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| 5e402af093 |
@@ -31,5 +31,4 @@ ipch/
|
||||
Ankh.NoLoad
|
||||
*.orig
|
||||
|
||||
assets/
|
||||
!libs/*.lib
|
||||
@@ -0,0 +1,4 @@
|
||||
[submodule "assets"]
|
||||
path = assets
|
||||
url = returngeance@shard.imon.nu:Assets
|
||||
branch = master
|
||||
Submodule
+1
Submodule assets added at a71e214594
@@ -7,6 +7,8 @@
|
||||
struct Component
|
||||
{
|
||||
EntityID Entity;
|
||||
|
||||
virtual Component* Clone() const = 0;
|
||||
};
|
||||
|
||||
class ComponentFactory : public Factory<Component*> { };
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
#ifndef BarrelSteering_h__
|
||||
#define BarrelSteering_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct BarrelSteering : Component
|
||||
{
|
||||
BarrelSteering()
|
||||
: TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ }
|
||||
float TurnSpeed;
|
||||
glm::vec3 Axis;
|
||||
EntityID ShotTemplate;
|
||||
float ShotSpeed;
|
||||
|
||||
virtual BarrelSteering* Clone() const override { return new BarrelSteering(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // BarrelSteering_h__
|
||||
@@ -6,14 +6,16 @@
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Box : Component
|
||||
struct BoxShape : Component
|
||||
{
|
||||
Box()
|
||||
BoxShape()
|
||||
: Width(1.f), Height(1.f), Depth(1.f){ }
|
||||
|
||||
float Width;
|
||||
float Height;
|
||||
float Depth;
|
||||
|
||||
virtual BoxShape* Clone() const override { return new BoxShape(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
@@ -2,17 +2,23 @@
|
||||
#define Components_Camera_h__
|
||||
|
||||
#include "Component.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Camera : Component
|
||||
{
|
||||
Camera() : FOV(glm::radians(45.f)), NearClip(0.1f), FarClip(100.f) { }
|
||||
Camera()
|
||||
: FOV(glm::radians(45.f))
|
||||
, NearClip(0.1f)
|
||||
, FarClip(100.f) { }
|
||||
|
||||
float FOV;
|
||||
float NearClip;
|
||||
float FarClip;
|
||||
|
||||
virtual Camera* Clone() const override { return new Camera(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -13,6 +13,8 @@ struct DirectionalLight : Component
|
||||
float MaxRange;
|
||||
float SpecularIntensity;
|
||||
Color Color;
|
||||
|
||||
virtual DirectionalLight* Clone() const override { return new DirectionalLight(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -9,6 +9,8 @@ struct FreeSteering : Component
|
||||
{
|
||||
FreeSteering() : Speed(35) { }
|
||||
float Speed;
|
||||
|
||||
virtual FreeSteering* Clone() const override { return new FreeSteering(*this); }
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Components_Health_h__
|
||||
#define Components_Health_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Health : Component
|
||||
{
|
||||
Health()
|
||||
: health(1.0f){ }
|
||||
|
||||
float health;
|
||||
|
||||
virtual Health* Clone() const override { return new Health(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Components_Health_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef HelicopterSteering_h__
|
||||
#define HelicopterSteering_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct HelicopterSteering : Component
|
||||
{
|
||||
HelicopterSteering* Clone() const override { return new HelicopterSteering(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // HelicopterSteering_h__
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Components_HingeConstraint_h__
|
||||
#define Components_HingeConstraint_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct HingeConstraint : Component
|
||||
{
|
||||
EntityID LinkedEntity;
|
||||
glm::vec3 Pivot;
|
||||
glm::vec3 Axis;
|
||||
|
||||
virtual HingeConstraint* Clone() const override { return new HingeConstraint(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Components_HingeConstraint_h__
|
||||
+10
-10
@@ -1,10 +1,6 @@
|
||||
#ifndef Components_Input_h__
|
||||
#define Components_Input_h__
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
@@ -12,12 +8,16 @@ namespace Components
|
||||
|
||||
struct Input : Component
|
||||
{
|
||||
std::array<int, GLFW_KEY_LAST+1> KeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> MouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> LastMouseState;
|
||||
float dX, dY;
|
||||
float WheelDelta;
|
||||
/*Input()
|
||||
: Keyboard(false)
|
||||
, Mouse(false)
|
||||
, GamepadID(0) { }
|
||||
|
||||
bool Keyboard;
|
||||
bool Mouse;
|
||||
int GamepadID;*/
|
||||
|
||||
virtual Input* Clone() const override { return new Input(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef Components_MeshShape_h__
|
||||
#define Components_MeshShape_h__
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct MeshShape : Component
|
||||
{
|
||||
std::string ResourceName;
|
||||
|
||||
virtual MeshShape* Clone() const override { return new MeshShape(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
#endif // !Components_MeshShape_h__
|
||||
@@ -16,6 +16,8 @@ struct Model : Component
|
||||
Color Color;
|
||||
bool Visible;
|
||||
bool ShadowCaster;
|
||||
|
||||
virtual Model* Clone() const override { return new Model(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#ifndef Components_Particle_h__
|
||||
#define Components_Particle_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Component.h"
|
||||
#include "Color.h"
|
||||
#include <vector>
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Particle : Component
|
||||
{
|
||||
std::vector<Color> ColorSpectrum;
|
||||
std::vector<glm::vec3> ScaleSpectrum;
|
||||
double LifeTime;
|
||||
std::vector<glm::vec3> VelocitySpectrum;
|
||||
std::vector<float> AngularVelocitySpectrum;
|
||||
std::vector<glm::vec3> OrientationSpectrum; //Keep?
|
||||
|
||||
virtual Particle* Clone() const override { return new Particle(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
#endif // !Components_Particle_h__
|
||||
@@ -5,20 +5,40 @@
|
||||
#include "Color.h"
|
||||
#include <vector>
|
||||
|
||||
namespace Systems { class ParticleSystem; }
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct ParticleEmitter : Component
|
||||
{
|
||||
int ParticleTemplate;
|
||||
friend class Systems::ParticleSystem;
|
||||
|
||||
ParticleEmitter()
|
||||
: SpawnFrequency(0)
|
||||
, SpawnCount(0)
|
||||
, SpreadAngle(0)
|
||||
, LifeTime(0)
|
||||
, TimeSinceLastSpawn(100) { } // TEMP fulhack så att partiklarna spawnar direkt
|
||||
|
||||
EntityID ParticleTemplate;
|
||||
float SpawnFrequency;
|
||||
float Speed;
|
||||
int SpawnCount;
|
||||
std::vector<Color> ColorSpectrum;
|
||||
std::vector<float> ScaleSpectrum;
|
||||
std::vector<glm::vec3> ScaleSpectrum;
|
||||
float SpreadAngle;
|
||||
float LifeTime;
|
||||
std::vector<float[3]> VelocitySpectrum;
|
||||
std::vector<float[3]> AngularVelocitySpectrum;
|
||||
double LifeTime;
|
||||
bool UseGoalVelocity;
|
||||
glm::vec3 GoalVelocity;
|
||||
std::vector<float> AngularVelocitySpectrum;
|
||||
std::vector<glm::vec3> OrientationSpectrum; //Keep?
