Viewports fixed. Damage HUD. Free steering fixed.

This commit is contained in:
2014-05-28 20:22:38 +02:00
parent f813f8d2ca
commit cc42b94000
18 changed files with 744 additions and 1132 deletions
+2 -2
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@@ -9,9 +9,9 @@ namespace Components
struct Health : Component
{
Health()
: health(1.0f){ }
: Amount(1.0f) { }
float health;
float Amount;
virtual Health* Clone() const override { return new Health(*this); }
};
+3 -3
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@@ -5,13 +5,13 @@
namespace Events
{
struct Damage : Event
{
EntityID Entity;
float damage;
float Amount;
};
}
#endif // Events_Damage_h__
+3 -2
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@@ -36,8 +36,7 @@ public:
// Create a frame as a child
Frame(Frame* parent, std::string name)
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
, m_Name(name)
: m_Name(name)
, m_Layer(0)
{ SetParent(std::shared_ptr<Frame>(parent)); }
@@ -52,6 +51,8 @@ public:
return;
}
Width = parent->Width;
Height = parent->Height;
m_Layer = parent->Layer() + 1;
parent->AddChild(std::shared_ptr<Frame>(this));
m_Parent = parent;
+9 -20
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@@ -5,8 +5,7 @@
#include "GUI/WorldFrame.h"
#include "GUI/Viewport.h"
#include "GUI/TextureFrame.h"
#include "Events/Damage.h"
#include "GUI/PlayerHUD.h"
#include "GameWorld.h"
@@ -19,42 +18,32 @@ public:
GameFrame(Frame* parent, std::string name)
: Frame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EDamage, &GameFrame::OnDamage);
m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
auto worldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
{
vp1 = new Viewport(worldFrame, "Viewport1", m_World);
vp1->X = 0;
vp1->Width = 640;
vp1->Height = 720 / 2;
new PlayerHUD(vp1, "PlayerHUD", m_World, 1);
vp2 = new Viewport(worldFrame, "Viewport2", m_World);
vp2->X = vp1->Right();
vp2->Width = 640;
vp2->Height = 720 / 2;
new PlayerHUD(vp2, "PlayerHUD", m_World, 2);
tex = new TextureFrame(vp1, "TextureFrameThingy");
tex->SetTexture("Textures/GUI/hurt.png");
auto vpc = new Viewport(worldFrame, "ViewportFreeCam", m_World);
vpc->Y = 720 / 2;
vpc->Height = 720 / 2;
}
m_World->Initialize();
}
void Update(double dt)
{
}
bool OnDamage(const Events::Damage &event)
{
//tex->SetTexture("Textures/GUI/hurt.png");
return false;
}
private:
EventRelay<Frame, Events::Damage> m_EDamage;
std::shared_ptr<GameWorld> m_World;
Viewport* vp1;
Viewport* vp2;
TextureFrame* tex;
};
}
+53
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@@ -0,0 +1,53 @@
#ifndef GUI_HealthOverlay_h__
#define GUI_HealthOverlay_h__
#include "GUI/TextureFrame.h"
#include "World.h"
#include "Events/Damage.h"
#include "Components/Player.h"
#include "Components/Health.h"
namespace GUI
{
class HealthOverlay : public TextureFrame
{
public:
HealthOverlay(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: TextureFrame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
EVENT_SUBSCRIBE_MEMBER(m_EDamage, &HealthOverlay::OnDamage);
SetTexture("Textures/GUI/hurt.png");
SetColor(glm::vec4(0.f));
}
bool OnDamage(const Events::Damage &event)
{
auto player = m_World->GetComponent<Components::Player>(event.Entity);
if (!player)
return false;
if (player->ID != m_PlayerID)
return false;
auto health = m_World->GetComponent<Components::Health>(event.Entity);
if (!health)
return false;
SetColor(glm::vec4(1.f, 1.f, 1.f, 1 - health->Amount / 100.f));
return true;
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
EventRelay<Frame, Events::Damage> m_EDamage;
};
}
#endif // GUI_TextureFrame_h__
+30
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@@ -0,0 +1,30 @@
#include "GUI/Frame.h"
#include "GUI/HealthOverlay.h"
#ifndef GUI_PlayerHUD_h__
#define GUI_PlayerHUD_h__
namespace GUI
{
class PlayerHUD : public Frame
{
public:
PlayerHUD(Frame* parent, std::string name, std::shared_ptr<World> world, int playerID)
: Frame(parent, name)
, m_World(world)
, m_PlayerID(playerID)
{
m_HealthOverlay = new HealthOverlay(this, "HealthOverlay", m_World, m_PlayerID);
}
protected:
std::shared_ptr<World> m_World;
int m_PlayerID;
HealthOverlay* m_HealthOverlay;
};
}
#endif // GUI_TextureFrame_h__
+13 -4
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@@ -11,7 +11,10 @@ class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
: Frame(parent, name)
, m_Texture(nullptr)
, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
{ }
