Merge branch 'master' into havok
Conflicts: assets src/GameWorld.cpp vs11/Returngeance/Returngeance.vcxproj.filters
This commit is contained in:
@@ -9,13 +9,22 @@ namespace Components
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struct PointLight : Component
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{
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float Intensity;
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float MaxRange;
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PointLight()
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: Specular(1.0f, 1.0f, 1.0f)
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, Diffuse(1.0f, 1.0f, 1.0f)
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, specularExponent(50.0f)
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, ConstantAttenuation(1.0f)
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, LinearAttenuation(0.f)
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, QuadraticAttenuation(3.f)
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{ }
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float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
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Color color;
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glm::vec3 Specular;
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glm::vec3 Diffuse;
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float constantAttenuation, linearAttenuation, quadraticAttenuation;
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float spotExponent;
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Color color;
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float specularExponent;
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float Scale;
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virtual PointLight* Clone() const override { return new PointLight(*this); }
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};
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@@ -10,6 +10,7 @@ struct BindMouseButton : Event
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{
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int Button;
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std::string Command;
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float Value;
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};
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}
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@@ -0,0 +1,14 @@
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#ifndef Events_LockMouse_h__
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#define Events_LockMouse_h__
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#include "EventBroker.h"
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namespace Events
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{
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struct LockMouse : Event { };
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struct UnlockMouse : Event { };
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}
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#endif // Events_LockMouse_h__
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+22
-2
@@ -10,12 +10,18 @@ template <typename T>
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class Factory
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{
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public:
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void Register(std::string name, std::function<T(void)> factoryFunction)
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/*void Register(std::string name, std::function<T(void)> factoryFunction)
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{
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m_FactoryFunctions[name] = factoryFunction;
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}*/
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template <typename T2>
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void Register(std::function<T(void)> factoryFunction)
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{
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m_FactoryFunctions[typeid(T2).name()] = factoryFunction;
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}
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T Create(std::string name)
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/*T Create(std::string name)
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{
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auto it = m_FactoryFunctions.find(name);
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if (it != m_FactoryFunctions.end())
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@@ -26,6 +32,20 @@ public:
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{
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return nullptr;
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}
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}*/
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template <typename T2>
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T Create()
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{
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auto it = m_FactoryFunctions.find(typeid(T2).name());
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if (it != m_FactoryFunctions.end())
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{
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return it->second();
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}
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else
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{
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return nullptr;
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}
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}
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private:
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+196
-216
@@ -13,20 +13,20 @@ void GameWorld::Initialize()
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BindKey(GLFW_KEY_A, "horizontal", -1.f);
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BindKey(GLFW_KEY_D, "horizontal", 1.f);
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BindGamepadAxis(Gamepad::Axis::LeftX, "horizontal", 1.f);
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BindGamepadAxis(Gamepad::Axis::RightTrigger, "vertical", 1.f);
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BindGamepadAxis(Gamepad::Axis::LeftTrigger, "vertical", -1.f);
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BindGamepadAxis(Gamepad::Axis::LeftY, "vertical", 1.f);
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BindKey(GLFW_KEY_UP, "barrel_rotation", 1.f);
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BindKey(GLFW_KEY_DOWN, "barrel_rotation", -1.f);
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BindKey(GLFW_KEY_LEFT, "tower_rotation", -1.f);
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BindKey(GLFW_KEY_RIGHT, "tower_rotation", 1.f);
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BindGamepadAxis(Gamepad::Axis::RightX, "tower_rotation", 1.f);
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BindGamepadAxis(Gamepad::Axis::RightY, "barrel_rotation", 1.f);
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BindKey(GLFW_KEY_SPACE, "handbrake", 1.f);
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BindGamepadButton(Gamepad::Button::A, "handbrake", 1.f);
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BindKey(GLFW_KEY_Z, "shoot", 1.f);
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BindGamepadAxis(Gamepad::Axis::RightTrigger, "shoot", 1.f);
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//BindGamepadButton(Gamepad::Button::Up, "Gamepad::Button::Up", 1.f);
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//BindGamepadButton(Gamepad::Button::Down, "Gamepad::Button::Down", 1.f);
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@@ -42,62 +42,40 @@ void GameWorld::Initialize()
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//BindGamepadButton(Gamepad::Button::B, "Gamepad::Button::B", 1.f);
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//BindGamepadButton(Gamepad::Button::X, "Gamepad::Button::X", 1.f);
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//BindGamepadButton(Gamepad::Button::Y, "Gamepad::Button::Y", 1.f);
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//
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// BindKey(GLFW_KEY_UP, "vertical", -1.f);
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// BindKey(GLFW_KEY_DOWN, "vertical", 1.f);
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// BindKey(GLFW_KEY_LEFT, "horizontal", -1.f);
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// BindKey(GLFW_KEY_RIGHT, "horizontal", 1.f);
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/*
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BindKey(GLFW_KEY_Q, "+tower_right");
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BindKey(GLFW_KEY_E, "+tower_left");
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BindKey(GLFW_KEY_Q, "+up");
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BindKey(GLFW_KEY_LEFT_CONTROL, "+down");
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BindKey(GLFW_KEY_LEFT_ALT, "+slow");
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BindKey(GLFW_KEY_LEFT_SHIFT, "+fast");
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BindMouseButton(GLFW_MOUSE_BUTTON_1, "+attack");
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BindMouseButton(GLFW_MOUSE_BUTTON_2, "+attack2");
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BindMouseButton(GLFW_MOUSE_BUTTON_3, "+attack3");
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BindKey(GLFW_KEY_UP, "+cam_forward");
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BindKey(GLFW_KEY_DOWN, "+cam_backward");
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BindKey(GLFW_KEY_LEFT, "+cam_left");
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BindKey(GLFW_KEY_RIGHT, "+cam_right");*/
