diff --git a/src/Components/PointLight.h b/src/Components/PointLight.h index 248fec6..9037b89 100755 --- a/src/Components/PointLight.h +++ b/src/Components/PointLight.h @@ -9,13 +9,22 @@ namespace Components struct PointLight : Component { - float Intensity; - float MaxRange; + PointLight() + : Specular(1.0f, 1.0f, 1.0f) + , Diffuse(1.0f, 1.0f, 1.0f) + , specularExponent(50.0f) + , ConstantAttenuation(1.0f) + , LinearAttenuation(0.f) + , QuadraticAttenuation(3.f) + { } + + float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation; + Color color; + glm::vec3 Specular; glm::vec3 Diffuse; - float constantAttenuation, linearAttenuation, quadraticAttenuation; - float spotExponent; - Color color; + float specularExponent; + float Scale; virtual PointLight* Clone() const override { return new PointLight(*this); } }; 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/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/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 5cc997c..ca9dff4 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -13,20 +13,20 @@ 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); + 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); + 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); @@ -42,62 +42,40 @@ 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(); - { - 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->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); + // cameraComp->FarClip = 2000.f; + // 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"; @@ -110,23 +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; @@ -135,17 +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; @@ -160,12 +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; @@ -179,13 +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; @@ -199,11 +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; @@ -217,12 +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; @@ -240,26 +218,26 @@ 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; vehicle->MaxSteeringAngle = 90.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; @@ -268,48 +246,48 @@ 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; @@ -320,18 +298,32 @@ void GameWorld::Initialize() } CommitEntity(barrel); } + + { + auto camera = CreateEntity(tower); + 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); + cameraComp->FarClip = 2000.f; + AddComponent(camera); + //auto freeSteering = AddComponent(camera); + CommitEntity(camera); + } } { auto lightentity = CreateEntity(tank); - 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; + 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); @@ -345,12 +337,12 @@ 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; @@ -363,9 +355,9 @@ 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; @@ -375,12 +367,12 @@ 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; @@ -393,9 +385,9 @@ 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; @@ -406,12 +398,12 @@ 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; @@ -424,9 +416,9 @@ 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; @@ -436,12 +428,12 @@ 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; @@ -454,9 +446,9 @@ 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; @@ -469,11 +461,11 @@ 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; @@ -486,9 +478,9 @@ 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; @@ -498,11 +490,11 @@ 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; @@ -515,9 +507,9 @@ 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; @@ -525,12 +517,12 @@ void GameWorld::Initialize() } CommitEntity(wheel); - /*auto entity = CreateEntity(tank); - auto transformComponent = AddComponent(entity, "Transform"); + 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, "ParticleEmitter"); + auto emitterComponent = AddComponent(entity); emitterComponent->SpawnCount = 2; emitterComponent->SpawnFrequency = 0.005; emitterComponent->SpreadAngle = glm::pi(); @@ -541,23 +533,23 @@ 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; - CommitEntity(particleEntity);*/ + CommitEntity(particleEntity); } { 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; @@ -570,9 +562,9 @@ 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; @@ -582,11 +574,11 @@ 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; @@ -599,9 +591,9 @@ 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; @@ -609,45 +601,32 @@ 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); + 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, "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); + TEMP->Scale = glm::vec3(0); + auto spriteComponent = AddComponent(particleEntity); + spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png"; + emitterComponent->ParticleTemplate = particleEntity; - //CommitEntity(particleEntity); + CommitEntity(particleEntity); } CommitEntity(tank); - { - auto camera = CreateEntity(tank); - auto transform = AddComponent(camera, "Transform"); - transform->Position.z = 20.f; - transform->Position.y = 7.