|
||||
|
||||
private:
|
||||
double TimeSinceLastSpawn;
|
||||
|
||||
virtual ParticleEmitter* Clone() const override { return new ParticleEmitter(*this); }
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -13,6 +13,8 @@ struct Physics : Component
|
||||
|
||||
float Mass;
|
||||
bool Static;
|
||||
|
||||
virtual Physics* Clone() const override { return new Physics(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Player_h__
|
||||
#define Player_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Player : Component
|
||||
{
|
||||
Player()
|
||||
: ID(0) { }
|
||||
|
||||
int ID;
|
||||
|
||||
virtual Player* Clone() const override { return new Player(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Player_h__
|
||||
@@ -9,15 +9,24 @@ namespace Components
|
||||
|
||||
struct PointLight : Component
|
||||
{
|
||||
float Intensity;
|
||||
float MaxRange;
|
||||
float constantAttenuation, linearAttenuation, quadraticAttenuation;
|
||||
float spotExponent;
|
||||
PointLight()
|
||||
: Specular(1.0f, 1.0f, 1.0f)
|
||||
, Diffuse(1.0f, 1.0f, 1.0f)
|
||||
, specularExponent(50.0f)
|
||||
, ConstantAttenuation(1.0f)
|
||||
, LinearAttenuation(0.f)
|
||||
, QuadraticAttenuation(3.f)
|
||||
{ }
|
||||
|
||||
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
|
||||
Color color;
|
||||
|
||||
glm::vec3 Specular;
|
||||
glm::vec3 Diffuse;
|
||||
float specularExponent;
|
||||
float Scale;
|
||||
|
||||
virtual PointLight* Clone() const override { return new PointLight(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -17,6 +17,8 @@ struct SoundEmitter : Component
|
||||
float Pitch;
|
||||
bool Loop;
|
||||
std::string Path;
|
||||
|
||||
virtual SoundEmitter* Clone() const override { return new SoundEmitter(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -6,12 +6,14 @@
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Sphere : Component
|
||||
struct SphereShape : Component
|
||||
{
|
||||
Sphere()
|
||||
SphereShape()
|
||||
: Radius(1.f){ }
|
||||
|
||||
float Radius;
|
||||
|
||||
virtual SphereShape* Clone() const override { return new SphereShape(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
@@ -13,6 +13,8 @@ struct Sprite : Component
|
||||
{
|
||||
std::string SpriteFile;
|
||||
Color Color;
|
||||
|
||||
virtual Sprite* Clone() const override { return new Sprite(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef TankSteering_h__
|
||||
#define TankSteering_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
struct TankSteering : Component
|
||||
{
|
||||
EntityID Player;
|
||||
EntityID Turret;
|
||||
EntityID Barrel;
|
||||
TankSteering* Clone() const override { return new TankSteering(*this); }
|
||||
};
|
||||
}
|
||||
|
||||
#endif // TankSteering_h__
|
||||
@@ -6,7 +6,12 @@
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Template : Component { };
|
||||
struct Template
|
||||
: public Component
|
||||
{
|
||||
virtual Template* Clone() const override { return nullptr; }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // !Components_Template_h__
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef TowerSteering_h__
|
||||
#define TowerSteering_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct TowerSteering : Component
|
||||
{
|
||||
TowerSteering()
|
||||
: TurnSpeed(1.f), Axis(glm::vec3(0,1,0)){ }
|
||||
float TurnSpeed;
|
||||
glm::vec3 Axis;
|
||||
virtual TowerSteering* Clone() const override { return new TowerSteering(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // TowerSteering_h__
|
||||
@@ -6,7 +6,7 @@
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Transform : Component
|
||||
struct Transform : public Component
|
||||
{
|
||||
Transform()
|
||||
: Scale(glm::vec3(1.f)) { }
|
||||
@@ -15,6 +15,8 @@ struct Transform : Component
|
||||
glm::quat Orientation;
|
||||
glm::vec3 Velocity;
|
||||
glm::vec3 Scale;
|
||||
|
||||
virtual Transform* Clone() const override { return new Transform(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -10,7 +10,8 @@ namespace Components
|
||||
struct Vehicle : Component
|
||||
{
|
||||
Vehicle()
|
||||
: MaxTorque(500.0f), MinRPM(1000.0f), OptimalRPM(5500.0f), MaxRPM(7500.0f), MaxSteeringAngle(35), TopSpeed(50.0f) { }
|
||||
: MaxTorque(1000.0f), MinRPM(1000.0f), OptimalRPM(3000.0f), MaxRPM(4000.0f), MaxSteeringAngle(35), TopSpeed(130.0f),
|
||||
MaxSpeedFullSteeringAngle(40.0f), SpringDamping(1.f){ }
|
||||
|
||||
float MaxTorque;
|
||||
float MinRPM;
|
||||
@@ -18,7 +19,12 @@ struct Vehicle : Component
|
||||
float MaxRPM;
|
||||
// Degrees
|
||||
float MaxSteeringAngle;
|
||||
//TopSpeed not working fully yet
|
||||
float TopSpeed;
|
||||
float MaxSpeedFullSteeringAngle;
|
||||
float SpringDamping;
|
||||
|
||||
Vehicle* Clone() const override { return new Vehicle(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef Components_Viewport_h__
|
||||
#define Components_Viewport_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Viewport : Component
|
||||
{
|
||||
Viewport()
|
||||
: Left(0.f)
|
||||
, Top(0.f)
|
||||
, Right(1.f)
|
||||
, Bottom(1.f)
|
||||
, Camera(0) { }
|
||||
|
||||
float Left;
|
||||
float Top;
|
||||
float Right;
|
||||
float Bottom;
|
||||
|
||||
EntityID Camera;
|
||||
|
||||
virtual Viewport* Clone() const override { return new Viewport(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
#endif // Components_Viewport_h__
|
||||
@@ -14,7 +14,7 @@ struct Wheel : Component
|
||||
|
||||
Wheel()
|
||||
: AxleID(0), Radius(0), Width(0), Mass(0), Steering(false), DownDirection(glm::vec3(0, -1, 0)), Friction(1.5f), SlipAngle(0.0f),
|
||||
MaxBreakingTorque(1500.0f), ConnectedToHandbrake(false), SuspensionStrength(50.0f) { }
|
||||
MaxBreakingTorque(50000.f), ConnectedToHandbrake(false), SuspensionStrength(50.0f), TorqueRatio(0.25f) { }
|
||||
|
||||
// The Hardpoint MUST be positioned INSIDE the chassis.
|
||||
glm::vec3 Hardpoint;
|
||||
@@ -30,10 +30,14 @@ struct Wheel : Component
|
||||
float SlipAngle;
|
||||
float MaxBreakingTorque;
|
||||
bool ConnectedToHandbrake;
|
||||
// The wheels total TorqueRatio must be equal to 1
|
||||
float TorqueRatio;
|
||||
|
||||
private:
|
||||
int ID;
|
||||
glm::quat OriginalOrientation;
|
||||
|
||||
Wheel* Clone() const override { return new Wheel(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Components_WheelPair_h__
|
||||
#define Components_WheelPair_h__
|
||||
|
||||
#include "Component.h"
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct WheelPair : Component
|
||||
{
|
||||
// Flag for pair wheels
|
||||
|
||||
virtual WheelPair* Clone() const override { return new WheelPair(*this); }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Components_WheelPair_h__
|
||||
+14
-1
@@ -1,7 +1,10 @@
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Renderer.h"
|
||||
#include "InputManager.h"
|
||||
#include "GUI/Frame.h"
|
||||
#include "GameWorld.h"
|
||||
|
||||
class Engine
|
||||
@@ -9,10 +12,16 @@ class Engine
|
||||
public:
|
||||
Engine(int argc, char* argv[])
|
||||
{
|
||||
m_EventBroker = std::make_shared<EventBroker>();
|
||||
|
||||
m_Renderer = std::make_shared<Renderer>();
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_World = std::make_shared<GameWorld>(m_Renderer);
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->GetWindow(), m_EventBroker);
|
||||
|
||||
//m_UIParent = std::make_shared<GUI::Frame>(m_EventBroker);
|
||||
|
||||
m_World = std::make_shared<GameWorld>(m_EventBroker, m_Renderer);
|
||||
m_World->Initialize();
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
@@ -26,6 +35,7 @@ public:
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
m_InputManager->Update(dt);
|
||||
m_World->Update(dt);
|
||||
m_Renderer->Draw(dt);
|
||||
|
||||
@@ -33,7 +43,10 @@ public:
|
||||
}
|
||||
|
||||
private:
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
//std::shared_ptr<GUI::Frame> m_UIParent;
|
||||
// TODO: This should ultimately live in GameFrame
|
||||
std::shared_ptr<GameWorld> m_World;
|
||||
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
BaseEventRelay::~BaseEventRelay()
|
||||
{
|
||||
if (m_Broker != nullptr)
|
||||
{
|
||||
m_Broker->Unsubscribe(*this);
|
||||
}
|
||||
}
|
||||
|
||||
void EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
{
|
||||
auto itpair = m_Subscribers.equal_range(relay.m_TypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
m_Subscribers.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EventBroker::Subscribe(BaseEventRelay &relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_Subscribers.insert(std::make_pair(relay.m_TypeName, &relay));
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
#ifndef MessageRelay_h__
|
||||
#define MessageRelay_h__
|
||||
|
||||
#include <typeinfo>
|
||||
#include <functional>
|
||||
#include <unordered_map>
|
||||
#include <list>
|
||||
|
||||
#define EVENT_SUBSCRIBE_MEMBER(relay, handler) \
|
||||
relay = decltype(relay)(std::bind(handler, this, std::placeholders::_1)); \
|
||||
EventBroker->Subscribe(relay);
|
||||
|
||||
struct Event
|
||||
{
|
||||
protected:
|
||||
Event() { }
|
||||
};
|
||||
|
||||
class EventBroker;
|
||||
|
||||
class BaseEventRelay
|
||||
{
|
||||
friend class EventBroker;
|
||||
|
||||
protected:
|
||||
BaseEventRelay(std::string typeName)
|
||||
: m_TypeName(typeName), m_Broker(nullptr) { }
|
||||
~BaseEventRelay();