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RegisterComponents();
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{
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auto camera = CreateEntity();
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auto transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 20.f;
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transform->Position.y = 20.f;
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//transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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cameraComp->FarClip = 2000.f;
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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CommitEntity(camera);
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}
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//{
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// auto camera = CreateEntity();
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// auto transform = AddComponent<Components::Transform>(camera);
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// transform->Position.z = 20.f;
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// transform->Position.y = 20.f;
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// //transform->Orientation = glm::quat(glm::vec3(glm::pi<float>() / 8.f, 0.f, 0.f));
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// auto cameraComp = AddComponent<Components::Camera>(camera);
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// cameraComp->FarClip = 2000.f;
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// auto freeSteering = AddComponent<Components::FreeSteering>(camera);
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// CommitEntity(camera);
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//}
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{
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auto ground = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ground, "Transform");
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auto transform = AddComponent<Components::Transform>(ground);
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transform->Position = glm::vec3(0, 0, 0);
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//transform->Scale = glm::vec3(400.0f, 10.0f, 400.0f);
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transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f));
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auto model = AddComponent<Components::Model>(ground, "Model");
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auto model = AddComponent<Components::Model>(ground);
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//model->ModelFile = "Models/TestScene/testScene.obj";
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model->ModelFile = "Models/Placeholders/Terrain/Terrain2.obj";
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auto physics = AddComponent<Components::Physics>(ground, "Physics");
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auto physics = AddComponent<Components::Physics>(ground);
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physics->Mass = 10;
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physics->Static = true;
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auto groundshape = CreateEntity(ground);
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auto transformshape = AddComponent<Components::Transform>(groundshape, "Transform");
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auto meshShape = AddComponent<Components::MeshShape>(groundshape, "MeshShape");
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auto transformshape = AddComponent<Components::Transform>(groundshape);
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auto meshShape = AddComponent<Components::MeshShape>(groundshape);
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meshShape->ResourceName = "Models/Placeholders/Terrain/Terrain2.obj";
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//meshShape->ResourceName = "Models/TestScene/testScene.obj";
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@@ -110,23 +88,23 @@ void GameWorld::Initialize()
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/*{
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auto jeep = CreateEntity();
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auto transform = AddComponent<Components::Transform>(jeep, "Transform");
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auto transform = AddComponent<Components::Transform>(jeep);
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transform->Position = glm::vec3(0, 5, 0);
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transform->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(0, 1, 0));
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auto physics = AddComponent<Components::Physics>(jeep, "Physics");
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auto physics = AddComponent<Components::Physics>(jeep);
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physics->Mass = 1800;
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physics->Static = false;
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auto vehicle = AddComponent<Components::Vehicle>(jeep, "Vehicle");
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AddComponent<Components::Input>(jeep, "Input");
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auto vehicle = AddComponent<Components::Vehicle>(jeep);
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AddComponent<Components::Input>(jeep);
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{
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auto shape = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(shape, "Transform");
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auto meshShape = AddComponent<Components::MeshShape>(shape, "MeshShape");
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auto transform = AddComponent<Components::Transform>(shape);
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auto meshShape = AddComponent<Components::MeshShape>(shape);
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meshShape->ResourceName = "Models/Jeep/Chassi/ChassiCollision.obj";
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CommitEntity(shape);
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// auto box = AddComponent<Components::Box>(jeep, "Box");
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// auto box = AddComponent<Components::Box>(jeep);
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// box->Width = 1.487f;
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// box->Height = 0.727f;
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// box->Depth = 2.594f;
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@@ -135,17 +113,17 @@ void GameWorld::Initialize()
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{
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auto chassis = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(chassis, "Transform");
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auto transform = AddComponent<Components::Transform>(chassis);
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transform->Position = glm::vec3(0, 0, 0); // 0.6577f
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auto model = AddComponent<Components::Model>(chassis, "Model");
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auto model = AddComponent<Components::Model>(chassis);
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model->ModelFile = "Models/Jeep/Chassi/chassi.obj";
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}
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{
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auto lightentity = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
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auto transform = AddComponent<Components::Transform>(lightentity);
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transform->Position = glm::vec3(0, 15, 0);
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auto light = AddComponent<Components::PointLight>(lightentity, "PointLight");
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auto light = AddComponent<Components::PointLight>(lightentity);
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light->Diffuse = glm::vec3(128.f/255.f, 172.f/255.f, 242.f/255.f);
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light->Specular = glm::vec3(1.f);
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light->constantAttenuation = 0.3f;
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@@ -160,12 +138,12 @@ void GameWorld::Initialize()
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float suspensionStrength = 35.f;
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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auto transform = AddComponent<Components::Transform>(wheel);
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transform->Position = glm::vec3(1.9f, 0.5546f - wheelOffset, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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auto model = AddComponent<Components::Model>(wheel, "Model");
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auto model = AddComponent<Components::Model>(wheel);
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model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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auto Wheel = AddComponent<Components::Wheel>(wheel);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 0;
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Wheel->Mass = 50;
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@@ -179,13 +157,13 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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auto transform = AddComponent<Components::Transform>(wheel);
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transform->Position = glm::vec3(-1.9f, 0.5546f - wheelOffset, -0.9242f);