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); - } } @@ -656,7 +635,7 @@ 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)); @@ -664,13 +643,13 @@ 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); @@ -683,22 +662,22 @@ 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; @@ -712,16 +691,16 @@ 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; @@ -733,7 +712,7 @@ 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); @@ -749,40 +728,40 @@ 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) @@ -794,11 +773,12 @@ 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/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/src/Physics/VehicleSetup.cpp b/src/Physics/VehicleSetup.cpp index 7d3610a..59c3f07 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/Renderer.cpp b/src/Renderer.cpp index 2905891..3498e93 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -13,12 +13,15 @@ Renderer::Renderer() m_DrawWireframe = false; m_DrawBounds = false; #endif - - m_ShadowMapRes = 2048; + Gamma = 2.2f; + CAtt = 1.0f; + LAtt = 0.0f; + QAtt = 3.0f; + m_ShadowMapRes = 2048*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); - Lights = 0; + m_SunProjection = glm::ortho(-200.f, 200.f, -200.f, 200.f, -100, 200); +/* Lights = 0;*/ } void Renderer::Initialize() @@ -76,7 +79,7 @@ void Renderer::Initialize() 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); @@ -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(); @@ -108,13 +106,124 @@ 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_Skybox = std::make_shared("Textures/Skybox/Sunset", "jpg"); + 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_DebugAABB = CreateAABB(); + 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"); + 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.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_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(); CreateShadowMap(m_ShadowMapRes); + FrameBufferTextures(); +} + +void Renderer::Draw(double dt) +{ + if(glfwGetKey(m_Window, GLFW_KEY_F1)) + { + m_QuadView = false; + } + if(glfwGetKey(m_Window, GLFW_KEY_F2)) + { + m_QuadView = true; + } + + if(glfwGetKey(m_Window, GLFW_KEY_KP_1)) + { + Gamma -= 0.3f * dt; + LOG_INFO("Gamma_UP: %f", Gamma); + } + if(glfwGetKey(m_Window, GLFW_KEY_KP_4)) + { + Gamma += 0.3f * dt; + LOG_INFO("Gamma_DOWN: %f", Gamma); + } + + if(glfwGetKey(m_Window, GLFW_KEY_1)) + { + if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD)) + { + CAtt += 0.5f * dt; + LOG_INFO("Const: %f", CAtt); + } + if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT)) + { + CAtt -= 0.5f * dt; + LOG_INFO("Const: %f", CAtt); + } + } + if(glfwGetKey(m_Window, GLFW_KEY_2)) + { + if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD)) + { + LAtt += 0.5f * dt; + LOG_INFO("Linear: %f", LAtt); + } + if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT)) + { + LAtt -= 0.5f * dt; + LOG_INFO("Linear: %f", LAtt); + } + } + if(glfwGetKey(m_Window, GLFW_KEY_3)) + { + if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD)) + { + QAtt += 0.5f * dt; + LOG_INFO("Quadratic: %f", QAtt); + } + if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT)) + { + QAtt -= 0.5f * dt; + LOG_INFO("Quadratic: %f", QAtt); + } + } + + glDisable(GL_BLEND); + + DrawFBO(); + + ClearStuff(); + glfwSwapBuffers(m_Window); +} + +#pragma region TempRegion + +void Renderer::DrawSkybox() +{ + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glViewport(0, 0, m_Width, m_Height); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + m_ShaderProgramSkybox.Bind(); + glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation())); + glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix)); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + m_Skybox->Draw(); } void Renderer::CreateShadowMap(int resolution) @@ -137,194 +246,35 @@ void Renderer::CreateShadowMap(int resolution) glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0); glDrawBuffer(GL_NONE); - if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) - { + if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { LOG_ERROR("Framebuffer incomplete!"); return; + } } -void Renderer::Draw(double dt) -{ - glDisable(GL_BLEND); - - DrawSkybox(); - DrawShadowMap(); - DrawScene(); - -#ifdef DEBUG - // Draw bounding boxes - if (m_DrawBounds) - { - glEnable(GL_BLEND); - glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); - m_ShaderProgramDebugAABB.Bind(); - for (auto tuple : AABBsToRender) - { - glm::mat4 modelMatrix; - bool colliding; - std::tie(modelMatrix, colliding) = tuple; - // Model matrix - glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); - glm::mat4 MVP = cameraMatrix * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - // Color - glm::vec4 color(1.f, 1.f, 1.f, 0.f); - if (colliding) - color = glm::vec4(1.f, 0.f, 0.f, 0.f); - glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color)); - glBindVertexArray(m_DebugAABB); - glDrawArrays(GL_LINES, 0, 24); - } - } - - DrawDebugShadowMap(); -#endif - - ClearStuff(); - glfwSwapBuffers(m_Window); -} - -void Renderer::DrawSkybox() -{ - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glViewport(0, 0, m_Width, m_Height); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - m_ShaderProgramSkybox.Bind(); - glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation())); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix)); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - m_Skybox->Draw(); -} - -void Renderer::DrawScene() -{ - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glViewport(0, 0, m_Width, m_Height); - - glClear(GL_DEPTH_BUFFER_BIT); - //glClearColor(1.0f, 1.0f, 0.0f, 1.0f); - - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); -#ifdef DEBUG - glDisable(GL_CULL_FACE); - glPolygonMode(GL_BACK, GL_LINE); -#endif - - // Draw models - glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); - glm::mat4 depthCamera = m_SunProjection * depthViewMatrix; - glm::mat4 biasMatrix( - 0.5, 0.0, 0.0, 0.0, - 0.0, 0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0 - ); - - m_ShaderProgram.Bind(); - glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights); - glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data()); - glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data()); - glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data()); - glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data()); - if (m_DrawWireframe) - { - glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - } - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture); - //DrawModels(m_ShaderProgram); - glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix(); - glm::mat4 depthCameraMatrix = biasMatrix * depthCamera; - glm::mat4 MVP; - glm::mat4 depthMVP; - for (auto tuple : ModelsToRender) - { - Model* model; - glm::mat4 modelMatrix; - bool visible; - std::tie(model, modelMatrix, visible, std::ignore) = tuple; - if (!visible) - continue; - - MVP = cameraMatrix * modelMatrix; - depthMVP = depthCameraMatrix * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - glBindVertexArray(model->VAO); - for (auto texGroup : model->TextureGroups) - { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *texGroup.Texture); - glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1); - } - } - - for (auto tuple : TexturesToRender) - { - Texture* texture; - glm::mat4 modelMatrix; - glm::mat4 billboardMatrix; - std::tie(texture, modelMatrix, billboardMatrix) = tuple; - - //MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix ); - MVP = cameraMatrix * modelMatrix * billboardMatrix; - - depthMVP = depthCameraMatrix * modelMatrix; - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); - glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, *texture); - glBindVertexArray(m_ScreenQuad); - glDrawArrays(GL_TRIANGLES, 0, 6); - } - - - - -#ifdef DEBUG - // Debug draw model normals - if (m_DrawNormals) - { - m_ShaderProgramNormals.Bind(); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - DrawModels(m_ShaderProgramNormals); - } -#endif -} void Renderer::DrawShadowMap() { - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); + glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly + glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object + glCullFace(GL_BACK); //Make it so that only the back faces are rendered + //Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has. glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer); glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes); glClear(GL_DEPTH_BUFFER_BIT); //glClearColor(0.0f, 0.0f, 0.0f, 0.0f); - glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0)); -// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)); + //Creates the "camera" for the shadowmap from the direction of the sun. + glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)); glm::mat4 depthCamera = m_SunProjection * depthViewMatrix; - - //glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix(); - glm::mat4 MVP; m_ShaderProgramShadows.Bind(); - glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons + + //For each model, render them to the shadowmap for (auto tuple : ModelsToRender) { Model* model; @@ -425,26 +375,22 @@ void Renderer::AddPointLightToDraw( glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _constantAttenuation, - float _linearAttenuation, - float _quadraticAttenuation, - float _spotExponent + float _specularExponent, + float _ConstantAttenuation, + float _LinearAttenuation, + float _QuadraticAttenuation ) { - Light_position.push_back(_position.x); - Light_position.push_back(_position.y); - Light_position.push_back(_position.z); - Light_specular.push_back(_specular.x); - Light_specular.push_back(_specular.y); - Light_specular.push_back(_specular.z); - Light_diffuse.push_back(_diffuse.x); - Light_diffuse.push_back(_diffuse.y); - Light_diffuse.push_back(_diffuse.z); - Light_constantAttenuation.push_back(_constantAttenuation); - Light_linearAttenuation.push_back(_linearAttenuation); - Light_quadraticAttenuation.push_back(_quadraticAttenuation); - Light_spotExponent.push_back(_spotExponent); - Lights = Light_constantAttenuation.size(); + Light light; + light.Position = _position; + light.Diffuse = _diffuse; + light.Specular = _specular; + light.SpecularExponent = _specularExponent; + light.ConstantAttenuation = _ConstantAttenuation; + light.LinearAttenuation = _LinearAttenuation; + light.QuadraticAttenuation = _QuadraticAttenuation; + light.SphereModelMatrix = CreateLightMatrix(light); + Lights.push_back(light); } void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding) @@ -577,17 +523,306 @@ GLuint Renderer::CreateSkybox() return vao; } + void Renderer::ClearStuff() { AABBsToRender.clear(); ModelsToRender.clear(); TexturesToRender.clear(); - Light_position.clear(); - Light_specular.clear(); - Light_diffuse.clear(); - Light_constantAttenuation.clear(); - Light_linearAttenuation.clear(); - Light_quadraticAttenuation.clear(); - Light_spotExponent.clear(); - Lights = 0; -} \ No newline at end of file + Lights.clear(); +} + +#pragma endregion + +void Renderer::FrameBufferTextures() +{ + m_fbBasePass = 0; + m_fDepthBuffer = 0; + + glGenFramebuffers(1, &m_fbBasePass); + glGenRenderbuffers(1, &m_fDepthBuffer); + + glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Width, m_Height); + + //Generate and bind diffuse texture + glGenTextures(1, &m_fDiffuseTexture); + glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + //Generate and bind position texture + glGenTextures(1, &m_fPositionTexture); + glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + //Generate and bind normal texture + glGenTextures(1, &m_fNormalsTexture); + glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + /*glGenTextures(1, &m_fShadowTexture); + glBindTexture(GL_TEXTURE_2D, m_fShadowTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/ + + //Bind fb + glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer); + + //Attach textures to the FB + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0); + //glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0); + + GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) + { + LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus); + //exit(1); + } + + m_fbLightingPass = 0; + glGenFramebuffers(1, &m_fbLightingPass); + + glGenTextures(1, &m_fLightingTexture); + glBindTexture(GL_TEXTURE_2D, m_fLightingTexture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + glBindFramebuffer(GL_FRAMEBUFFER, m_fbLightingPass); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fLightingTexture, 0); + + fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if(fbStatus != GL_FRAMEBUFFER_COMPLETE) + { + LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus); + //exit(1); + } + + + +} + +void Renderer::DrawFBO() +{ + DrawShadowMap(); + + /* + 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.