|
||||
|
||||
public:
|
||||
virtual bool Receive(const Event &event) = 0;
|
||||
|
||||
protected:
|
||||
std::string m_TypeName;
|
||||
EventBroker* m_Broker;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
class EventRelay : public BaseEventRelay
|
||||
{
|
||||
public:
|
||||
typedef std::function<bool(const EventType&)> CallbackType;
|
||||
|
||||
EventRelay()
|
||||
: m_Callback(nullptr)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
EventRelay(CallbackType callback)
|
||||
: m_Callback(callback)
|
||||
, BaseEventRelay(typeid(EventType).name()) { }
|
||||
|
||||
protected:
|
||||
bool Receive(const Event &event) override;
|
||||
|
||||
private:
|
||||
CallbackType m_Callback;
|
||||
};
|
||||
|
||||
template <typename EventType>
|
||||
bool EventRelay<EventType>::Receive(const Event &event)
|
||||
{
|
||||
if (m_Callback != nullptr)
|
||||
{
|
||||
return m_Callback(static_cast<const EventType&>(event));
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class EventBroker
|
||||
{
|
||||
template <typename EventType> friend class EventRelay;
|
||||
|
||||
public:
|
||||
template <typename EventType>
|
||||
void Publish(const EventType &event);
|
||||
void Subscribe(BaseEventRelay &relay);
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
|
||||
private:
|
||||
std::unordered_multimap<std::string, BaseEventRelay*> m_Subscribers;
|
||||
};
|
||||
|
||||
|
||||
template <typename EventType>
|
||||
void EventBroker::Publish(const EventType &event)
|
||||
{
|
||||
auto itpair = m_Subscribers.equal_range(typeid(EventType).name());
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
it->second->Receive(event);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // MessageRelay_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyForce_h__
|
||||
#define Events_ApplyForce_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyForce : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
double DeltaTime;
|
||||
glm::vec3 Force;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyForce_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_ApplyPointImpulse_h__
|
||||
#define Events_ApplyPointImpulse_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ApplyPointImpulse : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Impulse;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_ApplyPointImpulse_h__
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_BindGamepadAxis_h__
|
||||
#define Events_BindGamepadAxis_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindGamepadAxis : Event
|
||||
{
|
||||
Gamepad::Axis Axis;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindGamepadAxis_h__
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef Events_BindGamepadButton_h__
|
||||
#define Events_BindGamepadButton_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindGamepadButton : Event
|
||||
{
|
||||
Gamepad::Button Button;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindGamepadButton_h__
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_BindKey_h__
|
||||
#define Events_BindKey_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindKey : Event
|
||||
{
|
||||
int KeyCode;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindKey_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_BindMouseButton_h__
|
||||
#define Events_BindMouseButton_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct BindMouseButton : Event
|
||||
{
|
||||
int Button;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_BindMouseButton_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_CastRay_h__
|
||||
#define Events_CastRay_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct CastRay : Event
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_CastRay_h__
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef Events_Collision_h__
|
||||
#define Events_Collision_h__
|
||||
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct Collision : Event
|
||||
{
|
||||
EntityID Entity1;
|
||||
EntityID Entity2;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_Collision_h__
|
||||
@@ -0,0 +1,32 @@
|
||||
#ifndef Events_GamepadAxis_h__
|
||||
#define Events_GamepadAxis_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Gamepad
|
||||
{
|
||||
enum class Axis
|
||||
{
|
||||
LeftX,
|
||||
LeftY,
|
||||
RightX,
|
||||
RightY,
|
||||
LeftTrigger,
|
||||
RightTrigger,
|
||||
LAST = RightTrigger
|
||||
};
|
||||
}
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct GamepadAxis : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Axis Axis;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_GamepadAxis_h__
|
||||
@@ -0,0 +1,45 @@
|
||||
#ifndef Events_GamepadButton_h__
|
||||
#define Events_GamepadButton_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Gamepad
|
||||
{
|
||||
enum class Button
|
||||
{
|
||||
Up,
|
||||
Down,
|
||||
Left,
|
||||
Right,
|
||||
Start,
|
||||
Back,
|
||||
LeftThumb,
|
||||
RightThumb,
|
||||
LeftShoulder,
|
||||
RightShoulder,
|
||||
A,
|
||||
B,
|
||||
X,
|
||||
Y,
|
||||
LAST = Y
|
||||
};
|
||||
}
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct GamepadButtonDown : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Button Button;
|
||||
};
|
||||
|
||||
struct GamepadButtonUp : Event
|
||||
{
|
||||
int GamepadID;
|
||||
Gamepad::Button Button;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_GamepadButton_h__
|
||||
@@ -0,0 +1,20 @@
|
||||
#ifndef Events_InputCommand_h__
|
||||
#define Events_InputCommand_h__
|
||||
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct InputCommand : Event
|
||||
{
|
||||
unsigned int PlayerID;
|
||||
std::string Command;
|
||||
float Value;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_InputCommand_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_KeyDown_h__
|
||||
#define Events_KeyDown_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct KeyDown : Event
|
||||
{
|
||||
int KeyCode;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_KeyDown_h__
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef Events_KeyUp_h__
|
||||
#define Events_KeyUp_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct KeyUp : Event
|
||||
{
|
||||
int KeyCode;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_KeyUp_h__
|
||||
@@ -0,0 +1,14 @@
|
||||
#ifndef Events_LockMouse_h__
|
||||
#define Events_LockMouse_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct LockMouse : Event { };
|
||||
struct UnlockMouse : Event { };
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_LockMouse_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_MouseMove_h__
|
||||
#define Events_MouseMove_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MouseMove : Event
|
||||
{
|
||||
double X, Y;
|
||||
double DeltaX, DeltaY;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_MouseMove_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_MousePress_h__
|
||||
#define Events_MousePress_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MousePress : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_MousePress_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_MouseRelease_h__
|
||||
#define Events_MouseRelease_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MouseRelease : Event
|
||||
{
|
||||
int Button;
|
||||
double X, Y;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_MouseRelease_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Event_PlaySound_h__
|
||||
#define Event_PlaySound_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct PlaySound : Event
|
||||
{
|
||||
EntityID Emitter;
|
||||
std::string Resource;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Event_PlaySound_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_RayIntersection_h__
|
||||
#define Events_RayIntersection_h__
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Entity.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct RayIntersection : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_RayIntersection_h__
|
||||
@@ -0,0 +1,17 @@
|
||||
#ifndef Events_SetVelocity_h__
|
||||
#define Events_SetVelocity_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct SetVelocity : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
glm::vec3 Velocity;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_SetVelocity_h__
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef Events_TankSteer_h__
|
||||
#define Events_TankSteer_h__
|
||||
#include "Entity.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct TankSteer : Event
|
||||
{
|
||||
EntityID Entity;
|
||||
float PositionX;
|
||||
float PositionY;
|
||||
bool Handbrake;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // Events_TankSteer_h__
|
||||
+22
-2
@@ -10,12 +10,18 @@ template <typename T>
|
||||
class Factory
|
||||
{
|
||||
public:
|
||||
void Register(std::string name, std::function<T(void)> factoryFunction)
|
||||
/*void Register(std::string name, std::function<T(void)> factoryFunction)
|
||||
{
|
||||
m_FactoryFunctions[name] = factoryFunction;
|
||||
}*/
|
||||
|
||||
template <typename T2>
|
||||
void Register(std::function<T(void)> factoryFunction)
|
||||
{
|
||||
m_FactoryFunctions[typeid(T2).name()] = factoryFunction;
|
||||
}
|
||||
|
||||
T Create(std::string name)
|
||||
/*T Create(std::string name)
|
||||
{
|
||||
auto it = m_FactoryFunctions.find(name);
|
||||
if (it != m_FactoryFunctions.end())