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transform->Scale = glm::vec3(1.0f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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auto model = AddComponent<Components::Model>(wheel, "Model");
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auto model = AddComponent<Components::Model>(wheel);
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model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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auto Wheel = AddComponent<Components::Wheel>(wheel);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 0;
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Wheel->Mass = 50;
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@@ -199,11 +177,11 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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auto transform = AddComponent<Components::Transform>(wheel);
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transform->Position = glm::vec3(0.2726f, 0.2805f - wheelOffset, 1.9307f);
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auto model = AddComponent<Components::Model>(wheel, "Model");
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auto model = AddComponent<Components::Model>(wheel);
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model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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auto Wheel = AddComponent<Components::Wheel>(wheel);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 1;
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Wheel->Mass = 50;
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@@ -217,12 +195,12 @@ void GameWorld::Initialize()
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{
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auto wheel = CreateEntity(jeep);
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auto transform = AddComponent<Components::Transform>(wheel, "Transform");
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auto transform = AddComponent<Components::Transform>(wheel);
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transform->Position = glm::vec3(-0.2726f, 0.2805f - wheelOffset, 1.9307f);
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transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 0, 1));
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auto model = AddComponent<Components::Model>(wheel, "Model");
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auto model = AddComponent<Components::Model>(wheel);
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model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj";
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auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
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auto Wheel = AddComponent<Components::Wheel>(wheel);
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Wheel->Hardpoint = transform->Position + glm::vec3(0.f, springLength, 0.f);
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Wheel->AxleID = 1;
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Wheel->Mass = 50;
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@@ -240,26 +218,26 @@ void GameWorld::Initialize()
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{
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auto tank = CreateEntity();
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auto transform = AddComponent<Components::Transform>(tank, "Transform");
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auto transform = AddComponent<Components::Transform>(tank);
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transform->Position = glm::vec3(0, 5, 0);
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//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
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auto physics = AddComponent<Components::Physics>(tank, "Physics");
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auto physics = AddComponent<Components::Physics>(tank);
|
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physics->Mass = 45000;
|
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physics->Static = false;
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auto vehicle = AddComponent<Components::Vehicle>(tank, "Vehicle");
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auto vehicle = AddComponent<Components::Vehicle>(tank);
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vehicle->MaxTorque = 5200.f;
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vehicle->MaxSteeringAngle = 90.f;
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AddComponent<Components::TankSteering>(tank, "TankSteering");
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AddComponent<Components::Input>(tank, "Input");
|
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AddComponent<Components::TankSteering>(tank);
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AddComponent<Components::Input>(tank);
|
||||
|
||||
{
|
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auto shape = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(shape, "Transform");
|
||||
auto meshShape = AddComponent<Components::MeshShape>(shape, "MeshShape");
|
||||
auto transform = AddComponent<Components::Transform>(shape);
|
||||
auto meshShape = AddComponent<Components::MeshShape>(shape);
|
||||
meshShape->ResourceName = "Models/Tank/Fix/ChassiCollision.obj";
|
||||
CommitEntity(shape);
|
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|
||||
// auto box = AddComponent<Components::Box>(jeep, "Box");
|
||||
// auto box = AddComponent<Components::Box>(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<Components::Transform>(chassis, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(chassis);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
auto model = AddComponent<Components::Model>(chassis, "Model");
|
||||
auto model = AddComponent<Components::Model>(chassis);
|
||||
model->ModelFile = "Models/Tank/Fix/Chassi.obj";
|
||||
}
|
||||
{
|
||||
auto tower = CreateEntity(tank);
|
||||
SetProperty(tower, "Name", "tower");
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||||
auto transform = AddComponent<Components::Transform>(tower, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(tower);
|
||||
transform->Position = glm::vec3(0.f, 1.2f, 1.8f);
|
||||
auto model = AddComponent<Components::Model>(tower, "Model");
|
||||
auto model = AddComponent<Components::Model>(tower);
|
||||
model->ModelFile = "Models/Tank/Fix/Top.obj";
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||||
auto towerSteering = AddComponent<Components::TowerSteering>(tower, "TowerSteering");
|
||||
auto towerSteering = AddComponent<Components::TowerSteering>(tower);
|
||||
towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f);
|
||||
towerSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
{
|
||||
auto barrel = CreateEntity(tower);
|
||||
auto transform = AddComponent<Components::Transform>(barrel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(barrel);
|
||||
transform->Position = glm::vec3(-0.018f, -0.2, -1.3f);
|
||||
auto model = AddComponent<Components::Model>(barrel, "Model");
|
||||
auto model = AddComponent<Components::Model>(barrel);
|
||||
model->ModelFile = "Models/Tank/Fix/Barrel.obj";
|
||||
auto barrelSteering = AddComponent<Components::BarrelSteering>(barrel, "BarrelSteering");
|
||||
auto barrelSteering = AddComponent<Components::BarrelSteering>(barrel);
|
||||
barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f);
|
||||
barrelSteering->TurnSpeed = glm::pi<float>()/4.f;
|
||||
barrelSteering->ShotSpeed = 70.f;
|
||||
{
|
||||
auto shot = CreateEntity(barrel);
|
||||
auto transform = AddComponent<Components::Transform>(shot, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(shot);
|
||||
transform->Position = glm::vec3(0.35f, 0.f, -2.f);
|
||||
transform->Orientation = glm::angleAxis(-glm::pi<float>()/2.f, glm::vec3(1, 0, 0));
|
||||
transform->Scale = glm::vec3(3.f);
|
||||
AddComponent(shot, "Template");
|
||||
auto physics = AddComponent<Components::Physics>(shot, "Physics");
|
||||
AddComponent<Components::Template>(shot);
|
||||
auto physics = AddComponent<Components::Physics>(shot);
|
||||
physics->Mass = 10.f;
|
||||
physics->Static = false;
|
||||
auto modelComponent = AddComponent<Components::Model>(shot, "Model");
|
||||
auto modelComponent = AddComponent<Components::Model>(shot);
|
||||
modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
|
||||
|
||||
{
|
||||
auto shape = CreateEntity(shot);
|
||||
auto transform = AddComponent<Components::Transform>(shape, "Transform");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto transform = AddComponent<Components::Transform>(shape);
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(camera);
|
||||
transform->Position.z = 30.f;
|
||||
transform->Position.y = 5.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1, 0, 0));
|
||||
auto cameraComp = AddComponent<Components::Camera>(camera);
|
||||
cameraComp->FarClip = 2000.f;
|
||||
AddComponent<Components::Input>(camera);
|
||||
//auto freeSteering = AddComponent<Components::FreeSteering>(camera);
|
||||
CommitEntity(camera);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
auto lightentity = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(lightentity, "Transform");
|
||||
transform->Position = glm::vec3(0, 15, 0);
|
||||
auto light = AddComponent<Components::PointLight>(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<Components::Transform>(lightentity);
|
||||
transform->Position = glm::vec3(0, 0, 0);
|
||||
auto light = AddComponent<Components::PointLight>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -2.6f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, -0.83f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -2.6f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, -0.83f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 1.f);
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(1.68f, -0.83f - wheelOffset, 2.95f);
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(entity, "Transform");
|
||||
auto entity = CreateEntity(tank);
|
||||
