = CreateEntity(); auto transform = AddComponent(ground); - transform->Position = glm::vec3(0, 0, 0); + transform->Position = glm::vec3(0, -50, 0); //transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f); transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); auto model = AddComponent(ground); - //model->ModelFile = "Models/TestScene/testScene.obj"; - model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj"; + model->ModelFile = "Models/TestScene3/testScene.obj"; + //model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj"; auto physics = AddComponent(ground); physics->Mass = 10; @@ -90,8 +103,8 @@ void GameWorld::Initialize() auto groundshape = CreateEntity(ground); auto transformshape = AddComponent(groundshape); auto meshShape = AddComponent(groundshape); - meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj"; - //meshShape->ResourceName = "Models/TestScene/testScene.obj"; + //meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj"; + meshShape->ResourceName = "Models/TestScene3/testScene.obj"; CommitEntity(groundshape); @@ -239,10 +252,11 @@ void GameWorld::Initialize() physics->Mass = 63000 - 16000; physics->Static = false; auto vehicle = AddComponent(tank); - vehicle->MaxTorque = 8000.f; + vehicle->MaxTorque = 36000.f; vehicle->MaxSteeringAngle = 90.f; vehicle->MaxSpeedFullSteeringAngle = 4.f; - AddComponent(tank); + auto tankSteering = AddComponent(tank); + tankSteering->Player = player1; AddComponent(tank); { @@ -264,24 +278,24 @@ void GameWorld::Initialize() auto transform = AddComponent(chassis); transform->Position = glm::vec3(0, 0, 0); auto model = AddComponent(chassis); - model->ModelFile = "Models/Tank/Fix/Chassi.obj"; + model->ModelFile = "Models/Tank/tankBody.obj"; } { auto tower = CreateEntity(tank); SetProperty(tower, "Name", "tower"); auto transform = AddComponent(tower); - transform->Position = glm::vec3(0.f, 1.2f, 1.8f); + transform->Position = glm::vec3(0.f, 0.68f, 0.9f); auto model = AddComponent(tower); - model->ModelFile = "Models/Tank/Fix/Top.obj"; + model->ModelFile = "Models/Tank/tankTop.obj"; auto towerSteering = AddComponent(tower); towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); towerSteering->TurnSpeed = glm::pi()/4.f; { auto barrel = CreateEntity(tower); auto transform = AddComponent(barrel); - transform->Position = glm::vec3(-0.018f, -0.2, -1.3f); + transform->Position = glm::vec3(-0.012f, 0.4f, -0.75); auto model = AddComponent(barrel); - model->ModelFile = "Models/Tank/Fix/Barrel.obj"; + model->ModelFile = "Models/Tank/tankBarrel.obj"; auto barrelSteering = AddComponent(barrel); barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); barrelSteering->TurnSpeed = glm::pi()/4.f; @@ -312,7 +326,429 @@ void GameWorld::Initialize() barrelSteering->ShotTemplate = shot; } CommitEntity(barrel); + tankSteering->Barrel = barrel; } + CommitEntity(tower); + tankSteering->Turret = tower; + + + auto cameraTower = CreateEntity(tower); + { + auto transform = AddComponent(cameraTower); + transform->Position.z = 11.f; + transform->Position.y = 4.f; + //transform->Orientation = glm::quat(glm::vec3(glm::pi() / 8.f, 0.f, 0.f)); + auto cameraComp = AddComponent(cameraTower); + cameraComp->FarClip = 2000.f; + //auto freeSteering = AddComponent(cameraTower); + } + CommitEntity(cameraTower); + GetComponent(viewport1)->Camera = cameraTower; + } + + { + auto lightentity = CreateEntity(tank); + auto transform = AddComponent(lightentity); + transform->Position = glm::vec3(0, 0, 0); + auto light = AddComponent(lightentity); + //light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f); + //light->Specular = glm::vec3(1.f); + /*light->ConstantAttenuation = 0.3f; + light->LinearAttenuation = 0.003f; + light->QuadraticAttenuation = 0.002f;*/ + } + +// auto wheelpair = CreateEntity(tank); +// SetProperty(wheelpair, "Name", "WheelPair"); +// AddComponent(wheelpair, "WheelPairThingy"); + + //Create wheels + float wheelOffset = 0.4f; + float springLength = 0.3f; + float suspensionStrength = 15.f; + + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = true; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = false; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = true; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = true; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + + + //Back + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = false; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = false; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + + auto entity = CreateEntity(tank); + auto