|
||||
@@ -26,6 +32,20 @@ public:
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}*/
|
||||
|
||||
template <typename T2>
|
||||
T Create()
|
||||
{
|
||||
auto it = m_FactoryFunctions.find(typeid(T2).name());
|
||||
if (it != m_FactoryFunctions.end())
|
||||
{
|
||||
return it->second();
|
||||
}
|
||||
else
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
#ifndef GUI_Frame_h__
|
||||
#define GUI_Frame_h__
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "Util/Rectangle.h"
|
||||
#include "EventBroker.h"
|
||||
|
||||
// HACK: Decouple renderer plz
|
||||
#include "Renderer.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Frame : public Rectangle
|
||||
{
|
||||
public:
|
||||
enum class Anchor
|
||||
{
|
||||
Left,
|
||||
Right,
|
||||
Top,
|
||||
Bottom
|
||||
};
|
||||
|
||||
// Set up a base frame with an event broker
|
||||
Frame(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: EventBroker(eventBroker)
|
||||
, Rectangle()
|
||||
{ Initialize(); }
|
||||
// Create a frame as a child
|
||||
Frame(std::shared_ptr<Frame> parent)
|
||||
: Rectangle(static_cast<Rectangle>(*parent)) // Clone parent rectangle using copy constructor
|
||||
{ SetParent(parent); Initialize(); }
|
||||
|
||||
virtual void Initialize() { }
|
||||
std::shared_ptr<Frame> Parent() const { return m_Parent; }
|
||||
void SetParent(std::shared_ptr<Frame> parent)
|
||||
{
|
||||
parent->AddChild(std::shared_ptr<Frame>(this));
|
||||
m_Parent = parent;
|
||||
EventBroker = parent->EventBroker;
|
||||
}
|
||||
|
||||
void AddChild(std::shared_ptr<Frame> child)
|
||||
{
|
||||
m_Children.push_back(child);
|
||||
if (m_Parent != nullptr)
|
||||
{
|
||||
m_Parent->AddChild(child);
|
||||
}
|
||||
}
|
||||
|
||||
typedef std::list<std::shared_ptr<Frame>>::const_iterator FrameChildrenIterator;
|
||||
FrameChildrenIterator begin()
|
||||
{
|
||||
return m_Children.begin();
|
||||
}
|
||||
FrameChildrenIterator end()
|
||||
{
|
||||
return m_Children.end();
|
||||
}
|
||||
|
||||
virtual void Update(double dt) { }
|
||||
virtual void Draw(Renderer* renderer) { }
|
||||
|
||||
protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
std::shared_ptr<Frame> m_Parent;
|
||||
std::list<std::shared_ptr<Frame>> m_Children;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // GUI_Frame_h__
|
||||
@@ -0,0 +1,21 @@
|
||||
#ifndef GUI_Viewport_h__
|
||||
#define GUI_Viewport_h__
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class Viewport : public Frame
|
||||
{
|
||||
public:
|
||||
// Create a frame as a child
|
||||
Viewport(std::shared_ptr<Frame> parent)
|
||||
: Frame(parent) { }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // GUI_Viewport_h__
|
||||
+1148
-209
File diff suppressed because it is too large
Load Diff
+20
-5
@@ -7,10 +7,13 @@
|
||||
#include "Systems/TransformSystem.h"
|
||||
//#include "Systems/CollisionSystem.h"
|
||||
#include "Systems/InputSystem.h"
|
||||
#include "Systems/DebugSystem.h"
|
||||
//#include "Systems/LevelGenerationSystem.h"
|
||||
//#include "Systems/ParticleSystem.h"
|
||||
#include "Systems/ParticleSystem.h"
|
||||
//#include "Systems/PlayerSystem.h"
|
||||
#include "Systems/FreeSteeringSystem.h"
|
||||
#include "Systems/TankSteeringSystem.h"
|
||||
#include "Systems/HelicopterSteeringSystem.h"
|
||||
#include "Systems/RenderSystem.h"
|
||||
#include "Systems/SoundSystem.h"
|
||||
#include "Systems/PhysicsSystem.h"
|
||||
@@ -20,23 +23,30 @@
|
||||
#include "Components/Input.h"
|
||||
#include "Components/Model.h"
|
||||
#include "Components/ParticleEmitter.h"
|
||||
#include "Components/Particle.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Components/SoundEmitter.h"
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/Sphere.h"
|
||||
#include "Components/Box.h"
|
||||
#include "Components/SphereShape.h"
|
||||
#include "Components/BoxShape.h"
|
||||
#include "Components/Vehicle.h"
|
||||
#include "Components/Wheel.h"
|
||||
#include "Components/HingeConstraint.h"
|
||||
#include "Components/TankSteering.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Components/BarrelSteering.h"
|
||||
#include "Components/Player.h"
|
||||
|
||||
class GameWorld : public World
|
||||
{
|
||||
public:
|
||||
GameWorld(std::shared_ptr<Renderer> renderer)
|
||||
: m_Renderer(renderer), World() { }
|
||||
GameWorld(std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<Renderer> renderer)
|
||||
: World(eventBroker), m_Renderer(renderer) { }
|
||||
|
||||
void Initialize();
|
||||
|
||||
@@ -48,6 +58,11 @@ public:
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
|
||||
void BindKey(int keyCode, std::string command, float value);
|
||||
void BindMouseButton(int button, std::string command, float value);
|
||||
void BindGamepadAxis(Gamepad::Axis axis, std::string command, float value);
|
||||
void BindGamepadButton(Gamepad::Button button, std::string command, float value);
|
||||
};
|
||||
|
||||
#endif // GameWorld_h__
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
#ifndef InputController_h__
|
||||
#define InputController_h__
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/InputCommand.h"
|
||||
#include "Events/MouseMove.h"
|
||||
|
||||
class InputController
|
||||
{
|
||||
public:
|
||||
InputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: EventBroker(eventBroker) { Initialize(); }
|
||||
|
||||
virtual void Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &InputController::OnCommand);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &InputController::OnMouseMove);
|
||||
}
|
||||
|
||||
virtual bool OnCommand(const Events::InputCommand &event) { return false; }
|
||||
virtual bool OnMouseMove(const Events::MouseMove &event) { return false; }
|
||||
|
||||
protected:
|
||||
std::shared_ptr<::EventBroker> EventBroker;
|
||||
|
||||
private:
|
||||
EventRelay<Events::InputCommand> m_EInputCommand;
|
||||
EventRelay<Events::MouseMove> m_EMouseMove;
|
||||
};
|
||||
|
||||
#endif // InputController_h__
|
||||
@@ -0,0 +1,229 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "InputManager.h"
|
||||
#include <XInput.h>
|
||||
|
||||
void InputManager::Initialize()
|
||||
{
|
||||
m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
|
||||
m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
}
|
||||
|
||||
void InputManager::Update(double dt)
|
||||
{
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i)
|
||||
{
|
||||
m_CurrentKeyState[i] = glfwGetKey(m_GLFWWindow, i);
|
||||
if (m_CurrentKeyState[i] != m_LastKeyState[i])
|
||||
{
|
||||
// Publish key events
|
||||
if (m_CurrentKeyState[i])
|
||||
{
|
||||
Events::KeyDown e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::KeyUp e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse buttons
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i)
|
||||
{
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
|
||||
if (m_CurrentMouseState[i] != m_LastMouseState[i])
|
||||
{
|
||||
double x, y;
|
||||
glfwGetCursorPos(m_GLFWWindow, &x, &y);
|
||||
// Publish mouse button events
|
||||
if (m_CurrentMouseState[i])
|
||||
{
|
||||
Events::MousePress e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::MouseRelease e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse movement
|
||||
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
|
||||
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
|
||||
if (m_CurrentMouseDeltaX != 0 || m_CurrentMouseDeltaY != 0)
|
||||
{
|
||||
// Publish mouse move events
|
||||
Events::MouseMove e;
|
||||
e.X = m_CurrentMouseX;
|
||||
e.Y = m_CurrentMouseY;
|
||||
e.DeltaX = m_CurrentMouseDeltaX;
|
||||
e.DeltaY = m_CurrentMouseDeltaY;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
|
||||
// m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
|
||||
// glfwSetCursorPos(m_GLFWWindow, m_LastMouseX, m_LastMouseY);
|
||||
// }
|
||||
// // Hide/show cursor with LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
// }
|
||||
// if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
// }
|
||||
|
||||
// Xbox360 controller
|
||||
//using namespace ;
|
||||
DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
|
||||
{
|
||||
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
if (currentValue != lastValue)
|
||||
{
|
||||
Events::GamepadAxis e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Axis = axis;
|
||||
e.Value = currentValue;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
|
||||
{
|
||||
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
if (currentState != lastState)
|
||||
{
|
||||
if (currentState == true)
|
||||
{
|
||||
Events::GamepadButtonDown e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::GamepadButtonUp e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
{
|
||||
m_MouseLocked = true;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
|
||||
{
|
||||
m_MouseLocked = false;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#ifndef InputManager_h__
|
||||
#define InputManager_h__
|
||||
|
||||
#include <array>
|
||||
|
||||
#include "EventBroker.h"
|
||||
#include "Events/KeyDown.h"
|
||||
#include "Events/KeyUp.h"
|
||||
#include "Events/MousePress.h"
|
||||
#include "Events/MouseRelease.h"
|
||||
#include "Events/MouseMove.h"
|
||||
#include "Events/LockMouse.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
|
||||
class InputManager