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // Execute the first render stage which will fill out the internal buffers with data(??) + m_FirstPassProgram.Bind(); + GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; + glDrawBuffers(3, windowBuffOpaque); + + glCullFace(GL_BACK); + + glViewport(0, 0, m_Width, m_Height); + DrawFBOScene(); + + /* + Lighting pass + */ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass); + GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 }; + glDrawBuffers(1, lightingPassAttachments); + + glClearColor(0.f, 0.f, 0.f, 0.f); + glClear(GL_COLOR_BUFFER_BIT); + + m_SecondPassProgram.Bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + + glCullFace(GL_FRONT); + DrawLightScene(); + + /* + Final pass + */ + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + m_FinalPassProgram.Bind(); + + // Ambient light + glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f))); + glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, m_fLightingTexture); + + glCullFace(GL_BACK); + glBindVertexArray(m_ScreenQuad); + glEnableVertexAttribArray(0); + glDrawArrays(GL_TRIANGLES, 0, 6); +} + +void Renderer::DrawFBOScene() +{ +// 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) + { + Model* model; + glm::mat4 modelMatrix; + bool visible; + std::tie(model, modelMatrix, visible, std::ignore) = tuple; + if (!visible) + continue; + + MVP = cameraMatrix * modelMatrix; + depthMVP = depthCameraMatrix * modelMatrix; + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(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); + } + } + + for (auto tuple : TexturesToRender) + { + Texture* texture; + glm::mat4 modelMatrix; + glm::mat4 billboardMatrix; + std::tie(texture, modelMatrix, billboardMatrix) = tuple; + + //MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix ); + MVP = cameraMatrix * modelMatrix * billboardMatrix; + + depthMVP = depthCameraMatrix * modelMatrix; + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix)); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); + glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix())); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, *texture); + glBindVertexArray(m_ScreenQuad); + glDrawArrays(GL_TRIANGLES, 0, 6); + } +} + + + +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 (auto &light : Lights) + { + MVP = cameraMatrix * light.SphereModelMatrix; + + glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(m_Width, m_Height))); + glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); + glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(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(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); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent); +// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation); +// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation); +// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt); + glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt); + + glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size()); + }; + glEnable (GL_DEPTH_TEST); + glDepthMask (GL_TRUE); + glDisable (GL_BLEND); +} + +void Renderer::SetSphereModel( Model* _model ) +{ + m_sphereModel = _model; +} + +glm::mat4 Renderer::CreateLightMatrix(Light &_light) +{ +// float c = _light.ConstantAttenuation; +// float l = _light.LinearAttenuation; +// float q = _light.QuadraticAttenuation; + float c = CAtt; + float l = LAtt; + float q = QAtt; + float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q)); + + glm::mat4 model; + model *= glm::translate(_light.Position); + model *= glm::scale(glm::vec3(cutOffRadius)); + return model; +} + diff --git a/src/Renderer.h b/src/Renderer.h index 26891d6..f462a09 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 { @@ -26,14 +27,6 @@ public: std::list> ModelsToRender; std::list> TexturesToRender; - 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_spotExponent; std::list> AABBsToRender; Renderer(); @@ -49,10 +42,10 @@ public: glm::vec3 _position, glm::vec3 _specular, glm::vec3 _diffuse, - float _constantAttenuation, - float _linearAttenuation, - float _quadraticAttenuation, - float _spotExponent + float _specularExponent, + float _ConstantAttenuation, + float _LinearAttenuation, + float _QuadraticAttenuation ); void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding); @@ -69,8 +62,25 @@ public: void DrawBounds(bool val) { m_DrawBounds = val; } void DrawSkybox(); + void SetSphereModel(Model* _model); + private: int m_Width, m_Height; + + struct Light + { + glm::vec3 Position; + glm::vec3 Specular; + glm::vec3 Diffuse; + float SpecularExponent; + glm::mat4 SphereModelMatrix; + float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation; + }; + + float Gamma; + + std::list Lights; + GLFWwindow* m_Window; GLint m_glVersion[2]; GLchar* m_glVendor; @@ -78,6 +88,7 @@ private: bool m_DrawNormals; bool m_DrawWireframe; bool m_DrawBounds; + float CAtt, LAtt, QAtt; std::shared_ptr m_Skybox; @@ -87,24 +98,53 @@ private: glm::mat4 m_SunProjection; GLuint m_DebugAABB; - GLuint m_ScreenQuad; GLuint m_ShadowFrameBuffer; GLuint m_ShadowDepthTexture; + GLuint m_fbBasePass; + GLuint m_fDiffuseTexture; + GLuint m_fPositionTexture; + GLuint m_fNormalsTexture; + GLuint m_fBlendTexture; + GLuint m_fbLightingPass; + GLuint m_fLightingTexture; + GLuint m_fShadowTexture; + + GLuint m_fDepthBuffer; + GLenum draw_bufs[2]; + GLuint m_ScreenQuad; + Model* m_sphereModel; + + bool m_QuadView; + std::shared_ptr m_Camera; ShaderProgram m_ShaderProgram; + ShaderProgram m_FirstPassProgram; + ShaderProgram m_SecondPassProgram; + ShaderProgram m_SecondPassProgram_Debug; + ShaderProgram m_FinalPassProgram; + ShaderProgram m_ShaderProgramNormals; ShaderProgram m_ShaderProgramShadows; ShaderProgram m_ShaderProgramShadowsDrawDepth; ShaderProgram m_ShaderProgramDebugAABB; ShaderProgram m_ShaderProgramSkybox; + + void ClearStuff(); void DrawScene(); void DrawModels(ShaderProgram &shader); void DrawShadowMap(); void CreateShadowMap(int resolution); + void FrameBufferTextures(); + void DrawFBO(); + void DrawFBOScene(); + void DrawLightScene(); + void BindFragDataLocation(); + glm::mat4 CreateLightMatrix(Light &_light); + GLuint CreateQuad(); void DrawDebugShadowMap(); GLuint CreateAABB(); 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/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl new file mode 100644 index 0000000..2a6cf4c --- /dev/null +++ b/src/Shaders/FinalPass.frag.glsl @@ -0,0 +1,29 @@ +#version 430 + +uniform vec3 La; +uniform float Gamma; + +layout (binding=0) uniform sampler2D DiffuseTexture; +layout (binding=1) uniform sampler2D LightingTexture; +layout (binding=2) uniform sampler2D ShadowTexture; + +in VertexData +{ + vec3 Position; + vec2 TextureCoord; +} Input; + +out vec4 FragmentColor; + +void main() +{ + vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord); + vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); + vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord); + + + vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; + FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); + //FragmentColor = ShadowTexel; + +} \ 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 1909e84..cc5370f 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -1,113 +1,43 @@ #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; +layout (binding=1) uniform sampler2D ShadowTexture; in VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; - vec3 ShadowCoord; + vec4 ShadowCoord; } Input; -vec3 scene_ambient = vec3(0.5, 0.5, 0.5); +out vec4 frag_Diffuse; +out vec4 frag_Position; +out vec4 frag_Normal; -out vec4 fragmentColor; +float Shadow(vec4 ShadowCoord) +{ + //float cosTheta = clamp(dot(Input.Normal, 1.0), 0.0, 1.0); + float bias = 0.0005; // cosTheta is dot( n,l ), clamped between 0 and 1 + bias = clamp(bias, 0.0, 0.01); + if( texture(ShadowTexture, Input.ShadowCoord.xy).z < ShadowCoord.z - bias) + { + return 0.3; + } + else + { + return 1.0; + } +} void main() { + // Diffuse Texture + frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord) * Shadow(Input.ShadowCoord); - // Texture - vec4 texel = texture2D(texture0, Input.TextureCoord); - //vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2); + // G-buffer Position + frag_Position = vec4(Input.Position.xyz, 1.0); - // - // Phong shading - // - - // 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-Debug.glsl