auto transformComponent = AddComponent<Components::Transform>(entity);
|
||||
transformComponent->Position = glm::vec3(2,-1.7,2.0);
|
||||
transformComponent->Scale = glm::vec3(3,3,3);
|
||||
transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
|
||||
auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
|
||||
auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
|
||||
emitterComponent->SpawnCount = 2;
|
||||
emitterComponent->SpawnFrequency = 0.005;
|
||||
emitterComponent->SpreadAngle = glm::pi<float>();
|
||||
@@ -541,23 +533,23 @@ void GameWorld::Initialize()
|
||||
CommitEntity(entity);
|
||||
|
||||
auto particleEntity = CreateEntity(entity);
|
||||
auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
|
||||
auto TEMP = AddComponent<Components::Transform>(particleEntity);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
|
||||
auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
|
||||
spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
|
||||
emitterComponent->ParticleTemplate = particleEntity;
|
||||
|
||||
CommitEntity(particleEntity);*/
|
||||
CommitEntity(particleEntity);
|
||||
}
|
||||
|
||||
{
|
||||
auto wheel = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 1.f);
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>(), glm::vec3(0, 1, 0));
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(wheel, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(wheel);
|
||||
transform->Position = glm::vec3(-1.68f, -0.83f - wheelOffset, 2.95f);
|
||||
auto model = AddComponent<Components::Model>(wheel, "Model");
|
||||
auto model = AddComponent<Components::Model>(wheel);
|
||||
model->ModelFile = "Models/Tank/Fix/WheelPhysics.obj";
|
||||
auto Wheel = AddComponent<Components::Wheel>(wheel, "Wheel");
|
||||
auto Wheel = AddComponent<Components::Wheel>(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<Components::Transform>(shape, "Transform");
|
||||
auto shapetransform = AddComponent<Components::Transform>(shape);
|
||||
shapetransform->Position = glm::vec3(0.f, 0.32f, 0.f) + transform->Position;
|
||||
auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto boxShape = AddComponent<Components::BoxShape>(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<Components::Transform>(entity, "Transform");
|
||||
//transformComponent->Position = glm::vec3(-2,-1.7,2.0);
|
||||
//transformComponent->Scale = glm::vec3(3,3,3);
|
||||
//transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
|
||||
//auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
|
||||
//emitterComponent->SpawnCount = 2;
|
||||
//emitterComponent->SpawnFrequency = 0.005;
|
||||
//emitterComponent->SpreadAngle = glm::pi<float>();
|
||||
//emitterComponent->UseGoalVelocity = false;
|
||||
//emitterComponent->LifeTime = 0.5;
|
||||
////emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
|
||||
//emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
|
||||
//CommitEntity(entity);
|
||||
auto entity = CreateEntity(tank);
|
||||
auto transformComponent = AddComponent<Components::Transform>(entity);
|
||||
transformComponent->Position = glm::vec3(-2,-1.7,2.0);
|
||||
transformComponent->Scale = glm::vec3(3,3,3);
|
||||
transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
|
||||
auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity);
|
||||
emitterComponent->SpawnCount = 2;
|
||||
emitterComponent->SpawnFrequency = 0.005;
|
||||
emitterComponent->SpreadAngle = glm::pi<float>();
|
||||
emitterComponent->UseGoalVelocity = false;
|
||||
emitterComponent->LifeTime = 0.5;
|
||||
//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
|
||||
emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
|
||||
CommitEntity(entity);
|
||||
|
||||
//auto particleEntity = CreateEntity(entity);
|
||||
//auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
|
||||
//TEMP->Scale = glm::vec3(0);
|
||||
//auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
|
||||
//spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
|
||||
//emitterComponent->ParticleTemplate = particleEntity;
|
||||
auto particleEntity = CreateEntity(entity);
|
||||
auto TEMP = AddComponent<Components::Transform>(particleEntity);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = AddComponent<Components::Sprite>(particleEntity);
|
||||
spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
|
||||
emitterComponent->ParticleTemplate = particleEntity;
|
||||
|
||||
//CommitEntity(particleEntity);
|
||||
CommitEntity(particleEntity);
|
||||
}
|
||||
|
||||
CommitEntity(tank);
|
||||
{
|
||||
auto camera = CreateEntity(tank);
|
||||
auto transform = AddComponent<Components::Transform>(camera, "Transform");
|
||||
transform->Position.z = 20.f;
|
||||
transform->Position.y = 7.f;
|
||||
//transform->Orientation = glm::quat(glm::vec3(-glm::pi<float>() / 8.f, 0.f, 0.f));
|
||||
transform->Orientation = glm::angleAxis(glm::pi<float>() / 100, glm::vec3(1,0,0));
|
||||
auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
|
||||
cameraComp->FarClip = 2000.f;
|
||||
AddComponent(camera, "Input");
|
||||
auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
|
||||
CommitEntity(camera);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -656,7 +635,7 @@ void GameWorld::Initialize()
|
||||
for(int i = 0; i < 10; i++)
|
||||
{
|
||||
auto entity = CreateEntity();
|
||||
auto transform = AddComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(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<Components::Model>(entity, "Model");
|
||||
auto model = AddComponent<Components::Model>(entity);
|
||||
model->ModelFile = ss.str();
|
||||
|
||||
auto physics = AddComponent<Components::Physics>(entity, "Physics");
|
||||
auto physics = AddComponent<Components::Physics>(entity);
|
||||
physics->Mass = 100;
|
||||
physics->Static = true;
|
||||
auto meshShape = AddComponent<Components::MeshShape>(entity, "MeshShape");
|
||||
auto meshShape = AddComponent<Components::MeshShape>(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<Components::Transform>(brick, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(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<Components::Model>(brick, "Model");
|
||||
auto model = AddComponent<Components::Model>(brick);
|
||||
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
|
||||
|
||||
auto physics = AddComponent<Components::Physics>(brick, "Physics");
|
||||
auto physics = AddComponent<Components::Physics>(brick);
|
||||
physics->Mass = 3;
|
||||
|
||||
|
||||
|
||||
auto shape = CreateEntity(brick);
|
||||
auto transformshape = AddComponent<Components::Transform>(shape, "Transform");
|
||||
auto box = AddComponent<Components::BoxShape>(shape, "BoxShape");
|
||||
auto transformshape = AddComponent<Components::Transform>(shape);
|
||||
auto box = AddComponent<Components::BoxShape>(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<Components::Transform>(cube, "Transform");
|
||||
auto transform = AddComponent<Components::Transform>(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<Components::Model>(cube, "Model");
|
||||
auto model = AddComponent<Components::Model>(cube);
|
||||
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj";
|
||||
|
||||
auto physics = AddComponent<Components::Physics>(cube, "Physics");
|
||||
auto physics = AddComponent<Components::Physics>(cube);
|
||||
physics->Mass = 100;
|
||||
auto box = AddComponent<Components::BoxShape>(cube, "BoxShape");
|
||||
auto box = AddComponent<Components::BoxShape>(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<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
auto emitter = AddComponent<Components::SoundEmitter>(entity);
|
||||
emitter->Path = "Sounds/korvring.wav";
|
||||
emitter->Loop = true;
|
||||
GetSystem<Systems::SoundSystem>("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<Components::Transform>([]() { return new Components::Transform(); });
|
||||
m_ComponentFactory.Register<Components::Template>([]() { 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<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(this, m_EventBroker); });
|
||||
//m_SystemFactory.Register<Systems::LevelGenerationSystem>([this]() { return new Systems::LevelGenerationSystem(this); });
|
||||
m_SystemFactory.Register<Systems::InputSystem>([this]() { return new Systems::InputSystem(this, m_EventBroker); });
|
||||
m_SystemFactory.Register<Systems::DebugSystem>([this]() { return new Systems::DebugSystem(this, m_EventBroker); });
|
||||
//m_SystemFactory.Register<Systems::CollisionSystem>([this]() { return new Systems::CollisionSystem(this); });
|
||||
m_SystemFactory.Register<Systems::ParticleSystem>([this]() { return new Systems::ParticleSystem(this, m_EventBroker); });
|
||||
//m_SystemFactory.Register<Systems::PlayerSystem>([this]() { return new Systems::PlayerSystem(this); });
|
||||
m_SystemFactory.Register<Systems::FreeSteeringSystem>([this]() { return new Systems::FreeSteeringSystem(this, m_EventBroker); });
|
||||
m_SystemFactory.Register<Systems::TankSteeringSystem>([this]() { return new Systems::TankSteeringSystem(this, m_EventBroker); });
|
||||
m_SystemFactory.Register<Systems::SoundSystem>([this]() { return new Systems::SoundSystem(this, m_EventBroker); });
|
||||
m_SystemFactory.Register<Systems::PhysicsSystem>([this]() { return new Systems::PhysicsSystem(this, m_EventBroker); });
|
||||
m_SystemFactory.Register<Systems::RenderSystem>([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<Systems::TransformSystem>();
|
||||
//AddSystem<Systems::LevelGenerationSystem>();
|
||||
AddSystem<Systems::InputSystem>();
|
||||
AddSystem<Systems::DebugSystem>();
|
||||
//AddSystem<Systems::CollisionSystem>();
|
||||
AddSystem<Systems::ParticleSystem>();
|
||||
//AddSystem<Systems::PlayerSystem>();
|
||||
AddSystem<Systems::FreeSteeringSystem>();
|
||||
AddSystem<Systems::TankSteeringSystem>();
|
||||
AddSystem<Systems::SoundSystem>();
|
||||
AddSystem<Systems::PhysicsSystem>();
|
||||
AddSystem<Systems::RenderSystem>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -57,7 +57,7 @@ private:
|
||||
std::shared_ptr<Renderer> 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);
|
||||
};
|
||||
|
||||
+27
-8
@@ -5,6 +5,9 @@ void InputManager::Initialize()