|
||||
{
|
||||
public:
|
||||
InputManager(GLFWwindow* window, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: m_GLFWWindow(window)
|
||||
, 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_MouseLocked(false)
|
||||
{ Initialize(); }
|
||||
|
||||
void Initialize();
|
||||
|
||||
static const short MAX_GAMEPADS = 4;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
private:
|
||||
GLFWwindow* m_GLFWWindow;
|
||||
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;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
|
||||
typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
|
||||
std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
|
||||
typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
|
||||
std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
|
||||
|
||||
double m_CurrentMouseX, m_CurrentMouseY;
|
||||
double m_LastMouseX, m_LastMouseY;
|
||||
double m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
|
||||
bool m_MouseLocked;
|
||||
|
||||
void PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis);
|
||||
void PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button);
|
||||
};
|
||||
|
||||
#endif // InputManager_h__
|
||||
+117
-3
@@ -1,7 +1,7 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Model.h"
|
||||
|
||||
Model::Model(OBJ &obj, ResourceManager* rm)
|
||||
Model::Model(ResourceManager* rm, OBJ &obj)
|
||||
{
|
||||
OBJ::MaterialInfo* currentMaterial = nullptr;
|
||||
TextureGroup* currentTexGroup = nullptr;
|
||||
@@ -22,6 +22,8 @@ Model::Model(OBJ &obj, ResourceManager* rm)
|
||||
auto texture = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->DiffuseTexture.FileName));
|
||||
// TODO: Load normal map
|
||||
std::shared_ptr<Texture> normalMap = nullptr;
|
||||
if (!currentMaterial->NormalMap.FileName.empty())
|
||||
normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->NormalMap.FileName));
|
||||
// Load specular map
|
||||
std::shared_ptr<Texture> specularMap = nullptr;
|
||||
if (!currentMaterial->SpecularMap.FileName.empty())
|
||||
@@ -63,7 +65,9 @@ Model::Model(OBJ &obj, ResourceManager* rm)
|
||||
|
||||
if (Vertices.size() > 0)
|
||||
{
|
||||
CreateBuffers(Vertices, Normals, TextureCoords);
|
||||
CreateTangents();
|
||||
//getSimilarVertexIndex();
|
||||
CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -71,7 +75,7 @@ Model::Model(OBJ &obj, ResourceManager* rm)
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
|
||||
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
|
||||
{
|
||||
|
||||
LOG_INFO("Generating VertexBuffer");
|
||||
@@ -100,6 +104,32 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
LOG_WARNING("Created empty normal buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating TangentNormalsBuffer");
|
||||
glGenBuffers(1, &TangentNormalsBuffer);
|
||||
if (tangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, TangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty tangent buffer!");
|
||||
}
|
||||
|
||||
LOG_INFO("Generating BiTangentNormalsBuffer");
|
||||
glGenBuffers(1, &BiTangentNormalsBuffer);
|
||||
if (biTangents.size() > 0)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glBufferData(GL_ARRAY_BUFFER, biTangents.size() * sizeof(glm::vec3), &biTangents[0], GL_STATIC_DRAW);
|
||||
GLERROR("GLEW: BufferFail, BiTangentNormalsBuffer");
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_WARNING("Created empty biTangent buffer!");
|
||||
}
|
||||
|
||||
|
||||
LOG_INFO("Generating textureCoordBuffer");
|
||||
glGenBuffers(1, &TextureCoordBuffer);
|
||||
@@ -130,10 +160,94 @@ void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
|
||||
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
|
||||
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
glEnableVertexAttribArray(2);
|
||||
glEnableVertexAttribArray(3);
|
||||
glEnableVertexAttribArray(4);
|
||||
GLERROR("GLEW: BufferFail5");
|
||||
}
|
||||
|
||||
bool Model::IsNear( float v1, float v2 )
|
||||
{
|
||||
return fabs(v1 - v2) < 0.01f;
|
||||
}
|
||||
|
||||
void Model::getSimilarVertexIndex()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i++)
|
||||
{
|
||||
for(int t = 0; t < Vertices.size(); t++)
|
||||
{
|
||||
if(i != t)
|
||||
{
|
||||
if(IsNear(Vertices[i].x, Vertices[t].x)
|
||||
& IsNear(Vertices[i].y, Vertices[t].y)
|
||||
& IsNear(Vertices[i].z, Vertices[t].z)
|
||||
)
|
||||
{
|
||||
glm::vec3 tempNormal, tempTangent, tempBiTangent;
|
||||
|
||||
tempNormal = glm::normalize(Normals[i] + Normals[t]);
|
||||
tempTangent = glm::normalize(TangentNormals[i] + TangentNormals[t]);
|
||||
tempBiTangent = glm::normalize(BiTangentNormals[i] + BiTangentNormals[t]);
|
||||
|
||||
Normals[i] = tempNormal;
|
||||
Normals[t] = tempNormal;
|
||||
|
||||
TangentNormals[i] = tempTangent;
|
||||
TangentNormals[t] = tempTangent;
|
||||
|
||||
BiTangentNormals[i] = tempBiTangent;
|
||||
BiTangentNormals[t] = tempBiTangent;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Model::CreateTangents()
|
||||
{
|
||||
for(int i = 0; i < Vertices.size(); i += 3)
|
||||
{
|
||||
glm::vec3 v0 = Vertices[i];
|
||||
glm::vec3 v1 = Vertices[i+1];
|
||||
glm::vec3 v2 = Vertices[i+2];
|
||||
|
||||
glm::vec2 uv0 = TextureCoords[i];
|
||||
glm::vec2 uv1 = TextureCoords[i+1];
|
||||
glm::vec2 uv2 = TextureCoords[i+2];
|
||||
|
||||
//Calculate the edge of the triangle
|
||||
glm::vec3 edge1 = v1-v0;
|
||||
glm::vec3 edge2 = v2-v0;
|
||||
|
||||
glm::vec2 deltaUV1 = uv1 - uv0;
|
||||
glm::vec2 deltaUV2 = uv2 - uv0;
|
||||
|
||||
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
|
||||
glm::vec3 tangent, biTangent;
|
||||
|
||||
tangent = (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * r;
|
||||
biTangent = (edge2 * deltaUV1.x - edge1 * deltaUV2.x) * r;
|
||||
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
TangentNormals.push_back(tangent);
|
||||
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
BiTangentNormals.push_back(biTangent);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
+12
-2
@@ -17,7 +17,7 @@
|
||||
class Model : public Resource
|
||||
{
|
||||
public:
|
||||
Model(OBJ &obj, ResourceManager* rm);
|
||||
Model(ResourceManager* rm, OBJ &obj);
|
||||
|
||||
struct TextureGroup
|
||||
{
|
||||
@@ -38,10 +38,14 @@ public:
|
||||
private:
|
||||
|
||||
std::vector<glm::vec3> Normals;
|
||||
std::vector<glm::vec3> TangentNormals;
|
||||
std::vector<glm::vec3> BiTangentNormals;
|
||||
std::vector<glm::vec2> TextureCoords;
|
||||
|
||||
GLuint VertexBuffer;
|
||||
GLuint NormalBuffer;
|
||||
GLuint TangentNormalsBuffer;
|
||||
GLuint BiTangentNormalsBuffer;
|
||||
GLuint TextureCoordBuffer;
|
||||
|
||||
bool Loadobj(
|
||||
@@ -53,9 +57,15 @@ private:
|
||||
|
||||
void CreateBuffers(
|
||||
std::vector<glm::vec3> _Vertices,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Normals,
|
||||
std::vector<glm::vec3> _Tangents,
|
||||
std::vector<glm::vec3> _BiTangents,
|
||||
std::vector<glm::vec2>_TextureCoords
|
||||
);
|
||||
|
||||
void CreateTangents();
|
||||
bool IsNear(float v1, float v2);
|
||||
void getSimilarVertexIndex();
|
||||
|
||||
};
|
||||
#endif // Model_h__
|
||||
+1
-1
@@ -9,7 +9,7 @@ bool OBJ::LoadFromFile(std::string filename)
|
||||
std::ifstream file(m_Path.string());
|
||||
if (!file.is_open())
|
||||
{
|
||||
LOG_ERROR("Failed to open .obj \"%s\"", m_Path.string().c_str());
|
||||
LOG_ERROR("Failed to open .obj \"%s\": %s", m_Path.string().c_str(), strerror(errno));
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -12,7 +12,9 @@
|
||||
#include <boost/filesystem/path.hpp>
|
||||
#include <boost/program_options.hpp>
|
||||
|
||||
class OBJ
|
||||
#include "ResourceManager.h"
|
||||
|
||||
class OBJ : public Resource
|
||||
{
|
||||
public:
|
||||
struct MaterialInfo
|
||||
|
||||
@@ -7,13 +7,13 @@
|
||||
|
||||
void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpVehicleInstance& vehicle, EntityID vehicleEntity, std::vector<EntityID> wheelEntities)
|
||||
{
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity, "Vehicle");
|
||||
auto vehicleComponent = world->GetComponent<Components::Vehicle>(vehicleEntity);
|
||||
|
||||
WheelData wheelData;
|
||||
for (int i = 0; i < wheelEntities.size(); i++)
|
||||
{
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i], "Wheel");
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i], "Transform");
|
||||
wheelData.WheelComponent = world->GetComponent<Components::Wheel>(wheelEntities[i]);
|
||||
wheelData.TransformComponent = world->GetComponent<Components::Transform>(wheelEntities[i]);
|
||||
m_Wheels.push_back(wheelData);
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpV
|
||||
//
|
||||
vehicle.m_data = new hkpVehicleData;
|
||||
vehicle.m_driverInput = new hkpVehicleDefaultAnalogDriverInput;
|
||||
vehicle.m_steering = new hkpVehicleDefaultSteering;
|
||||
vehicle.m_steering = new TankSteering;
|
||||
vehicle.m_engine = new hkpVehicleDefaultEngine;
|
||||
vehicle.m_transmission = new hkpVehicleDefaultTransmission;
|
||||
vehicle.m_brake = new hkpVehicleDefaultBrake;
|
||||
@@ -48,7 +48,6 @@ void VehicleSetup::buildVehicle(World *world, const hkpWorld* physicsWorld, hkpV
|
||||
|
||||
setupWheelCollide(physicsWorld, vehicle, *static_cast<hkpVehicleRayCastWheelCollide*>(vehicle.m_wheelCollide));
|
||||
|
||||
|
||||
//
|
||||
// Check that all components are present.