b/src/Shaders/Fragment2-Debug.glsl new file mode 100644 index 0000000..db35d6e --- /dev/null +++ b/src/Shaders/Fragment2-Debug.glsl @@ -0,0 +1,38 @@ +#version 430 + +layout (binding=0) uniform sampler2D DiffuseTexture; +layout (binding=1) uniform sampler2D PositionTexture; +layout (binding=2) uniform sampler2D NormalTexture; + +in VertexData +{ + vec3 Position; + vec3 Normal; + vec2 TextureCoord; +} Input; + +out vec4 FragColor; + +void DrawQuadrant(vec4 texel, vec2 quadrant) +{ + if (-quadrant.x * Input.Position.x < 0 && -quadrant.y * Input.Position.y < 0) + { + FragColor = texel; + } +} + +void main() +{ + vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord); + vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord); + vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord); + + //FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1)); + DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1)); + DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1)); + DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1)); + + vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2); + DrawQuadrant(AllTexel, vec2(1, -1)); +} + diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl new file mode 100644 index 0000000..f531f76 --- /dev/null +++ b/src/Shaders/Fragment2.glsl @@ -0,0 +1,84 @@ +#version 430 + +layout (binding=0) uniform sampler2D PositionTexture; +layout (binding=1) uniform sampler2D NormalsTexture; + +uniform vec2 ViewportSize; +uniform mat4 MVP; +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; +uniform vec3 la; +uniform vec3 ls; +uniform vec3 ld; +uniform vec3 lp; +uniform float specularExponent; +uniform vec3 CameraPosition; +uniform float ConstantAttenuation; +uniform float LinearAttenuation; +uniform float QuadraticAttenuation; + +const vec3 ks = vec3(1.0, 1.0, 1.0); +const vec3 kd = vec3(1.0, 1.0, 1.0); +const vec3 ka = vec3(1.0, 1.0, 1.0); +const float kshine = 1.0; + +in VertexData +{ + vec3 Position; + vec2 TextureCoord; +} Input; + +out vec4 FragColor; + +vec4 phong(vec3 position, vec3 normal) +{ + // Diffuse + vec3 lightPos = vec3(V * vec4(lp, 1.0)); + vec3 distanceToLight = lightPos - position; + vec3 directionToLight = normalize(distanceToLight); + float dotProd = dot(directionToLight, normal); + dotProd = max(dotProd, 0.0); + vec3 Id = kd * ld * dotProd; + + // Specular + //vec3 reflection = reflect(-directionToLight, normal); + vec3 surfaceToViewer = normalize(-position); + vec3 halfWay = normalize(surfaceToViewer + directionToLight); + float dotSpecular = max(dot(halfWay, normal), 0.0); + float specularFactor = pow(dotSpecular, specularExponent * 2.0); + vec3 Is = ks * ls * specularFactor; + + //Attenuation + float dist = distance(lightPos, position); + //float attenuation = -log(min(1.0, dist / LightRadius)); + + float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist)); + + //float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2)); + + //float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist))); + + //float attenuation = 1.0 / dot(directionToLight, directionToLight); + + //float att_s = 5; + //float attenuation = pow(dist, 2) / pow(5.0, 2); + //attenuation = 1.0 / (1.0 + attenuation * att_s); + //att_s = 1.0 / (1.0 + att_s); + //attenuation = attenuation / (1.0 - att_s); + + //float radius = 5.0; + //float alpha = dist / radius; + //float dampingFactor = 1.0 - pow(alpha, 3); + + return vec4((Id + Is) * attenuation, 1.0); +} + +void main() +{ + vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; + vec4 PositionTexel = texture(PositionTexture, TextureCoord); + vec4 NormalTexel = texture(NormalsTexture, TextureCoord); + + FragColor = phong(vec3(PositionTexel), vec3(NormalTexel)); +} \ No newline at end of file diff --git a/src/Shaders/Vertex.glsl b/src/Shaders/Vertex.glsl index 295d523..2f799ef 100755 --- a/src/Shaders/Vertex.glsl +++ b/src/Shaders/Vertex.glsl @@ -1,26 +1,29 @@ #version 430 uniform mat4 MVP; +uniform mat4 M; +uniform mat4 V; +uniform mat4 P; uniform mat4 DepthMVP; -layout(location = 0) in vec3 Position; -layout(location = 1) in vec3 Normal; -layout(location = 2) in vec2 TextureCoord; +layout (location = 0) in vec3 Position; +layout (location = 1) in vec3 Normal; +layout (location = 2) in vec2 TextureCoord; out VertexData { vec3 Position; vec3 Normal; vec2 TextureCoord; - vec3 ShadowCoord; + vec4 