transformComponent = AddComponent(entity); + transformComponent->Position = glm::vec3(2,-1.7,2.0); + transformComponent->Scale = glm::vec3(3,3,3); + transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); + auto emitterComponent = AddComponent(entity); + emitterComponent->SpawnCount = 2; + emitterComponent->SpawnFrequency = 0.005; + emitterComponent->SpreadAngle = glm::pi(); + emitterComponent->UseGoalVelocity = false; + emitterComponent->LifeTime = 0.5; + //emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); + emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); + CommitEntity(entity); + + auto particleEntity = CreateEntity(entity); + auto TEMP = AddComponent(particleEntity); + TEMP->Scale = glm::vec3(0); + auto spriteComponent = AddComponent(particleEntity); + spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; + emitterComponent->ParticleTemplate = particleEntity; + + CommitEntity(particleEntity); + } + + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 1, 0)); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = false; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + } + { + auto wheel = CreateEntity(tank); + auto transform = AddComponent(wheel); + transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f); + auto model = AddComponent(wheel); + model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj"; + auto Wheel = AddComponent(wheel); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 2000; + Wheel->Radius = 0.6f; + Wheel->Steering = false; + Wheel->SuspensionStrength = suspensionStrength; + Wheel->Friction = 3.f; + Wheel->ConnectedToHandbrake = true; + Wheel->TorqueRatio = 0.125f; + Wheel->Width = 0.6f; + { + auto shape = CreateEntity(wheel); + auto shapetransform = AddComponent(shape); + shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position; + auto boxShape = AddComponent(shape); + boxShape->Width = 0.7f; + boxShape->Height = 0.34f; + boxShape->Depth = 0.7f; + CommitEntity(shape); + } + CommitEntity(wheel); + + auto entity = CreateEntity(tank); + auto transformComponent = AddComponent(entity); + transformComponent->Position = glm::vec3(-2,-1.7,2.0); + transformComponent->Scale = glm::vec3(3,3,3); + transformComponent->Orientation = glm::angleAxis(glm::pi()/2, glm::vec3(1,0,0)); + auto emitterComponent = AddComponent(entity); + emitterComponent->SpawnCount = 2; + emitterComponent->SpawnFrequency = 0.005; + emitterComponent->SpreadAngle = glm::pi(); + emitterComponent->UseGoalVelocity = false; + emitterComponent->LifeTime = 0.5; + //emitterComponent->AngularVelocitySpectrum.push_back(glm::pi() / 100); + emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05)); + CommitEntity(entity); + + auto particleEntity = CreateEntity(entity); + auto TEMP = AddComponent(particleEntity); + TEMP->Scale = glm::vec3(0); + auto spriteComponent = AddComponent(particleEntity); + spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; + emitterComponent->ParticleTemplate = particleEntity; + + CommitEntity(particleEntity); + } + + CommitEntity(tank); + } + + { + auto tank = CreateEntity(); + auto transform = AddComponent(tank); + transform->Position = glm::vec3(20, 5, 0); + //transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0)); + auto physics = AddComponent(tank); + physics->Mass = 63000 - 16000; + physics->Static = false; + auto vehicle = AddComponent(tank); + vehicle->MaxTorque = 36000.f; + vehicle->MaxSteeringAngle = 90.f; + vehicle->MaxSpeedFullSteeringAngle = 4.f; + auto tankSteering = AddComponent(tank); + tankSteering->Player = player2; + AddComponent(tank); + + { + auto shape = CreateEntity(tank); + auto transform = AddComponent(shape); + auto meshShape = AddComponent(shape); + meshShape->ResourceName = "Models/Tank/Fix/ChassiCollision.obj"; + CommitEntity(shape); + + // auto box = AddComponent(jeep); + // box->Width = 1.487f; + // box->Height = 0.727f; + // box->Depth = 2.594f; + + } + + { + auto chassis = CreateEntity(tank); + auto transform = AddComponent(chassis); + transform->Position = glm::vec3(0, 0, 0); + auto model = AddComponent(chassis); + model->ModelFile = "Models/Tank/tankBody.obj"; + } + { + auto tower = CreateEntity(tank); + SetProperty(tower, "Name", "tower"); + auto transform = AddComponent(tower); + transform->Position = glm::vec3(0.f, 0.68f, 0.9f); + auto model = AddComponent(tower); + model->ModelFile = "Models/Tank/tankTop.obj"; + auto towerSteering = AddComponent(tower); + towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f); + towerSteering->TurnSpeed = glm::pi()/4.f; + { + auto