void Draw(std::shared_ptr<Renderer> renderer) override
{
@@ -22,20 +25,26 @@ public:
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
RenderQueue.Add(job);
renderer->SetCamera(nullptr);
renderer->DrawFrame(RenderQueue);
}
std::shared_ptr<::Texture> Texture() const { return m_Texture; }
::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = std::shared_ptr<::Texture>(ResourceManager->Load<::Texture>("Texture", resourceName));
m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
std::shared_ptr<::Texture> m_Texture;
::Texture* m_Texture;
glm::vec4 m_Color;
};
}
+602 -1085
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File diff suppressed because it is too large Load Diff
+3
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@@ -57,6 +57,9 @@ public:
void Initialize();
EntityID CreateTank(int playerID);
EntityID CreateJeep(int playerID);
void RegisterSystems() override;
void AddSystems() override;
void RegisterComponents() override;
+2 -2
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@@ -30,10 +30,10 @@ struct ModelJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
GLuint ShaderProgram;
GLuint DiffuseTexture;
GLuint NormalTexture;
GLuint SpecularTexture;
glm::vec4 Color;
GLuint VAO;
unsigned int StartIndex;
unsigned int EndIndex;
@@ -50,8 +50,8 @@ struct SpriteJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
GLuint ShaderProgram;
GLuint Texture;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
+5 -4
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@@ -259,8 +259,8 @@ void Renderer::Draw(double dt)
void Renderer::DrawFrame(RenderQueue &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
@@ -341,6 +341,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
@@ -362,8 +363,8 @@ void Renderer::DrawWorld(RenderQueue &rq)
Base pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
glViewport(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, -m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
//glViewport(0, 0, m_Width, m_Height);
// Clear G-buffer
+3 -1
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@@ -1,5 +1,7 @@
#version 430
uniform vec4 Color;
layout(binding=0) uniform sampler2D texture0;
in VertexData {
@@ -14,5 +16,5 @@ void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel;
fragmentColor = texel * Color;
}
+2 -2
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@@ -16,7 +16,7 @@ void Systems::DamageSystem::Initialize()
bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
{
auto health = m_World->GetComponent<Components::Health>(event.Entity);
health->health -= event.damage;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->health);
health->Amount -= event.Amount;
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
return true;
}
+3 -3
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@@ -40,6 +40,7 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
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));
m_InputController->MouseOrientation = glm::vec3(0);
glm::vec3 controllerOrientationEuler = m_InputController->ControllerOrientation * (float)dt;
glm::quat controllerOrientationPitch = glm::quat(controllerOrientationEuler * glm::vec3(1, 0, 0));
@@ -53,8 +54,6 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
//---------------------------------------------------------------------
// 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)
@@ -80,7 +79,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnCommand(const E
}
// Mouse click
else if (event.Command == "cam_attack")
else if (event.Command == "cam_lock")
{
OrientationActive = event.Value > 0;
@@ -113,6 +112,7 @@ bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const
if (OrientationActive)
{
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
LOG_DEBUG("Mouse DX: %f", event.DeltaX);
}
return true;
+1 -1
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@@ -813,4 +813,4 @@ bool Systems::PhysicsSystem::OnDisableCollisions( const Events::DisableCollision
m_PhysicsWorld->setCollisionFilter(m_CollisionFilter);
m_PhysicsWorld->unmarkForWrite();
return true;
}
}
+1 -1
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@@ -150,7 +150,7 @@ bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
{
Events::Damage d;
d.Entity = physicsEntity;
d.damage = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
d.Amount = (1.f - pow(distance / radius, 2)) * shellComponent->Damage;
EventBroker->Publish(d);
}