|
||||
{
|
||||
m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
|
||||
m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
}
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
@@ -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;
|
||||
}
|
||||
+13
-5
@@ -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> 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<EventBroker> m_EventBroker;
|
||||
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
EventRelay<Events::LockMouse> m_ELockMouse;
|
||||
bool OnLockMouse(const Events::LockMouse &event);
|
||||
EventRelay<Events::UnlockMouse> m_EUnlockMouse;
|
||||
bool OnUnlockMouse(const Events::UnlockMouse &event);
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
|
||||
@@ -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);
|
||||
|
||||
@@ -7,13 +7,13 @@
|
||||
|
||||
void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities)
|
||||
{
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity, "Vehicle");
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity);
|
||||
|
||||
WheelData wheelData;
|
||||
for (int i = 0; i < wheelEntities.size(); i++)
|
||||
{
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i], "Wheel");
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i], "Transform");
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i]);
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i]);
|
||||
m_Wheels.push_back(wheelData);
|
||||
}
|
||||
|
||||
|
||||
+446
-211
@@ -13,12 +13,15 @@ Renderer::Renderer()
|
||||
m_DrawWireframe = false;
|
||||
m_DrawBounds = false;
|
||||
#endif
|
||||
|
||||
m_ShadowMapRes = 2048;
|
||||
Gamma = 2.2f;
|
||||
CAtt = 1.0f;
|
||||
LAtt = 0.0f;
|
||||
QAtt = 3.0f;
|
||||
m_ShadowMapRes = 2048*8;
|
||||
m_SunPosition = glm::vec3(0, 3.5f, 10);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-100, 100, -100, 100, -100, 100);
|
||||
Lights = 0;
|
||||
m_SunProjection = glm::ortho<float>(-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<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
/*auto standardVS = std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl"));
|
||||
auto standardFS = std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl"));
|
||||
|
||||
m_ShaderProgram.AddShader(standardVS);
|
||||
@@ -89,12 +92,7 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramNormals.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Normals.frag.glsl")));
|
||||
m_ShaderProgramNormals.Compile();
|
||||
m_ShaderProgramNormals.Link();
|
||||
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
|
||||
m_ShaderProgramShadows.Compile();
|
||||
m_ShaderProgramShadows.Link();
|
||||
|
||||
|
||||
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/VisualizeDepth.vert.glsl")));
|
||||
m_ShaderProgramShadowsDrawDepth.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/VisualizeDepth.frag.glsl")));
|
||||
m_ShaderProgramShadowsDrawDepth.Compile();
|
||||
@@ -108,13 +106,124 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Skybox.vert.glsl")));
|
||||
m_ShaderProgramSkybox.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Skybox.frag.glsl")));
|
||||
m_ShaderProgramSkybox.Compile();
|
||||
m_ShaderProgramSkybox.Link();
|
||||
m_ShaderProgramSkybox.Link();*/
|
||||
|
||||
m_Skybox = std::make_shared<Skybox>("Textures/Skybox/Sunset", "jpg");
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ShadowMap.vert.glsl")));
|
||||
m_ShaderProgramShadows.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ShadowMap.frag.glsl")));
|
||||
m_ShaderProgramShadows.Compile();
|
||||
m_ShaderProgramShadows.Link();
|
||||
|
||||
m_DebugAABB = CreateAABB();
|
||||
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex.glsl")));
|
||||
m_FirstPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
|
||||
m_FirstPassProgram.Compile();
|
||||
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 0, "frag_Diffuse");
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 1, "frag_Position");
|
||||
glBindFragDataLocation(m_FirstPassProgram.GetHandle(), 2, "frag_Normal");
|
||||
m_FirstPassProgram.Link();
|
||||
|
||||
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
|
||||
m_SecondPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2.glsl")));
|
||||
m_SecondPassProgram.Compile();
|
||||
m_SecondPassProgram.Link();
|
||||
|
||||
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/Vertex2.glsl")));
|
||||
m_SecondPassProgram_Debug.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/Fragment2-Debug.glsl")));
|
||||
m_SecondPassProgram_Debug.Compile();
|
||||
m_SecondPassProgram_Debug.Link();
|
||||
|
||||
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/FinalPass.vert.glsl")));
|
||||
m_FinalPassProgram.AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/FinalPass.frag.glsl")));
|
||||
m_FinalPassProgram.Compile();
|
||||
m_FinalPassProgram.Link();
|
||||
m_ScreenQuad = CreateQuad();
|
||||
CreateShadowMap(m_ShadowMapRes);
|
||||
FrameBufferTextures();
|
||||
}
|
||||
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_F1))
|
||||
{
|
||||
m_QuadView = false;
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_F2))
|
||||
{
|
||||
m_QuadView = true;
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
|
||||
{
|
||||
Gamma -= 0.3f * dt;
|
||||
LOG_INFO("Gamma_UP: %f", Gamma);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
{
|
||||
Gamma += 0.3f * dt;
|
||||
LOG_INFO("Gamma_DOWN: %f", Gamma);
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_1))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
CAtt += 0.5f * dt;
|
||||
LOG_INFO("Const: %f", CAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
CAtt -= 0.5f * dt;
|
||||
LOG_INFO("Const: %f", CAtt);
|
||||
}
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_2))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
LAtt += 0.5f * dt;
|
||||
LOG_INFO("Linear: %f", LAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
LAtt -= 0.5f * dt;
|
||||
LOG_INFO("Linear: %f", LAtt);
|
||||
}
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_3))
|
||||
{
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_ADD))
|
||||
{
|
||||
QAtt += 0.5f * dt;
|
||||
LOG_INFO("Quadratic: %f", QAtt);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_SUBTRACT))
|
||||
{
|
||||
QAtt -= 0.5f * dt;
|
||||
LOG_INFO("Quadratic: %f", QAtt);
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawFBO();
|
||||
|
||||
ClearStuff();
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
#pragma region TempRegion
|
||||
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_ShaderProgramSkybox.Bind();
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
m_Skybox->Draw();
|
||||
}
|
||||
|
||||
void Renderer::CreateShadowMap(int resolution)
|
||||
@@ -137,194 +246,35 @@ void Renderer::CreateShadowMap(int resolution)
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("Framebuffer incomplete!");
|
||||
return;
|
||||
|
||||
}
|
||||
}
|
||||
void Renderer::Draw(double dt)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
DrawSkybox();
|
||||
DrawShadowMap();
|
||||
DrawScene();
|
||||
|
||||
#ifdef DEBUG
|
||||
// Draw bounding boxes
|
||||
if (m_DrawBounds)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
|
||||
m_ShaderProgramDebugAABB.Bind();
|
||||
for (auto tuple : AABBsToRender)
|
||||
{
|
||||
glm::mat4 modelMatrix;
|
||||
bool colliding;
|
||||
std::tie(modelMatrix, colliding) = tuple;
|
||||
// Model matrix
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 MVP = cameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
// Color
|
||||
glm::vec4 color(1.f, 1.f, 1.f, 0.f);
|
||||
if (colliding)
|
||||
color = glm::vec4(1.f, 0.f, 0.f, 0.f);
|
||||
glUniform4fv(glGetUniformLocation(m_ShaderProgramDebugAABB.GetHandle(), "Color"), 1, glm::value_ptr(color));
|
||||
glBindVertexArray(m_DebugAABB);
|
||||
glDrawArrays(GL_LINES, 0, 24);
|
||||
}
|
||||
}
|
||||
|
||||
DrawDebugShadowMap();
|
||||
#endif
|
||||
|
||||
ClearStuff();
|
||||
glfwSwapBuffers(m_Window);
|
||||
}
|
||||
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
m_ShaderProgramSkybox.Bind();
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * glm::toMat4(glm::inverse(m_Camera->Orientation()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgramSkybox.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(cameraMatrix));
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
m_Skybox->Draw();
|
||||
}
|
||||
|
||||
void Renderer::DrawScene()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
#ifdef DEBUG
|
||||
glDisable(GL_CULL_FACE);
|
||||
glPolygonMode(GL_BACK, GL_LINE);
|
||||
#endif
|
||||
|
||||
// Draw models
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
m_ShaderProgram.Bind();
|
||||
glUniform1i(glGetUniformLocation(m_ShaderProgram.GetHandle(), "numberOfLights"), Lights);
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "position"), Lights, Light_position.data());
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "specular"), Lights, Light_specular.data());
|
||||
glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "diffuse"), Lights, Light_diffuse.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), Lights, Light_constantAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), Lights, Light_linearAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), Lights, Light_quadraticAttenuation.data());
|
||||
glUniform1fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "spotExponent"), Lights, Light_spotExponent.data());
|
||||
if (m_DrawWireframe)
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
//DrawModels(m_ShaderProgram);
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 MVP;
|
||||
glm::mat4 depthMVP;
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
glm::mat4 modelMatrix;
|
||||
bool visible;
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::mat4 billboardMatrix;
|
||||
std::tie(texture, modelMatrix, billboardMatrix) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw model normals
|
||||
if (m_DrawNormals)
|
||||
{
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels(m_ShaderProgramNormals);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Renderer::DrawShadowMap()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