|
||||
//
|
||||
@@ -105,7 +104,7 @@ void VehicleSetup::setupVehicleData(const hkpWorld* world, hkpVehicleData& data
|
||||
data.m_torquePitchFactor = 0.5f;
|
||||
data.m_torqueYawFactor = 0.35f;
|
||||
|
||||
data.m_chassisUnitInertiaYaw = 1.0f;
|
||||
data.m_chassisUnitInertiaYaw = 0.8f;
|
||||
data.m_chassisUnitInertiaRoll = 1.0f;
|
||||
data.m_chassisUnitInertiaPitch = 1.0f;
|
||||
|
||||
@@ -165,7 +164,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultS
|
||||
|
||||
// [mph/h] The steering angle decreases linearly
|
||||
// based on your overall max speed of the vehicle.
|
||||
steering.m_maxSpeedFullSteeringAngle = 70.0f * (1.605f / 3.6f); //MPH???!
|
||||
steering.m_maxSpeedFullSteeringAngle = vehicleComponent.MaxSpeedFullSteeringAngle; // * (1.605f / 3.6f); //MPH???!
|
||||
|
||||
for (int i = 0; i < m_Wheels.size(); i++)
|
||||
{
|
||||
@@ -198,20 +197,21 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultT
|
||||
transmission.m_gearsRatio.setSize(numberOfGears);
|
||||
transmission.m_wheelsTorqueRatio.setSize(data.m_numWheels);
|
||||
|
||||
transmission.m_downshiftRPM = 3500.0f;
|
||||
transmission.m_upshiftRPM = 6500.0f;
|
||||
transmission.m_downshiftRPM = 3500.0f; //HACK: Should be in VehicleComponent
|
||||
transmission.m_upshiftRPM = 7000.0f;
|
||||
|
||||
transmission.m_clutchDelayTime = 0.0f;
|
||||
transmission.m_reverseGearRatio = 1.0f;
|
||||
transmission.m_gearsRatio[0] = 2.0f;
|
||||
transmission.m_gearsRatio[1] = 1.5f;
|
||||
transmission.m_gearsRatio[2] = 1.0f;
|
||||
transmission.m_gearsRatio[3] = 0.75f;
|
||||
transmission.m_wheelsTorqueRatio[0] = 0.2f;
|
||||
transmission.m_wheelsTorqueRatio[1] = 0.2f;
|
||||
transmission.m_wheelsTorqueRatio[2] = 0.3f;
|
||||
transmission.m_wheelsTorqueRatio[3] = 0.3f;
|
||||
|
||||
transmission.m_gearsRatio[0] = 3.0f;
|
||||
transmission.m_gearsRatio[1] = 2.25f;
|
||||
transmission.m_gearsRatio[2] = 1.5f;
|
||||
transmission.m_gearsRatio[3] = 1.0f;
|
||||
|
||||
for(int i = 0; i < m_Wheels.size(); i++)
|
||||
{
|
||||
// The wheels total TorqueRatio must be equal to 1
|
||||
transmission.m_wheelsTorqueRatio[i] = m_Wheels[i].WheelComponent->TorqueRatio;
|
||||
}
|
||||
|
||||
transmission.m_primaryTransmissionRatio = hkpVehicleDefaultTransmission::calculatePrimaryTransmissionRatio(
|
||||
vehicleComponent.TopSpeed,
|
||||
@@ -246,9 +246,8 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultS
|
||||
suspension.m_wheelParams[i].m_length = suspensionLength;
|
||||
suspension.m_wheelSpringParams[i].m_strength = m_Wheels[i].WheelComponent->SuspensionStrength;
|
||||
|
||||
const float wd = 3.0f;
|
||||
suspension.m_wheelSpringParams[i].m_dampingCompression = wd;
|
||||
suspension.m_wheelSpringParams[i].m_dampingRelaxation = wd;
|
||||
suspension.m_wheelSpringParams[i].m_dampingCompression = vehicleComponent.SpringDamping;
|
||||
suspension.m_wheelSpringParams[i].m_dampingRelaxation = vehicleComponent.SpringDamping;
|
||||
|
||||
|
||||
suspension.m_wheelParams[i].m_hardpointChassisSpace.set(m_Wheels[i].WheelComponent->Hardpoint.x, m_Wheels[i].WheelComponent->Hardpoint.y, m_Wheels[i].WheelComponent->Hardpoint.z);
|
||||
@@ -267,7 +266,7 @@ void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultA
|
||||
aerodynamics.m_liftCoefficient = -0.3f;
|
||||
|
||||
// Extra gavity applies in world space (independent of m_chassisCoordinateSystem).
|
||||
aerodynamics.m_extraGravityws.set(0.0f, -5.0f, 0.0f);
|
||||
aerodynamics.m_extraGravityws.set(0.0f, -8.0f, 0.0f); // fuck this shit
|
||||
}
|
||||
|
||||
void VehicleSetup::setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent)
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
#include <Physics2012/Vehicle/Engine/Default/hkpVehicleDefaultEngine.h>
|
||||
#include <Physics2012/Vehicle/VelocityDamper/Default/hkpVehicleDefaultVelocityDamper.h>
|
||||
#include <Physics2012/Vehicle/Steering/Default/hkpVehicleDefaultSteering.h>
|
||||
#include <Physics2012/Vehicle/Steering/hkpVehicleSteering.h>
|
||||
#include <Physics2012/Vehicle/Suspension/Default/hkpVehicleDefaultSuspension.h>
|
||||
#include <Physics2012/Vehicle/Transmission/Default/hkpVehicleDefaultTransmission.h>
|
||||
#include <Physics2012/Vehicle/WheelCollide/RayCast/hkpVehicleRayCastWheelCollide.h>
|
||||
@@ -32,6 +33,32 @@
|
||||
#include "Components/Wheel.h"
|
||||
#include "Components/Transform.h"
|
||||
|
||||
|
||||
/// Tank specific steering implementation. Rear wheels steer in opposite direction
|
||||
/// to front wheels.
|
||||
class TankSteering: public hkpVehicleDefaultSteering
|
||||
{
|
||||
public:
|
||||
virtual void calcSteering(const hkReal deltaTime, const hkpVehicleInstance* vehicle, const hkpVehicleDriverInput::FilteredDriverInputOutput& filteredInfoOutput, SteeringAnglesOutput& steeringOutput )
|
||||
{
|
||||
hkpVehicleDefaultSteering::calcMainSteeringAngle( deltaTime, vehicle, filteredInfoOutput, steeringOutput );
|
||||
|
||||
// Wheels.
|
||||
for (int w_it = 0; w_it < m_doesWheelSteer.getSize(); w_it++)
|
||||
{
|
||||
if ( m_doesWheelSteer[w_it] )
|
||||
{
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Steer with front and back wheels to simulate a tank.