barrel = CreateEntity(tower); + auto transform = AddComponent(barrel); + transform->Position = glm::vec3(-0.012f, 0.4f, -0.75); + auto model = AddComponent(barrel); + model->ModelFile = "Models/Tank/tankBarrel.obj"; + auto barrelSteering = AddComponent(barrel); + barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f); + barrelSteering->TurnSpeed = glm::pi()/4.f; + barrelSteering->ShotSpeed = 70.f; + { + auto shot = CreateEntity(barrel); + auto transform = AddComponent(shot); + transform->Position = glm::vec3(0.35f, 0.f, -2.f); + transform->Orientation = glm::angleAxis(-glm::pi()/2.f, glm::vec3(1, 0, 0)); + transform->Scale = glm::vec3(3.f); + AddComponent(shot); + auto physics = AddComponent(shot); + physics->Mass = 25.f; + physics->Static = false; + auto modelComponent = AddComponent(shot); + modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj"; + + { + auto shape = CreateEntity(shot); + auto transform = AddComponent(shape); + auto boxShape = AddComponent(shape); + boxShape->Width = 0.5f; + boxShape->Height = 0.5f; + boxShape->Depth = 0.5f; + CommitEntity(shape); + } + CommitEntity(shot); + barrelSteering->ShotTemplate = shot; + } + CommitEntity(barrel); + tankSteering->Barrel = barrel; + } + CommitEntity(tower); + tankSteering->Turret = tower; + auto cameraTower = CreateEntity(tower); { @@ -643,8 +1079,6 @@ void GameWorld::Initialize() CommitEntity(tank); } - - /* for(int i = 0; i < 10; i++) { @@ -744,6 +1178,7 @@ void GameWorld::RegisterComponents() { m_ComponentFactory.Register([]() { return new Components::Transform(); }); m_ComponentFactory.Register([]() { return new Components::Template(); }); + m_ComponentFactory.Register([]() { return new Components::Player(); }); } void GameWorld::RegisterSystems() diff --git a/src/GameWorld.h b/src/GameWorld.h index e4f7403..7ea100f 100755 --- a/src/GameWorld.h +++ b/src/GameWorld.h @@ -40,6 +40,7 @@ #include "Components/TankSteering.h" #include "Components/TowerSteering.h" #include "Components/BarrelSteering.h" +#include "Components/Player.h" class GameWorld : public World { diff --git a/src/Model.cpp b/src/Model.cpp index 4e1f937..c13a192 100755 --- a/src/Model.cpp +++ b/src/Model.cpp @@ -66,7 +66,7 @@ Model::Model(ResourceManager* rm, OBJ &obj) if (Vertices.size() > 0) { CreateTangents(); - getSimilarVertexIndex(); + //getSimilarVertexIndex(); CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords); } else diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index dbb9ba6..2f774d0 100755 --- a/src/Systems/InputSystem.cpp +++ b/src/Systems/InputSystem.cpp @@ -53,7 +53,7 @@ bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event) float value; std::tie(command, value) = bindingIt->second; m_CommandKeyboardValues[command][event.KeyCode] = value; - PublishCommand(0, command, GetCommandTotalValue(command)); + PublishCommand(1, command, GetCommandTotalValue(command)); } return true; @@ -68,7 +68,7 @@ bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event) float value; std::tie(command, value) = bindingIt->second; m_CommandKeyboardValues[command][event.KeyCode] = 0; - PublishCommand(0, command, GetCommandTotalValue(command));; + PublishCommand(1, command, GetCommandTotalValue(command));; } return true; @@ -83,7 +83,7 @@ bool Systems::InputSystem::OnMousePress(const Events::MousePress &event) float value; std::tie(command, value) = bindingIt->second; m_CommandMouseButtonValues[command][event.Button] = value; - PublishCommand(0, command, GetCommandTotalValue(command)); + PublishCommand(1, command, GetCommandTotalValue(command)); } return true; @@ -98,7 +98,7 @@ bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event) float value; std::tie(command, value) = bindingIt->second; m_CommandMouseButtonValues[command][event.Button] = 0; - PublishCommand(0, command, GetCommandTotalValue(command)); + PublishCommand(1, command, GetCommandTotalValue(command)); } return true; diff --git a/src/Systems/PhysicsSystem.cpp b/src/Systems/PhysicsSystem.cpp index 03aade8..3c3c1f6 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -75,7 +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); diff --git a/src/Systems/RenderSystem.cpp b/src/Systems/RenderSystem.cpp index df48c92..43268ce 100755 --- a/src/Systems/RenderSystem.cpp +++ b/src/Systems/RenderSystem.cpp @@ -43,11 +43,15 @@ void Systems::RenderSystem::OnEntityCommit(EntityID entity) void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { + auto templateComponent = m_World->GetComponent(entity); + if (templateComponent) + return; + auto