|
||||
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
glViewport(0, 0, m_ShadowMapRes, m_ShadowMapRes);
|
||||
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
|
||||
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
//Creates the "camera" for the shadowmap from the direction of the sun.
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
|
||||
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
m_ShaderProgramShadows.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
//For each model, render them to the shadowmap
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
Model* model;
|
||||
@@ -425,26 +375,22 @@ void Renderer::AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _constantAttenuation,
|
||||
float _linearAttenuation,
|
||||
float _quadraticAttenuation,
|
||||
float _spotExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
)
|
||||
{
|
||||
Light_position.push_back(_position.x);
|
||||
Light_position.push_back(_position.y);
|
||||
Light_position.push_back(_position.z);
|
||||
Light_specular.push_back(_specular.x);
|
||||
Light_specular.push_back(_specular.y);
|
||||
Light_specular.push_back(_specular.z);
|
||||
Light_diffuse.push_back(_diffuse.x);
|
||||
Light_diffuse.push_back(_diffuse.y);
|
||||
Light_diffuse.push_back(_diffuse.z);
|
||||
Light_constantAttenuation.push_back(_constantAttenuation);
|
||||
Light_linearAttenuation.push_back(_linearAttenuation);
|
||||
Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
||||
Light_spotExponent.push_back(_spotExponent);
|
||||
Lights = Light_constantAttenuation.size();
|
||||
Light light;
|
||||
light.Position = _position;
|
||||
light.Diffuse = _diffuse;
|
||||
light.Specular = _specular;
|
||||
light.SpecularExponent = _specularExponent;
|
||||
light.ConstantAttenuation = _ConstantAttenuation;
|
||||
light.LinearAttenuation = _LinearAttenuation;
|
||||
light.QuadraticAttenuation = _QuadraticAttenuation;
|
||||
light.SphereModelMatrix = CreateLightMatrix(light);
|
||||
Lights.push_back(light);
|
||||
}
|
||||
|
||||
void Renderer::AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding)
|
||||
@@ -577,17 +523,306 @@ 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;
|
||||
}
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
+53
-13
@@ -12,6 +12,7 @@
|
||||
#include "Model.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Skybox.h"
|
||||
#include "ResourceManager.h"
|
||||
|
||||
class Renderer
|
||||
{
|
||||
@@ -26,14 +27,6 @@ public:
|
||||
|
||||
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
|
||||
std::list<std::tuple<Texture*, glm::mat4, glm::mat4>> TexturesToRender;
|
||||
int Lights;
|
||||
std::vector<float> Light_position;
|
||||
std::vector<float> Light_specular;
|
||||
std::vector<float> Light_diffuse;
|
||||
std::vector<float> Light_constantAttenuation;
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
@@ -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<Light> 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<Skybox> 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<Camera> m_Camera;
|
||||
|
||||
ShaderProgram m_ShaderProgram;
|
||||
ShaderProgram m_FirstPassProgram;
|
||||
ShaderProgram m_SecondPassProgram;
|
||||
ShaderProgram m_SecondPassProgram_Debug;
|
||||
ShaderProgram m_FinalPassProgram;
|
||||
|
||||
ShaderProgram m_ShaderProgramNormals;
|
||||
ShaderProgram m_ShaderProgramShadows;
|
||||
ShaderProgram m_ShaderProgramShadowsDrawDepth;
|
||||
ShaderProgram m_ShaderProgramDebugAABB;
|
||||
ShaderProgram m_ShaderProgramSkybox;
|
||||
|
||||
|
||||
|
||||
void ClearStuff();
|
||||
void DrawScene();
|
||||
void DrawModels(ShaderProgram &shader);
|
||||
void DrawShadowMap();
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBOScene();
|
||||
void DrawLightScene();
|
||||
void BindFragDataLocation();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
GLuint CreateAABB();
|
||||
|
||||
@@ -103,6 +103,11 @@ void ShaderProgram::AddShader(std::shared_ptr<Shader> shader)
|
||||
|
||||
void ShaderProgram::Compile()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
if (!shader->IsCompiled())
|
||||
@@ -121,7 +126,7 @@ GLuint ShaderProgram::Link()
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
|
||||
+1
-1
@@ -61,7 +61,7 @@ class ShaderProgram
|
||||
{
|
||||
public:
|
||||
ShaderProgram()
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
: m_ShaderProgramHandle(0) { }
|
||||
~ShaderProgram();
|
||||
|
||||
void AddShader(std::shared_ptr<Shader> shader);
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#version 430
|
||||
|
||||
uniform vec3 La;
|
||||
uniform float Gamma;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
layout (binding=2) uniform sampler2D ShadowTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = ShadowTexel;
|
||||
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
+26
-96
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D PositionTexture;
|
||||
layout (binding=2) uniform sampler2D NormalTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void DrawQuadrant(vec4 texel, vec2 quadrant)
|
||||
{
|
||||
if (-quadrant.x * Input.Position.x < 0 && -quadrant.y * Input.Position.y < 0)
|
||||
{
|
||||
FragColor = texel;
|
||||
}
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture2D(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 PositionTexel = texture2D(PositionTexture, Input.TextureCoord);
|
||||
vec4 NormalTexel = texture2D(NormalTexture, Input.TextureCoord);
|
||||
|
||||
//FragColor = texture2D(DiffuseTexture, Input.TextureCoord * 2 + vec2(0, -1));
|
||||
DrawQuadrant(texture2D(DiffuseTexture, Input.TextureCoord * 2), vec2(-1, 1));
|
||||
DrawQuadrant(texture2D(PositionTexture, Input.TextureCoord * 2), vec2(1, 1));
|
||||
DrawQuadrant(texture2D(NormalTexture, Input.TextureCoord * 2), vec2(-1, -1));
|
||||
|
||||
vec4 AllTexel = texture2D(DiffuseTexture, Input.TextureCoord*2)*texture2D(PositionTexture, Input.TextureCoord*2)*texture2D(NormalTexture, Input.TextureCoord*2);
|
||||
DrawQuadrant(AllTexel, vec2(1, -1));
|
||||
}
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
#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));
|
||||
}
|
||||
+10
-7
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#version 430
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
|
||||
uniform mat4 depthBiasMVP;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
in vec2 TexCoord0;
|
||||
in vec3 Normal0;
|
||||
in vec3 WorldPos0;
|
||||
|
||||
layout (location = 0) out vec3 WorldPosOut;
|
||||
layout (location = 1) out vec3 DiffuseOut;
|
||||
layout (location = 2) out vec3 NormalOut;
|
||||
layout (location = 3) out vec3 TexCoordOut;
|
||||
|
||||
uniform sampler2D gColorMap;
|
||||
|
||||
void main()
|
||||
{
|
||||
WorldPosOut = WorldPos0;
|
||||
DiffuseOut = texture(gColorMap, TexCoord0).xyz;
|
||||
NormalOut = normalize(Normal0);
|
||||
TexCoordOut = vec3(TexCoord0, 0.0);
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
#version 430
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec2 TexCoord;
|
||||
layout (location = 2) in vec3 Normal;
|
||||
|
||||
uniform mat4 gWVP;
|
||||
uniform mat4 gWorld;
|
||||
|
||||
out vec2 TexCoord0;
|
||||
out vec3 Normal0;
|
||||
out vec3 WorldPos0;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = gWVP * vec4(Position, 1.0);
|
||||
TexCoord0 = TexCoord;
|
||||
Normal0 = (gWorld * vec4(Normal, 0.0)).xyz;
|
||||
WorldPos0 = (gWorld * vec4(Position, 1.0)).xyz;
|
||||
}
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
void Systems::FreeSteeringSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("FreeSteering", []() { return new Components::FreeSteering(); });
|
||||
cf->Register<Components::FreeSteering>([]() { return new Components::FreeSteering(); });
|
||||
}
|
||||
|
||||
void Systems::FreeSteeringSystem::Initialize()
|
||||
@@ -19,100 +19,90 @@ void Systems::FreeSteeringSystem::Update(double dt)
|
||||
|
||||
void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
|
||||
auto steering = m_World->GetComponent<Components::FreeSteering>(entity);
|
||||
if (steering)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
glm::vec3 cameraRight = glm::vec3(m_InputController->Orientation * glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 cameraForward = glm::vec3(m_InputController->Orientation * glm::vec4(0, 0, -1, 0));
|
||||
glm::vec3 cameraRight = glm::vec3(transform->Orientation * glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 cameraForward = glm::vec3(transform->Orientation * glm::vec4(0, 0, -1, 0));
|
||||
glm::vec3 movement;
|
||||
movement += cameraRight * m_InputController->Movement.x;
|
||||
movement.y += m_InputController->Movement.y;
|
||||
movement += cameraForward * -m_InputController->Movement.z;
|
||||
transform->Position += movement * steering->Speed * m_InputController->SpeedMultiplier * (float)dt;
|
||||
transform->Orientation = m_InputController->Orientation;
|
||||
float speedMultiplier = 1.f;
|
||||
if (m_InputController->SpeedMultiplier > 0)
|
||||
speedMultiplier *= 4;
|
||||
else if (m_InputController->SpeedMultiplier < 0)
|
||||
speedMultiplier /= 4;
|
||||
|
||||
transform->Position += movement * steering->Speed * speedMultiplier * (float)dt;
|
||||
|
||||
glm::quat mouseOrientationPitch = glm::quat(m_InputController->MouseOrientation * glm::vec3(1, 0, 0));
|
||||
glm::quat mouseOrientationYaw = glm::quat(m_InputController->MouseOrientation * glm::vec3(0, 1, 0));
|
||||
|
||||
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
|
||||
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
|
||||
glm::quat controllerOrientationYaw = glm::quat(controllerOrientationEuler * glm::vec3(0, 1, 0));
|
||||
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = (mouseOrientationYaw * controllerOrientationYaw)
|
||||
* transform->Orientation
|
||||
* (mouseOrientationPitch * controllerOrientationPitch);
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
}
|
||||
|
||||
m_InputController->MouseOrientation = glm::vec3(0);
|
||||
}
|
||||
|
||||
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
// Movement
|
||||
if (event.Command == "+cam_forward")
|
||||