ShadowCoord; } Output; void main() { gl_Position = MVP * vec4(Position, 1.0); - Output.Position = Position; - Output.Normal = Normal; + Output.Position = vec3(V * M * vec4(Position, 1.0)); + Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0))); Output.TextureCoord = TextureCoord; - Output.ShadowCoord = vec3(DepthMVP * vec4(Position, 1.0)); + Output.ShadowCoord = DepthMVP * vec4(Position, 1.0); } \ No newline at end of file diff --git a/src/Shaders/Vertex2.glsl b/src/Shaders/Vertex2.glsl new file mode 100644 index 0000000..e617846 --- /dev/null +++ b/src/Shaders/Vertex2.glsl @@ -0,0 +1,22 @@ +#version 430 + +uniform mat4 MVP; + +layout (location = 0) in vec3 Position; +layout (location = 2) in vec2 TextureCoord; + +uniform mat4 depthBiasMVP; + +out VertexData +{ + vec3 Position; + vec2 TextureCoord; +} Output; + +void main() +{ + gl_Position = MVP * vec4(Position, 1.0); + Output.Position = Position; + Output.TextureCoord = (vec2(Position) + 1.0) / 2.0; + +} \ No newline at end of file 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/Systems/FreeSteeringSystem.cpp b/src/Systems/FreeSteeringSystem.cpp index d59b475..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() @@ -19,100 +19,90 @@ 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(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; diff --git a/src/Systems/InputSystem.cpp b/src/Systems/InputSystem.cpp index 7c4cde7..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() @@ -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); }; 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 51420d3..0b95b3f 100644 --- a/src/Systems/PhysicsSystem.cpp +++ b/src/Systems/PhysicsSystem.cpp @@ -112,14 +112,14 @@ 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) @@ -132,7 +132,7 @@ 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; @@ -143,7 +143,7 @@ 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); } @@ -184,11 +184,11 @@ 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); @@ -212,7 +212,7 @@ 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()); @@ -231,11 +231,11 @@ 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(); @@ -245,9 +245,9 @@ 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)) { @@ -255,7 +255,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity ) return; } - auto physicsComponent = m_World->GetComponent(entity, "Physics"); + auto physicsComponent = m_World->GetComponent(entity); if (physicsComponent) { hkpShape* shape; @@ -296,7 +296,7 @@ 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)); @@ -309,7 +309,7 @@ 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++) @@ -365,7 +365,7 @@ 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); @@ -386,7 +386,7 @@ 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)); @@ -576,7 +576,7 @@ 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 35a57d8..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); @@ -39,13 +39,14 @@ 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, + pointLightComponent->ConstantAttenuation, + pointLightComponent->LinearAttenuation, + pointLightComponent->QuadraticAttenuation + ); } - auto cameraComponent = m_World->GetComponent(entity, "Camera"); + auto cameraComponent = m_World->GetComponent(entity); if (cameraComponent != nullptr) { m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity)); @@ -56,13 +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); } @@ -70,16 +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/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/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()); 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.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/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj index 96c8e85..01a7d55 100755 --- a/vs11/Returngeance/Returngeance.vcxproj +++ b/vs11/Returngeance/Returngeance.vcxproj @@ -162,6 +162,7 @@ + @@ -196,6 +197,7 @@ + @@ -204,7 +206,11 @@ + + + + @@ -212,6 +218,7 @@ + diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters index 70213c2..27e204d 100755 --- a/vs11/Returngeance/Returngeance.vcxproj.filters +++ b/vs11/Returngeance/Returngeance.vcxproj.filters @@ -355,12 +355,12 @@ Physics\Components + + Input\Events + - - Shaders - - + Shaders @@ -384,11 +384,29 @@ Shaders + + Shaders + Shaders Shaders + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + \ No newline at end of file