transformComponent = m_World->GetComponent(entity); // Draw models auto modelComponent = m_World->GetComponent(entity); - if (transformComponent&& modelComponent) + if (transformComponent && modelComponent) { auto model = m_World->GetResourceManager()->Load("Model", modelComponent->ModelFile); if (model) diff --git a/src/Systems/TankSteeringSystem.cpp b/src/Systems/TankSteeringSystem.cpp index 11c48fe..3d36977 100644 --- a/src/Systems/TankSteeringSystem.cpp +++ b/src/Systems/TankSteeringSystem.cpp @@ -11,70 +11,85 @@ void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf ) void Systems::TankSteeringSystem::Initialize() { - m_TankInputController = std::unique_ptr(new TankSteeringInputController(EventBroker)); - m_TowerInputController = std::unique_ptr(new TowerSteeringInputController(EventBroker)); + for (int i = 0; i < 4; i++) + { + m_TankInputControllers[i] = std::shared_ptr(new TankSteeringInputController(EventBroker, i + 1)); + } } void Systems::TankSteeringSystem::Update(double dt) { - m_TankInputController->Update(dt); - m_TowerInputController->Update(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(entity); - auto towerSteeringComponent = m_World->GetComponent(entity); - auto barrelSteeringComponent = m_World->GetComponent(entity); + if(!tankSteeringComponent) + return; - if(tankSteeringComponent) + auto playerComponent = m_World->GetComponent(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(tankSteeringComponent->Turret); + auto barrelSteeringComponent = m_World->GetComponent(tankSteeringComponent->Barrel); + + if(towerSteeringComponent) { - Events::TankSteer e; - e.Entity = entity; - e.PositionX = m_TankInputController->PositionX; - e.PositionY = m_TankInputController->PositionY; - e.Handbrake = m_TankInputController->Handbrake; - EventBroker->Publish(e); - } - else if(towerSteeringComponent) - { - auto transformComponent = m_World->GetComponent(entity); - glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); + auto transformComponent = m_World->GetComponent(tankSteeringComponent->Turret); + glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * inputController->TowerDirection * (float)dt, towerSteeringComponent->Axis); transformComponent->Orientation *= orientation; } - else if(barrelSteeringComponent) + + if(barrelSteeringComponent) { - auto transformComponent = m_World->GetComponent(entity); - auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(entity); - glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * m_TowerInputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); + auto transformComponent = m_World->GetComponent(tankSteeringComponent->Barrel); + auto absoluteTransform = m_World->GetSystem()->AbsoluteTransform(tankSteeringComponent->Barrel); + glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * inputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis); transformComponent->Orientation *= orientation; - if(m_TowerInputController->Shoot && m_TimeSinceLastShot[entity] > 1.0) + if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5) { EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate); auto templateAbsoluteTransform = m_World->GetSystem()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate); auto cloneTransform = m_World->GetComponent(clone); cloneTransform->Position = templateAbsoluteTransform.Position; cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation; - Events::SetVelocity e; - e.Entity = clone; - e.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed); - EventBroker->Publish(e); - m_TimeSinceLastShot[entity] = 0; + 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(clone); //1,670m/s //25kg - EntityID baseParent = m_World->GetEntityBaseParent(entity); Events::ApplyPointImpulse ePointImpulse ; - ePointImpulse.Entity = baseParent; + 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[entity] += dt; + m_TimeSinceLastShot[tankSteeringComponent->Barrel] += dt; } } @@ -82,10 +97,7 @@ void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt { PositionX = m_Horizontal; PositionY = m_Vertical; -} -void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double dt ) -{ TowerDirection = m_TowerDirection; BarrelDirection = m_BarrelDirection; Shoot = m_Shoot; @@ -93,9 +105,12 @@ void Systems::TankSteeringSystem::TowerSteeringInputController::Update( double d bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event) { - + if (event.PlayerID != this->PlayerID) + return false; + float val = event.Value; + // Tank if (event.Command == "horizontal") { m_Horizontal = val; @@ -111,12 +126,7 @@ bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const E Handbrake = val > 0; } - return true; -} - -bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const Events::InputCommand &event ) -{ - float val = event.Value; + // Turret if(event.Command == "tower_rotation") { m_TowerDirection = -val; @@ -130,19 +140,9 @@ bool Systems::TankSteeringSystem::TowerSteeringInputController::OnCommand( const { m_Shoot = val > 0; } + return true; } -bool Systems::TankSteeringSystem::TowerSteeringInputController::OnMouseMove( const Events::MouseMove &event ) -{ - return false; -} - -bool Systems::TankSteeringSystem::TankSteeringInputController::OnMouseMove( const Events::MouseMove &event ) -{ - return false; -} - - diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index 65c0bfc..370ba92 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -11,6 +11,7 @@ #include "Components/BarrelSteering.h" #include "Components/Physics.h" #include "Components/Vehicle.h" +#include "Components/Player.h" #include "Systems/TransformSystem.h" #include "InputController.h" @@ -31,9 +32,7 @@ namespace Systems private: class TankSteeringInputController; - std::unique_ptr m_TankInputController; - class TowerSteeringInputController; - std::unique_ptr m_TowerInputController; + std::array, 4> m_TankInputControllers; std::map m_TimeSinceLastShot; }; @@ -41,35 +40,17 @@ namespace Systems class TankSteeringSystem::TankSteeringInputController : InputController { public: - TankSteeringInputController(std::shared_ptr<::EventBroker> 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; - } - float PositionY; - float PositionX; - bool Handbrake; - void Update(double dt); - protected: - virtual bool OnCommand(const Events::InputCommand &event); - virtual bool OnMouseMove(const Events::MouseMove &event); - - private: - float m_Horizontal; - float m_Vertical; - }; - - class TankSteeringSystem::TowerSteeringInputController : InputController - { - public: - TowerSteeringInputController(std::shared_ptr<::EventBroker> eventBroker) - : InputController(eventBroker) - { m_TowerDirection = 0.f; m_BarrelDirection = 0.f; TowerDirection = 0.f; @@ -78,18 +59,28 @@ namespace Systems 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_TowerDirection; - float m_BarrelDirection; - bool m_Shoot; - }; + float m_Horizontal; + float m_Vertical; + float m_TowerDirection; + float m_BarrelDirection; + + bool m_Shoot; + }; } \ No newline at end of file diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 9f7083a..6a99e47 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -141,6 +141,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index d7a5449..2bf19bf 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -1,4 +1,4 @@ - + @@ -155,6 +155,9 @@ {b34c0c95-a887-4cf4-af24-cf7c1f459aa8} + + {cb06b441-90b8-46ed-b347-4190dac7185b} + @@ -371,7 +374,7 @@ Input\Events - Physics\Components + Physics\Components Physics\Components @@ -388,10 +391,12 @@ Physics\Events - Physics\Events + + Gameplay\Components + From 4102756e33fec672cd5bb594e16d4a7a5e69a096 Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Thu, 22 May 2014 22:04:54 +0200 Subject: [PATCH 48/49] Beautifully broken --- src/Engine.h | 1 + src/EventBroker.cpp | 55 ++++++++++++++++--- src/EventBroker.h | 74 ++++++++++++++++++++------ src/InputController.h | 5 +- src/InputManager.cpp | 2 + src/InputManager.h | 4 +- src/Systems/DebugSystem.h | 2 +- src/Systems/FreeSteeringSystem.h | 2 +- src/Systems/HelicopterSteeringSystem.h | 2 +- src/Systems/InputSystem.h | 22 ++++---- src/Systems/PhysicsSystem.h | 8 +-- src/Systems/SoundSystem.h | 2 +- src/Systems/TankSteeringSystem.h | 2 +- src/World.cpp | 2 + 14 files changed, 135 insertions(+), 48 deletions(-) diff --git a/src/Engine.h b/src/Engine.h index c063960..2d8215c 100755 --- a/src/Engine.h +++ b/src/Engine.h @@ -38,6 +38,7 @@ public: m_InputManager->Update(dt); m_World->Update(dt); m_Renderer->Draw(dt); + m_EventBroker->Clear(); glfwPollEvents(); } diff --git a/src/EventBroker.cpp b/src/EventBroker.cpp index 68354c9..29ce53c 100644 --- a/src/EventBroker.cpp +++ b/src/EventBroker.cpp @@ -1,5 +1,6 @@ #include "PrecompiledHeader.h" #include "EventBroker.h" +#include "Events/BindKey.h" BaseEventRelay::~BaseEventRelay() { @@ -11,19 +12,57 @@ BaseEventRelay::~BaseEventRelay() void EventBroker::Unsubscribe(BaseEventRelay &relay) // ? { - auto itpair = m_Subscribers.equal_range(relay.m_TypeName); + /*auto itpair = m_Subscribers.equal_range(relay.m_EventTypeName); for (auto it = itpair.first; it != itpair.second; ++it) { - if (it->second == &relay) - { - m_Subscribers.erase(it); - break; - } + if (it->second == &relay) + { + m_Subscribers.erase(it); + break; } + }*/ } void EventBroker::Subscribe(BaseEventRelay &relay) { relay.m_Broker = this; - m_Subscribers.insert(std::make_pair(relay.m_TypeName, &relay)); -} \ No newline at end of file + m_ContextSubscribers[relay.m_ContextTypeName][relay.m_EventTypeName] = &relay; +} + +int EventBroker::Process(std::string contextTypeName) +{ + auto it = m_ContextSubscribers.find(contextTypeName); + if (it == m_ContextSubscribers.end()) + return 0; + + int eventsProcessed = 0; + + EventRelays_t &relays = it->second; + for (auto &pair : *m_EventQueueRead) + { + std::string &eventTypeName = pair.first; + std::shared_ptr event = pair.second; + + /*if (eventTypeName == "struct Events::BindKey") + { + auto bindKey = static_cast(event.get()); + LOG_DEBUG("HsssEJ"); + }*/ + + auto it2 = relays.find(eventTypeName); + if (it2 == relays.end()) + continue; + + auto relay = it2->second; + relay->Receive(event); + eventsProcessed++; + } + + return eventsProcessed; +} + +void EventBroker::Clear() +{ + std::swap(m_EventQueueRead, m_EventQueueWrite); + m_EventQueueWrite->clear(); +} diff --git a/src/EventBroker.h b/src/EventBroker.h index f8877e8..cfd430c 100644 --- a/src/EventBroker.h +++ b/src/EventBroker.h @@ -23,19 +23,22 @@ 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(std::shared_ptr event) = 0; protected: - std::string m_TypeName; + std::string m_ContextTypeName; + std::string m_EventTypeName; EventBroker* m_Broker; }; -template +template class EventRelay : public BaseEventRelay { public: @@ -43,24 +46,24 @@ 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(std::shared_ptr event) override; private: CallbackType m_Callback; }; -template -bool EventRelay::Receive(const Event &event) +template +bool EventRelay::Receive(std::shared_ptr event) { if (m_Callback != nullptr) { - return m_Callback(static_cast(event)); + return m_Callback(static_cast(*event.get())); } else { @@ -70,27 +73,66 @@ bool EventRelay::Receive(const Event &event) class EventBroker { -template friend class EventRelay; +template friend class EventRelay; public: + EventBroker() + { + m_EventQueueRead = std::make_shared(); + m_EventQueueWrite = std::make_shared(); + } + + void Subscribe(BaseEventRelay &relay); template 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 + int Process(); + int Process(std::string contextTypeName); + void Clear(); void Unsubscribe(BaseEventRelay &relay); private: - std::unordered_multimap m_Subscribers; + typedef std::string ContextTypeName_t; // typeid(ContextType).name() + typedef std::string EventTypeName_t; // typeid(EventType).name() + + typedef std::unordered_map EventRelays_t; + typedef std::unordered_map ContextSubscribers_t; + ContextSubscribers_t m_ContextSubscribers; + + typedef std::list>> EventQueue_t; + std::shared_ptr m_EventQueueRead; + std::shared_ptr m_EventQueueWrite; }; template 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(new EventType(event)))); } +template +int EventBroker::Process() +{ + const std::string contextTypeName = typeid(ContextType).name(); + return Process(contextTypeName); +} + + + #endif // MessageRelay_h__ diff --git a/src/InputController.h b/src/InputController.h index 7afd5d5..39c26b1 100644 --- a/src/InputController.h +++ b/src/InputController.h @@ -7,6 +7,7 @@ #include "Events/InputCommand.h" #include "Events/MouseMove.h" +template class InputController { public: @@ -26,8 +27,8 @@ protected: std::shared_ptr<::EventBroker> EventBroker; private: - EventRelay m_EInputCommand; - EventRelay m_EMouseMove; + EventRelay m_EInputCommand; + EventRelay m_EMouseMove; }; #endif // InputController_h__ diff --git a/src/InputManager.cpp b/src/InputManager.cpp index 8c15fea..b20e072 100644 --- a/src/InputManager.cpp +++ b/src/InputManager.cpp @@ -13,6 +13,8 @@ void InputManager::Initialize() void InputManager::Update(double dt) { + EventBroker->Process(); + m_LastKeyState = m_CurrentKeyState; m_LastMouseState = m_CurrentMouseState; m_LastMouseX = m_CurrentMouseX; diff --git a/src/InputManager.h b/src/InputManager.h index 6b56c92..69827ba 100644 --- a/src/InputManager.h +++ b/src/InputManager.h @@ -39,9 +39,9 @@ private: GLFWwindow* m_GLFWWindow; std::shared_ptr<::EventBroker> EventBroker; - EventRelay m_ELockMouse; + EventRelay m_ELockMouse; bool OnLockMouse(const Events::LockMouse &event); - EventRelay m_EUnlockMouse; + EventRelay m_EUnlockMouse; bool OnUnlockMouse(const Events::UnlockMouse &event); std::array