if (event.Command == "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<float>(event.DeltaX / 300.f, glm::vec3(0, -1, 0)) * Orientation * glm::angleAxis<float>(event.DeltaY / 300.f, glm::vec3(-1, 0, 0));
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/FreeSteering.h"
|
||||
#include "InputController.h"
|
||||
#include "Events/LockMouse.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -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;
|
||||
|
||||
|
||||
+65
-15
@@ -4,7 +4,7 @@
|
||||
|
||||
void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Input", []() { return new Components::Input(); });
|
||||
cf->Register<Components::Input>([]() { return new Components::Input(); });
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Initialize()
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -34,10 +34,13 @@ public:
|
||||
void Update(double dt) override;
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, float> m_CommandValues; // command string -> command current value
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandKeyboardValues; // command string -> keyboard key value for command
|
||||
std::unordered_map<std::string, std::unordered_map<int, float>> m_CommandMouseButtonValues; // command string -> mouse button value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Axis, float>> m_CommandGamepadAxisValues; // command string -> gamepad axis value for command
|
||||
std::unordered_map<std::string, std::unordered_map<Gamepad::Button, float>> m_CommandGamepadButtonValues; // command string -> gamepad button value for command
|
||||
// Input binding tables
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_KeyBindings; // GLFW_KEY... -> command string & value
|
||||
std::unordered_map<int, std::string> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_map<int, std::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_map<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
|
||||
std::unordered_map<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
||||
|
||||
@@ -66,6 +69,7 @@ private:
|
||||
EventRelay<Events::BindGamepadButton> m_EBindGamepadButton;
|
||||
bool OnBindGamepadButton(const Events::BindGamepadButton &event);
|
||||
|
||||
float GetCommandTotalValue(std::string command);
|
||||
void PublishCommand(int playerID, std::string command, float value);
|
||||
};
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
void Systems::ParticleSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
}
|
||||
|
||||
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<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent)
|
||||
return;
|
||||
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
if(emitterComponent)
|
||||
{
|
||||
emitterComponent->TimeSinceLastSpawn += dt;
|
||||
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
|
||||
{
|
||||
SpawnParticles(entity);
|
||||
@@ -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<Components::Transform>(particleID, "Transform");
|
||||
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID, "Particle");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(particleID);
|
||||
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID);
|
||||
|
||||
double timeLived = glfwGetTime() - it->SpawnTime;
|
||||
if(timeLived > particleComponent->LifeTime)
|
||||
@@ -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<Components::ParticleEmitter>([]() { return new Components::ParticleEmitter(); });
|
||||
cf->Register<Components::Particle>([]() { return new Components::Particle(); });
|
||||
}
|
||||
|
||||
|
||||
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
|
||||
{
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID, "ParticleEmitter");
|
||||
auto emitterTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID);
|
||||
auto emitterTransform = m_World->GetComponent<Components::Transform>(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<Components::Transform>(ent, "Transform");
|
||||
auto particleTransform = m_World->GetComponent<Components::Transform>(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<Components::Particle>(ent, "Particle");
|
||||
auto particle = m_World->AddComponent<Components::Particle>(ent);
|
||||
particle->LifeTime = emitterComponent->LifeTime;
|
||||
particle->ScaleSpectrum = emitterComponent->ScaleSpectrum;
|
||||
particle->VelocitySpectrum.push_back(particleTransform->Velocity);
|
||||
|
||||
@@ -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<Components::Physics>([]() { return new Components::Physics(); });
|
||||
cf->Register<Components::BoxShape>([]() { return new Components::BoxShape(); });
|
||||
cf->Register<Components::SphereShape>([]() { return new Components::SphereShape(); });
|
||||
cf->Register<Components::Vehicle>([]() { return new Components::Vehicle(); });
|
||||
cf->Register<Components::Wheel>([]() { return new Components::Wheel(); });
|
||||
cf->Register<Components::MeshShape>([]() { return new Components::MeshShape(); });
|
||||
cf->Register<Components::HingeConstraint>([]() { return new Components::HingeConstraint(); });
|
||||
cf->Register<Components::WheelPair>([]() { return new Components::WheelPair(); });
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::Update(double dt)
|
||||
@@ -132,7 +132,7 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
if (m_RigidBodies.find(entity) == m_RigidBodies.end())
|
||||
continue;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
continue;
|
||||
|
||||
@@ -143,7 +143,7 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
|
||||
if (parent)
|
||||
{
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->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<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity);
|
||||
if (wheelComponent)
|
||||
{
|
||||
EntityID car = m_World->GetEntityParent(entity);
|
||||
@@ -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<Components::Transform>(parent, "Transform");
|
||||
auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent);
|
||||
|
||||
transformComponent->Position = ConvertPosition(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = ConvertRotation(m_RigidBodies[entity]->getRotation());
|
||||
@@ -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<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity);
|
||||
if (wheelComponent)
|
||||
{
|
||||
wheelComponent->ID = m_Wheels.size();
|
||||
@@ -245,9 +245,9 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
|
||||
EntityID entityParent = m_World->GetEntityBaseParent(entity);
|
||||
|
||||
auto sphereComponent = m_World->GetComponent<Components::SphereShape>(entity, "SphereShape");
|
||||
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity, "BoxShape");
|
||||
auto meshShapeComponent = m_World->GetComponent<Components::MeshShape >(entity, "MeshShape");
|
||||
auto sphereComponent = m_World->GetComponent<Components::SphereShape>(entity);
|
||||
auto boxComponent = m_World->GetComponent<Components::BoxShape>(entity);
|
||||
auto meshShapeComponent = m_World->GetComponent<Components::MeshShape >(entity);
|
||||
|
||||
if(entityParent == entity && (sphereComponent || boxComponent || meshShapeComponent))
|
||||
{
|
||||
@@ -255,7 +255,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
return;
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physicsComponent)
|
||||
{
|
||||
hkpShape* shape;
|
||||
@@ -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<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->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<Components::Vehicle >(entity, "Vehicle");
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity);
|
||||
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
|
||||
{
|
||||
for (int i = 0; i < m_Wheels.size(); i++)
|
||||
@@ -365,7 +365,7 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
for (auto &shapeData : m_Shapes[entity])
|
||||
{
|
||||
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity, "Transform");
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity);
|
||||
|
||||
hkVector4 position = ConvertPosition(childTransformComponent->Position);
|
||||
hkQuaternion rotation = ConvertRotation(childTransformComponent->Orientation);
|
||||
@@ -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<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->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<Components::Vehicle>(event.Entity, "Vehicle");
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(event.Entity);
|
||||
if (vehicleComponent && m_Vehicles.find(event.Entity) != m_Vehicles.end() && m_RigidBodies.find(event.Entity) != m_RigidBodies.end())
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
|
||||
@@ -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<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent != nullptr)
|
||||
{
|
||||
auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
|
||||
@@ -31,7 +31,7 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(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<Components::Camera>(entity, "Camera");
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(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<Components::Sprite>(entity, "Sprite");
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if(spriteComponent != nullptr)
|
||||
{
|
||||
//TEMP
|
||||
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
//glBindTexture(GL_TEXTURE_2D, texture);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
|
||||
m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
|
||||
}
|
||||
@@ -70,16 +71,18 @@ void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Camera", []() { return new Components::Camera(); });
|
||||
cf->Register("Model", []() { return new Components::Model(); });
|
||||
cf->Register("Sprite", []() { return new Components::Sprite(); });
|
||||
cf->Register("PointLight", []() { return new Components::PointLight(); });
|
||||
cf->Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
||||
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
|
||||
cf->Register<Components::Model>([]() { return new Components::Model(); });
|
||||
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
|
||||
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
|
||||