|
||||
steeringOutput.m_wheelsSteeringAngle [w_it] = -steeringOutput.m_mainSteeringAngle;
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class VehicleSetup
|
||||
{
|
||||
public:
|
||||
@@ -42,8 +69,9 @@ public:
|
||||
{
|
||||
Components::Wheel* WheelComponent;
|
||||
Components::Transform* TransformComponent;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
std::vector<WheelData> m_Wheels;
|
||||
|
||||
virtual void setupVehicleData(const hkpWorld* world, hkpVehicleData& data);
|
||||
@@ -58,6 +86,7 @@ public:
|
||||
virtual void setupComponent(const hkpVehicleData& data, hkpVehicleDefaultVelocityDamper& velocityDamper, Components::Vehicle vehicleComponent);
|
||||
|
||||
virtual void setupWheelCollide(const hkpWorld* world, const hkpVehicleInstance& vehicle, hkpVehicleRayCastWheelCollide& wheelCollide);
|
||||
|
||||
};
|
||||
|
||||
#endif // Physics_Vehicle_h__
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
#ifndef RenderQueue_h__
|
||||
#define RenderQueue_h__
|
||||
|
||||
#include <cstdint>
|
||||
#include <forward_list>
|
||||
|
||||
#include "ResourceManager.h"
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
|
||||
class RenderQueue;
|
||||
|
||||
struct RenderJob
|
||||
{
|
||||
friend class RenderQueue;
|
||||
|
||||
unsigned int ViewportID;
|
||||
unsigned int TextureID;
|
||||
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
GLuint SpecularTexture;
|
||||
GLuint VAO;
|
||||
unsigned int StartIndex;
|
||||
unsigned int EndIndex;
|
||||
glm::mat4 ModelMatrix;
|
||||
|
||||
protected:
|
||||
uint64_t Hash;
|
||||
|
||||
void CalculateHash()
|
||||
{
|
||||
Hash = ViewportID << 58 // 6 bits
|
||||
| TextureID << 42; // 16 bits
|
||||
}
|
||||
|
||||
bool operator<(const RenderJob& rhs)
|
||||
{
|
||||
return this->Hash < rhs.Hash;
|
||||
}
|
||||
};
|
||||
|
||||
class RenderQueue
|
||||
{
|
||||
public:
|
||||
void Add(RenderJob &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
m_Jobs.push_front(job);
|
||||
m_Jobs.sort();
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
m_Jobs.clear();
|
||||
}
|
||||
|
||||
private:
|
||||
std::forward_list<RenderJob> m_Jobs;
|
||||
};
|
||||
|
||||
#endif // RenderQueue_h__
|
||||
+365
-344
@@ -13,12 +13,15 @@ Renderer::Renderer()
|
||||
m_DrawWireframe = false;
|
||||
m_DrawBounds = false;
|
||||
#endif
|
||||
|
||||
m_ShadowMapRes = 2048;
|
||||
Gamma = 2.2f;
|
||||
CAtt = 1.0f;
|
||||
LAtt = 0.0f;
|
||||
QAtt = 3.0f;
|
||||
m_ShadowMapRes = 2048*6;
|
||||
m_SunPosition = glm::vec3(0, 3.5f, 10);
|
||||
m_SunTarget = glm::vec3(0, 0, 0);
|
||||
m_SunProjection = glm::ortho<float>(-100, 100, -100, 100, -100, 100);
|
||||
Lights = 0;
|
||||
m_SunProjection = glm::ortho<float>(10.f, -10.f, 10.f, -10.f, 10.f, -10.f);
|
||||
/* Lights = 0;*/
|
||||
}
|
||||
|
||||
void Renderer::Initialize()
|
||||
@@ -31,11 +34,11 @@ void Renderer::Initialize()
|
||||
}
|
||||
|
||||
// Create a window
|
||||
WIDTH = 1280;
|
||||
HEIGHT = 720;
|
||||
m_Width = 1280;
|
||||
m_Height = 720;
|
||||
// Antialiasing
|
||||
//glfwWindowHint(GLFW_SAMPLES, 16);
|
||||
m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
|
||||
m_Window = glfwCreateWindow(m_Width, m_Height, "OpenGL", nullptr, nullptr);
|
||||
if (!m_Window)
|
||||
{
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
@@ -63,7 +66,7 @@ void Renderer::Initialize()
|
||||
}
|
||||
|
||||
// Create Camera
|
||||
m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
|
||||
m_Camera = std::make_shared<Camera>(45.f, (float)m_Width / m_Height, 0.01f, 1000.f);
|
||||
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
|
||||
|
||||
glfwSwapInterval(m_VSync);
|
||||
@@ -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();
|
||||
@@ -110,9 +108,15 @@ void Renderer::LoadContent()
|
||||
m_ShaderProgramSkybox.Compile();
|
||||
m_ShaderProgramSkybox.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_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");
|
||||
@@ -132,15 +136,13 @@ void Renderer::LoadContent()
|
||||
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;
|
||||
@@ -150,6 +152,57 @@ void Renderer::Draw(double dt)
|
||||
m_QuadView = true;
|
||||
}
|
||||
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_1))
|
||||
{
|
||||
Gamma -= 0.3f * dt;
|
||||
LOG_INFO("Gamma_UP: %f", Gamma);
|
||||
}
|
||||
if(glfwGetKey(m_Window, GLFW_KEY_KP_4))
|
||||
{
|
||||
Gamma += 0.3f * dt;
|
||||
LOG_INFO("Gamma_DOWN: %f", Gamma);
|
||||
}
|
||||
|
||||
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();
|
||||
@@ -163,102 +216,48 @@ void Renderer::Draw(double dt)
|
||||
void Renderer::DrawSkybox()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(0, 0, WIDTH, HEIGHT);
|
||||
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(m_Camera->Orientation());
|
||||
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()
|
||||
void Renderer::CreateShadowMap(int resolution)
|
||||
{
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
// glViewport(0, 0, WIDTH, HEIGHT);
|
||||
glGenFramebuffers(1, &m_ShadowFrameBuffer);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
|
||||
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);
|
||||
// Depth texture
|
||||
glGenTextures(1, &m_ShadowDepthTexture);
|
||||
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;
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, resolution, resolution, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
//glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
|
||||
//glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
|
||||
|
||||
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, m_ShadowDepthTexture, 0);
|
||||
glDrawBuffer(GL_NONE);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("Framebuffer incomplete!");
|
||||
return;
|
||||
|
||||
#ifdef DEBUG
|
||||
// Debug draw model normals
|
||||
if (m_DrawNormals)
|
||||
{
|
||||
m_ShaderProgramNormals.Bind();
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
DrawModels(m_ShaderProgramNormals);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Renderer::DrawShadowMap()
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
glCullFace(GL_FRONT); //Make it so that only the back faces are rendered
|
||||
glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
|
||||
//Binds the FBO and sets the veiwport, witch in effect is how large the shadowmap is and what resolution it has.
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_ShadowFrameBuffer);
|
||||
@@ -267,14 +266,9 @@ void Renderer::DrawShadowMap()
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
|
||||
//Creates the "camera" for the shadowmap from the direction of the sun.
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0)) * glm::translate(-m_Camera->Position() * glm::vec3(1, 0, 0));
|
||||
// glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
|
||||
//glm::mat4 cameraMatrix = depthProjectionMatrix * m_Camera->ViewMatrix();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
m_ShaderProgramShadows.Bind();
|
||||
@@ -299,6 +293,8 @@ void Renderer::DrawShadowMap()
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Renderer::DrawDebugShadowMap()
|
||||
@@ -357,34 +353,33 @@ void Renderer::AddModelToDraw(Model* model, glm::vec3 position, glm::quat orient
|
||||
ModelsToRender.push_back(std::make_tuple(model, modelMatrix, visible, shadowCaster));
|
||||
}
|
||||
|
||||
void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale)
|
||||
{
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), position) * glm::toMat4(orientation) * glm::scale(scale);
|
||||
|
||||
TexturesToRender.push_back(std::make_tuple(texture, modelMatrix, position));
|
||||
}
|
||||
|
||||
void Renderer::AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _specularExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
)
|
||||
{
|
||||
Light_position.push_back(_position);
|
||||
Light_specular.push_back(_specular);
|
||||
Light_diffuse.push_back(_diffuse);
|
||||
Light_specularExponent.push_back(_specularExponent);
|
||||
Lights = Light_position.size();
|
||||
CreateLightMatrix();
|
||||
|
||||
// Light_position.push_back(_position.x);
|
||||
// Light_position.push_back(_position.y);
|
||||
// Light_position.push_back(_position.z);
|
||||
// Light_specular.push_back(_specular.x);
|
||||
// Light_specular.push_back(_specular.y);
|
||||
// Light_specular.push_back(_specular.z);
|
||||
// Light_diffuse.push_back(_diffuse.x);
|
||||
// Light_diffuse.push_back(_diffuse.y);
|
||||
// Light_diffuse.push_back(_diffuse.z);
|
||||
// Light_constantAttenuation.push_back(_constantAttenuation);
|
||||
// Light_linearAttenuation.push_back(_linearAttenuation);
|
||||
// Light_quadraticAttenuation.push_back(_quadraticAttenuation);
|
||||
// Light_spotExponent.push_back(_spotExponent);
|
||||
// Lights = Light_constantAttenuation.size();
|
||||
Light light;
|
||||
light.Position = _position;
|
||||
light.Diffuse = _diffuse;
|
||||
light.Specular = _specular;
|
||||
light.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)
|
||||
@@ -522,15 +517,8 @@ void Renderer::ClearStuff()
|
||||
{
|
||||
AABBsToRender.clear();
|
||||
ModelsToRender.clear();
|
||||
Light_position.clear();
|
||||
Light_specular.clear();
|
||||
Light_diffuse.clear();
|
||||
Light_constantAttenuation.clear();
|
||||
Light_linearAttenuation.clear();
|
||||
Light_quadraticAttenuation.clear();
|
||||
Light_spotExponent.clear();
|
||||
Light_specularExponent.clear();
|
||||
Lights = 0;
|
||||
TexturesToRender.clear();
|
||||
Lights.clear();
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
@@ -544,12 +532,12 @@ void Renderer::FrameBufferTextures()
|
||||
glGenRenderbuffers(1, &m_fDepthBuffer);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
|
||||
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, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
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);
|
||||
@@ -558,7 +546,7 @@ void Renderer::FrameBufferTextures()
|
||||
//Generate and bind position texture
|
||||
glGenTextures(1, &m_fPositionTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
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);