m_CurrentKeyState; diff --git a/src/Systems/DebugSystem.h b/src/Systems/DebugSystem.h index 9db4de6..bbf7cd5 100644 --- a/src/Systems/DebugSystem.h +++ b/src/Systems/DebugSystem.h @@ -19,7 +19,7 @@ public: void Update(double dt) override; - EventRelay m_EKeyDown; + EventRelay m_EKeyDown; bool OnKeyDown(const Events::KeyDown &event); //void UpdateEntity(double dt, EntityID entity, EntityID parent) override; diff --git a/src/Systems/FreeSteeringSystem.h b/src/Systems/FreeSteeringSystem.h index b94466b..61a453d 100755 --- a/src/Systems/FreeSteeringSystem.h +++ b/src/Systems/FreeSteeringSystem.h @@ -27,7 +27,7 @@ private: std::unique_ptr m_InputController; }; -class FreeSteeringSystem::FreeSteeringInputController : InputController +class FreeSteeringSystem::FreeSteeringInputController : InputController { public: FreeSteeringInputController(std::shared_ptr<::EventBroker> eventBroker) diff --git a/src/Systems/HelicopterSteeringSystem.h b/src/Systems/HelicopterSteeringSystem.h index ed91096..742ce70 100644 --- a/src/Systems/HelicopterSteeringSystem.h +++ b/src/Systems/HelicopterSteeringSystem.h @@ -27,7 +27,7 @@ private: std::map m_TimeSinceLastShot; }; -class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController +class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController { public: HelicopterSteeringInputController(std::shared_ptr<::EventBroker> eventBroker) diff --git a/src/Systems/InputSystem.h b/src/Systems/InputSystem.h index d13c249..9d51d2a 100755 --- a/src/Systems/InputSystem.h +++ b/src/Systems/InputSystem.h @@ -45,28 +45,28 @@ private: std::unordered_map> m_GamepadButtonBindings; // Gamepad::Button -> command string // Input events - EventRelay m_EKeyDown; + EventRelay m_EKeyDown; bool OnKeyDown(const Events::KeyDown &event); - EventRelay m_EKeyUp; + EventRelay m_EKeyUp; bool OnKeyUp(const Events::KeyUp &event); - EventRelay m_EMousePress; + EventRelay m_EMousePress; bool OnMousePress(const Events::MousePress &event); - EventRelay m_EMouseRelease; + EventRelay m_EMouseRelease; bool OnMouseRelease(const Events::MouseRelease &event); - EventRelay m_EGamepadAxis; + EventRelay m_EGamepadAxis; bool OnGamepadAxis(const Events::GamepadAxis &event); - EventRelay m_EGamepadButtonDown; + EventRelay m_EGamepadButtonDown; bool OnGamepadButtonDown(const Events::GamepadButtonDown &event); - EventRelay m_EGamepadButtonUp; + EventRelay m_EGamepadButtonUp; bool OnGamepadButtonUp(const Events::GamepadButtonUp &event); // Input binding events - EventRelay m_EBindKey; + EventRelay m_EBindKey; bool OnBindKey(const Events::BindKey &event); - EventRelay m_EBindMouseButton; + EventRelay m_EBindMouseButton; bool OnBindMouseButton(const Events::BindMouseButton &event); - EventRelay m_EBindGamepadAxis; + EventRelay m_EBindGamepadAxis; bool OnBindGamepadAxis(const Events::BindGamepadAxis &event); - EventRelay m_EBindGamepadButton; + EventRelay m_EBindGamepadButton; bool OnBindGamepadButton(const Events::BindGamepadButton &event); float GetCommandTotalValue(std::string command); diff --git a/src/Systems/PhysicsSystem.h b/src/Systems/PhysicsSystem.h index 54e61f7..029dd8e 100644 --- a/src/Systems/PhysicsSystem.h +++ b/src/Systems/PhysicsSystem.h @@ -113,13 +113,13 @@ private: hkpWorld* m_PhysicsWorld; // Events - EventRelay m_ETankSteer; + EventRelay m_ETankSteer; bool OnTankSteer(const Events::TankSteer &event); - EventRelay m_ESetVelocity; + EventRelay m_ESetVelocity; bool OnSetVelocity(const Events::SetVelocity &event); - EventRelay m_EApplyForce; + EventRelay m_EApplyForce; bool OnApplyForce(const Events::ApplyForce &event); - EventRelay m_EApplyPointImpulse; + EventRelay m_EApplyPointImpulse; bool OnApplyPointImpulse(const Events::ApplyPointImpulse &event); void SetUpPhysicsState(EntityID entity, EntityID parent); diff --git a/src/Systems/SoundSystem.h b/src/Systems/SoundSystem.h index 7fbc5aa..00ae091 100755 --- a/src/Systems/SoundSystem.h +++ b/src/Systems/SoundSystem.h @@ -44,7 +44,7 @@ private: //unsigned long dataSize; // Events - EventRelay m_EPlaySound; + EventRelay m_EPlaySound; bool OnPlaySound(const Events::PlaySound &event); std::map m_Sources; diff --git a/src/Systems/TankSteeringSystem.h b/src/Systems/TankSteeringSystem.h index 370ba92..ec96df8 100644 --- a/src/Systems/TankSteeringSystem.h +++ b/src/Systems/TankSteeringSystem.h @@ -37,7 +37,7 @@ namespace Systems std::map m_TimeSinceLastShot; }; - class TankSteeringSystem::TankSteeringInputController : InputController + class TankSteeringSystem::TankSteeringInputController : InputController { public: TankSteeringInputController(std::shared_ptr<::EventBroker> eventBroker, int playerID) diff --git a/src/World.cpp b/src/World.cpp index 2a25856..fe1f760 100755 --- a/src/World.cpp +++ b/src/World.cpp @@ -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); } From e48df894cf15373ee57bd9f48f1d021b5ac2e96a Mon Sep 17 00:00:00 2001 From: sippeangelo Date: Fri, 23 May 2014 23:31:24 +0200 Subject: [PATCH 49/49] Better events --- src/EventBroker.cpp | 46 ++++++++++++++++++++++----------------------- src/EventBroker.h | 31 ++++++++++++++++++++---------- 2 files changed, 44 insertions(+), 33 deletions(-) diff --git a/src/EventBroker.cpp b/src/EventBroker.cpp index 29ce53c..118eddf 100644 --- a/src/EventBroker.cpp +++ b/src/EventBroker.cpp @@ -12,50 +12,50 @@ BaseEventRelay::~BaseEventRelay() void EventBroker::Unsubscribe(BaseEventRelay &relay) // ? { - /*auto itpair = m_Subscribers.equal_range(relay.m_EventTypeName); + auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName); + 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) { - if (it->second == &relay) - { - m_Subscribers.erase(it); - break; + if (it->second == &relay) + { + eventRelays.erase(it); + break; + } } - }*/ } void EventBroker::Subscribe(BaseEventRelay &relay) { relay.m_Broker = this; - m_ContextSubscribers[relay.m_ContextTypeName][relay.m_EventTypeName] = &relay; + m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay)); } int EventBroker::Process(std::string contextTypeName) { - auto it = m_ContextSubscribers.find(contextTypeName); - if (it == m_ContextSubscribers.end()) + auto it = m_ContextRelays.find(contextTypeName); + if (it == m_ContextRelays.end()) return 0; - int eventsProcessed = 0; - EventRelays_t &relays = it->second; + + int eventsProcessed = 0; for (auto &pair : *m_EventQueueRead) { std::string &eventTypeName = pair.first; std::shared_ptr event = pair.second; - /*if (eventTypeName == "struct Events::BindKey") + auto itpair = relays.equal_range(eventTypeName); + for (auto it2 = itpair.first; it2 != itpair.second; ++it2) { - auto bindKey = static_cast(event.get()); - LOG_DEBUG("HsssEJ"); - }*/ - - auto it2 = relays.find(eventTypeName); - if (it2 == relays.end()) - continue; - - auto relay = it2->second; - relay->Receive(event); - eventsProcessed++; + auto relay = it2->second; + relay->Receive(event); + eventsProcessed++; + } } return eventsProcessed; diff --git a/src/EventBroker.h b/src/EventBroker.h index cfd430c..e29437a 100644 --- a/src/EventBroker.h +++ b/src/EventBroker.h @@ -3,6 +3,7 @@ #include #include +#include #include #include @@ -30,7 +31,7 @@ protected: ~BaseEventRelay(); public: - virtual bool Receive(std::shared_ptr event) = 0; + virtual bool Receive(const std::shared_ptr event) = 0; protected: std::string m_ContextTypeName; @@ -52,18 +53,18 @@ public: , BaseEventRelay(typeid(ContextType).name(), typeid(EventType).name()) { } protected: - bool Receive(std::shared_ptr event) override; + bool Receive(const std::shared_ptr event) override; private: CallbackType m_Callback; }; template -bool EventRelay::Receive(std::shared_ptr event) +bool EventRelay::Receive(const std::shared_ptr event) { if (m_Callback != nullptr) { - return m_Callback(static_cast(*event.get())); + return m_Callback(*static_cast(event.get())); } else { @@ -99,21 +100,22 @@ public: int Process(std::string contextTypeName); void Clear(); void Unsubscribe(BaseEventRelay &relay); + template + void UnsubscribeAll(); private: typedef std::string ContextTypeName_t; // typeid(ContextType).name() typedef std::string EventTypeName_t; // typeid(EventType).name() - typedef std::unordered_map EventRelays_t; - typedef std::unordered_map ContextSubscribers_t; - ContextSubscribers_t m_ContextSubscribers; + typedef std::unordered_multimap EventRelays_t; + typedef std::unordered_map ContextRelays_t; + ContextRelays_t m_ContextRelays; typedef std::list>> EventQueue_t; std::shared_ptr m_EventQueueRead; std::shared_ptr m_EventQueueWrite; }; - template void EventBroker::Publish(const EventType &event) { @@ -123,7 +125,7 @@ void EventBroker::Publish(const EventType &event) it->second->Receive(event); }*/ - m_EventQueueWrite->push_back(std::make_pair(typeid(EventType).name(), std::shared_ptr(new EventType(event)))); + m_EventQueueWrite->push_back(std::make_pair(typeid(EventType).name(), std::shared_ptr(new EventType(event)))); } template @@ -133,6 +135,15 @@ int EventBroker::Process() return Process(contextTypeName); } - +template +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); + } +} #endif // MessageRelay_h__