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
|
||||
@@ -29,7 +29,7 @@ void Systems::SoundSystem::Initialize()
|
||||
|
||||
void Systems::SoundSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
|
||||
cf->Register<Components::SoundEmitter>([]() { return new Components::SoundEmitter(); });
|
||||
}
|
||||
|
||||
void Systems::SoundSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
@@ -44,7 +44,7 @@ void Systems::SoundSystem::Update(double dt)
|
||||
|
||||
void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
@@ -68,7 +68,7 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
|
||||
alListenerfv(AL_ORIENTATION, listenerOri);
|
||||
}
|
||||
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity, "SoundEmitter");
|
||||
auto soundEmitter = m_World->GetComponent<Components::SoundEmitter>(entity);
|
||||
if(soundEmitter != nullptr)
|
||||
{
|
||||
ALuint source = m_Sources[soundEmitter];
|
||||
|
||||
@@ -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<Components::TankSteering>([]() { return new Components::TankSteering(); });
|
||||
cf->Register<Components::TowerSteering>([]() { return new Components::TowerSteering(); });
|
||||
cf->Register<Components::BarrelSteering>([]() { return new Components::BarrelSteering(); });
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::Initialize()
|
||||
@@ -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<Components::TankSteering>(entity, "TankSteering");
|
||||
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(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<Components::TowerSteering>(entity, "TowerSteering");
|
||||
auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(entity);
|
||||
if(towerSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * m_TowerInputController->TowerDirection * (float)dt, towerSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
}
|
||||
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(entity, "BarrelSteering");
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(entity);
|
||||
if(barrelSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(entity);
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->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<Systems::TransformSystem>("TransformSystem")->AbsoluteTransform(barrelSteeringComponent->ShotTemplate);
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone, "Transform");
|
||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate);
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||
cloneTransform->Position = templateAbsoluteTransform.Position;
|
||||
cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation;
|
||||
Events::SetVelocity e;
|
||||
|
||||
@@ -7,8 +7,8 @@
|
||||
// if (parent == 0)
|
||||
// return;
|
||||
//
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent, "Transform");
|
||||
// auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
// auto parentTransform = m_World->GetComponent<Components::Transform>(parent);
|
||||
//
|
||||
// transform->Position = parentTransform->Position + transform->RelativePosition;
|
||||
//}
|
||||
@@ -20,10 +20,10 @@ glm::vec3 Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(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<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absOrientation = transform->Orientation * absOrientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
@@ -53,7 +53,7 @@ glm::vec3 Systems::TransformSystem::AbsoluteScale(EntityID entity)
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absScale *= transform->Scale;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
@@ -69,9 +69,9 @@ Components::Transform Systems::TransformSystem::AbsoluteTransform(EntityID entit
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Position
|
||||
if (entity == 0)
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
#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 */
|
||||
+1
-11
@@ -132,11 +132,6 @@ void World::Initialize()
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Component> World::AddComponent(EntityID entity, std::string componentType)
|
||||
{
|
||||
return AddComponent<Component>(entity, componentType);
|
||||
}
|
||||
|
||||
void World::CommitEntity(EntityID entity)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
@@ -158,11 +153,6 @@ void World::AddComponent(EntityID entity, std::string componentType, std::shared
|
||||
}
|
||||
}
|
||||
|
||||
void World::AddSystem(std::string systemType)
|
||||
{
|
||||
m_Systems[systemType] = std::shared_ptr<System>(m_SystemFactory.Create(systemType));
|
||||
}
|
||||
|
||||
EntityID World::CloneEntity(EntityID entity, EntityID parent /* = 0 */)
|
||||
{
|
||||
int clone = CreateEntity(parent);
|
||||
@@ -170,7 +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<Component>(pair.second->Clone());
|
||||
if (component != nullptr)
|
||||
|
||||
+21
-19
@@ -13,6 +13,7 @@
|
||||
#include "Factory.h"
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "Components/Template.h"
|
||||
#include "System.h"
|
||||
#include "EventBroker.h"
|
||||
#include "ResourceManager.h"
|
||||
@@ -31,10 +32,14 @@ public:
|
||||
virtual void AddSystems() = 0;
|
||||
virtual void RegisterComponents() = 0;
|
||||
|
||||
template <typename T>
|
||||
void AddSystem()
|
||||
{
|
||||
m_Systems[typeid(T).name()] = std::shared_ptr<System>(m_SystemFactory.Create<T>());
|
||||
}
|
||||
|
||||
void AddSystem(std::string systemType);
|
||||
template <class T>
|
||||
std::shared_ptr<T> GetSystem(std::string systemType);
|
||||
template <typename T>
|
||||
std::shared_ptr<T> GetSystem();
|
||||
|
||||
EntityID CreateEntity(EntityID parent = 0);
|
||||
EntityID CloneEntity(EntityID entity, EntityID parent = 0);
|
||||
@@ -69,10 +74,9 @@ public:
|
||||
}
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<Component> AddComponent(EntityID entity, std::string componentType);
|
||||
std::shared_ptr<T> AddComponent(EntityID entity);
|
||||
template <class T>
|
||||
T* GetComponent(EntityID entity, std::string componentType);
|
||||
T* GetComponent(EntityID entity);
|
||||
// Triggers commit events in systems
|
||||
void CommitEntity(EntityID entity);
|
||||
|
||||
@@ -117,11 +121,13 @@ protected:
|
||||
};
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> World::GetSystem(std::string systemType)
|
||||
std::shared_ptr<T> World::GetSystem()
|
||||
{
|
||||
const char* systemType = typeid(T).name();
|
||||
|
||||
if (m_Systems.find(systemType) == m_Systems.end())
|
||||
{
|
||||
LOG_WARNING("Tried to get pointer to unregistered system \"%s\"!", systemType.c_str());
|
||||
LOG_WARNING("Tried to get pointer to unregistered system \"%s\"!", systemType);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -129,12 +135,14 @@ std::shared_ptr<T> World::GetSystem(std::string systemType)
|
||||
}
|
||||
|
||||
template <class T>
|
||||
std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentType)
|
||||
std::shared_ptr<T> World::AddComponent(EntityID entity)
|
||||
{
|
||||
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create(componentType)));
|
||||
const char* componentType = typeid(T).name();
|
||||
|
||||
std::shared_ptr<T> component = std::shared_ptr<T>(static_cast<T*>(m_ComponentFactory.Create<T>()));
|
||||
if (component == nullptr)
|
||||
{
|
||||
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType.c_str(), entity);
|
||||
LOG_ERROR("Failed to attach invalid component \"%s\" to entity #%i", componentType, entity);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
@@ -145,17 +153,11 @@ std::shared_ptr<T> World::AddComponent(EntityID entity, std::string componentTyp
|
||||
|
||||
|
||||
template <class T>
|
||||
T* World::GetComponent(EntityID entity, std::string componentType)
|
||||
T* World::GetComponent(EntityID entity)
|
||||
{
|
||||
|
||||
/*auto it0 = m_EntityComponents.find(entity);
|
||||
|
||||
if (it0 == m_EntityComponents.end())
|
||||
return nullptr;*/
|
||||
|
||||
auto components = m_EntityComponents[entity];
|
||||
|
||||
auto it = components.find(componentType);
|
||||
auto it = components.find(typeid(T).name());
|
||||
if (it != components.end())
|
||||
{
|
||||
return static_cast<T*>(it->second.get());
|
||||
|
||||
@@ -1,40 +0,0 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "gBuffer.h"
|
||||
|
||||
bool GBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight)
|
||||
{
|
||||
// Create the FBO
|
||||
glGenFramebuffers(1, &m_fbo);
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo);
|
||||
|
||||
// Create the gbuffer textures
|
||||
glGenTextures(ARRAY_SIZE_IN_ELEMENTS(m_textures), m_textures);
|
||||
glGenTextures(1, &m_depthTexture);
|
||||
|
||||
for (unsigned int i = 0 ; i < ARRAY_SIZE_IN_ELEMENTS(m_textures) ; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, m_textures[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0);
|
||||
}
|
||||
|
||||
// depth
|
||||
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
|
||||
NULL);
|
||||
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);
|
||||
|
||||
GLenum DrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(ARRAY_SIZE_IN_ELEMENTS(DrawBuffers), DrawBuffers);
|
||||
|
||||
GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
|
||||
if (Status != GL_FRAMEBUFFER_COMPLETE) {
|
||||
printf("FB error, status: 0x%x\n", Status);
|
||||
return false;
|
||||
}
|
||||
|
||||
// restore default FBO
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
#ifndef gBuffer_h__
|
||||
#define gBuffer_h__
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
class GBuffer
|
||||
{
|
||||
public:
|
||||
|
||||
enum GBUFFER_TEXTURE_TYPE {
|
||||
GBUFFER_TEXTURE_TYPE_POSITION,
|
||||
GBUFFER_TEXTURE_TYPE_DIFFUSE,
|
||||
GBUFFER_TEXTURE_TYPE_NORMAL,
|
||||
GBUFFER_TEXTURE_TYPE_TEXCOORD,
|
||||
GBUFFER_NUM_TEXTURES
|
||||
};
|
||||
|
||||
GBuffer();
|
||||
|
||||
~GBuffer();
|
||||
|
||||
bool Init(unsigned int WindowWidth, unsigned int WindowHeight);
|
||||
|
||||
void BindForWriting();
|
||||
|
||||
void BindForReading();
|
||||
|
||||
private:
|
||||
|
||||
GLuint m_fbo;
|
||||
GLuint m_textures[GBUFFER_NUM_TEXTURES];
|
||||
GLuint m_depthTexture;
|
||||
};
|
||||
|
||||
#endif //gBuffer_h__
|
||||
Reference in New Issue
Block a user