|
||||
@@ -567,12 +555,29 @@ void Renderer::FrameBufferTextures()
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fNormalsTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Generate and bind normal texture
|
||||
glGenTextures(1, &m_fSpecularTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
/*glGenTextures(1, &m_fShadowTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fShadowTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, m_Width, m_Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);*/
|
||||
|
||||
//Bind fb
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbBasePass);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
@@ -581,11 +586,13 @@ void Renderer::FrameBufferTextures()
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fSpecularTexture, 0);
|
||||
//glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fShadowTexture, 0);
|
||||
|
||||
GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbBasePass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
@@ -594,7 +601,7 @@ void Renderer::FrameBufferTextures()
|
||||
|
||||
glGenTextures(1, &m_fLightingTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
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);
|
||||
@@ -606,212 +613,117 @@ void Renderer::FrameBufferTextures()
|
||||
fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
LOG_ERROR("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
|
||||
//exit(1);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
//void Renderer::FrameBufferTextures()
|
||||
//{
|
||||
// m_fb = 0;
|
||||
// m_fDepthBuffer = 0;
|
||||
//
|
||||
// glGenFramebuffers(1, &m_fb);
|
||||
// glGenRenderbuffers(1, &m_fDepthBuffer);
|
||||
//
|
||||
// glBindRenderbuffer(GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, WIDTH, HEIGHT);
|
||||
//
|
||||
// //Generate and bind diffuse texture
|
||||
// glGenTextures(1, &m_fDiffuseTexture);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//
|
||||
// //Generate and bind position texture
|
||||
// glGenTextures(1, &m_fPositionTexture);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//
|
||||
// //Generate and bind normal texture
|
||||
// glGenTextures(1, &m_fNormalsTexture);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//
|
||||
// //Generate and bind blend texture
|
||||
// glGenTextures(1, &m_fBlendTexture);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
|
||||
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
//
|
||||
// //Bind fb
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
|
||||
// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_fDepthBuffer);
|
||||
//
|
||||
// //Attach textures to the FB
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_fDiffuseTexture, 0);
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_fPositionTexture, 0);
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_fNormalsTexture, 0);
|
||||
// glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_fBlendTexture, 0);
|
||||
//
|
||||
// GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
||||
// if(fbStatus != GL_FRAMEBUFFER_COMPLETE)
|
||||
// {
|
||||
// printf("DeferredLighting:Init: FrameBuffer incomplete: 0x%x\n", fbStatus);
|
||||
// exit(1);
|
||||
// }
|
||||
//
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
//}
|
||||
}
|
||||
|
||||
void Renderer::DrawFBO()
|
||||
{
|
||||
/*
|
||||
DrawShadowMap();
|
||||
|
||||
for (auto &pair : m_Viewports)
|
||||
{
|
||||
Viewport &viewport = pair.second;
|
||||
if (!viewport.Camera)
|
||||
continue;
|
||||
|
||||
int x = viewport.Left * m_Width;
|
||||
int y = viewport.Top * m_Height;
|
||||
int width = (viewport.Right - viewport.Left) * m_Width;
|
||||
int height = (viewport.Bottom - viewport.Top) * m_Height;
|
||||
|
||||
/*
|
||||
Base pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
|
||||
glViewport(0, 0, m_Width, m_Height);
|
||||
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
// Clear G-buffer
|
||||
GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffClear);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
DrawFBOScene();
|
||||
// Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
m_FirstPassProgram.Bind();
|
||||
GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 };
|
||||
glDrawBuffers(3, windowBuffOpaque);
|
||||
|
||||
/*
|
||||
glCullFace(GL_BACK);
|
||||
|
||||
DrawFBOScene(viewport);
|
||||
|
||||
/*
|
||||
Lighting pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
|
||||
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, lightingPassAttachments);
|
||||
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
glClearColor(0.f, 0.f, 0.f, 0.f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
m_SecondPassProgram.Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene();
|
||||
glCullFace(GL_FRONT);
|
||||
DrawLightScene(viewport);
|
||||
|
||||
/*
|
||||
/*
|
||||
Final pass
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
//if(!m_QuadView)
|
||||
//{
|
||||
*/
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
glViewport(x, y, width, height);
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_FinalPassProgram.Bind();
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// m_SecondPassProgram_Debug.Bind();
|
||||
//}
|
||||
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
|
||||
// Ambient light
|
||||
glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f)));
|
||||
glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_fLightingTexture);
|
||||
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
glCullFace(GL_BACK);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glEnableVertexAttribArray(0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
//void Renderer::DrawFBO()
|
||||
//{
|
||||
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
|
||||
//
|
||||
// GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
// glDrawBuffers(4, windowBuffClear);
|
||||
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//
|
||||
// // Execute the first render stage which will fill out the internal buffers with data(??)
|
||||
// //EnableRenderProgramStage1;
|
||||
// m_FirstPassProgram.Bind();
|
||||
// GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_NONE };
|
||||
// glDrawBuffers(4, windowBuffOpaque);
|
||||
// DrawFBOScene();
|
||||
//
|
||||
// GLenum windowBuffTransp[] = { GL_NONE, GL_NONE, GL_NONE, GL_COLOR_ATTACHMENT3 };
|
||||
// glDrawBuffers(4, windowBuffTransp);
|
||||
// glEnable(GL_BLEND);
|
||||
// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// //Depth buffer shall not be updated
|
||||
// glDepthMask(GL_FALSE);
|
||||
// //DrawTransparent items
|
||||
// glDepthMask(GL_TRUE);
|
||||
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
// glDisable(GL_BLEND);
|
||||
//
|
||||
// glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
// //Probably means to use the second_pass shader
|
||||
// //EnableRenderProgramDeferredStage();
|
||||
// m_SecondPassProgram.Bind();
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
||||
// //SetupDefferedStageUniforms(); // Probably what we do in FrameBufferTextures();
|
||||
// glEnableVertexAttribArray(0);
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
|
||||
//
|
||||
// glActiveTexture(GL_TEXTURE1);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fPositionTexture);
|
||||
//
|
||||
// glActiveTexture(GL_TEXTURE2);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture);
|
||||
//
|
||||
// glActiveTexture(GL_TEXTURE3);
|
||||
// glBindTexture(GL_TEXTURE_2D, m_fBlendTexture);
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
//
|
||||
// //DrawSimpleSquare(); //I guess this draw a square and put the textures on it
|
||||
// glBindVertexArray(m_ScreenQuad);
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
// glDisableVertexAttribArray(0);
|
||||
//
|
||||
//}
|
||||
|
||||
void Renderer::DrawFBOScene()
|
||||
void Renderer::DrawFBOScene(Viewport &viewport)
|
||||
{
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
// glEnable(GL_DEPTH_TEST);//Tests where objects are and display them correctly
|
||||
// glEnable(GL_CULL_FACE); //removes triangles on the wrong side of the object
|
||||
// glCullFace(GL_BACK); //Make it so that only the back faces are rendered
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); //Draws filled polygons
|
||||
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
glm::mat4 biasMatrix(
|
||||
0.5, 0.0, 0.0, 0.0,
|
||||
0.0, 0.5, 0.0, 0.0,
|
||||
0.0, 0.0, 0.5, 0.0,
|
||||
0.5, 0.5, 0.5, 1.0
|
||||
);
|
||||
|
||||
glm::mat4 depthViewMatrix = glm::lookAt(m_SunPosition, m_SunTarget, glm::vec3(0, 1, 0));
|
||||
glm::mat4 depthCamera = m_SunProjection * depthViewMatrix;
|
||||
glm::mat4 depthCameraMatrix = biasMatrix * depthCamera;
|
||||
glm::mat4 depthMVP;
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_ShadowDepthTexture);
|
||||
|
||||
for (auto tuple : ModelsToRender)
|
||||
{
|
||||
@@ -821,25 +733,67 @@ void Renderer::DrawFBOScene()
|
||||
std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
|
||||
MVP = cameraMatrix * modelMatrix;
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glBindVertexArray(model->VAO);
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
if (texGroup.NormalMap)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap);
|
||||
}
|
||||
glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
for (auto tuple : TexturesToRender)
|
||||
{
|
||||
Texture* texture;
|
||||
glm::mat4 modelMatrix;
|
||||
glm::vec3 position;
|
||||
std::tie(texture, modelMatrix, position) = tuple;
|
||||
|
||||
//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
|
||||
|
||||
glm::vec3 camToParticle = glm::normalize(viewport.Camera->Position() - position);
|
||||
glm::vec3 up = glm::vec3(0,1,0);
|
||||
glm::vec3 rightVec = glm::normalize(glm::cross(up, camToParticle));
|
||||
glm::vec3 up2 = glm::normalize(glm::cross(camToParticle, rightVec));
|
||||
|
||||
glm::mat4 billboardMatrix;
|
||||
billboardMatrix[0] = glm::vec4(rightVec, 0);
|
||||
billboardMatrix[1] = glm::vec4(up2, 0);
|
||||
billboardMatrix[2] = glm::vec4(camToParticle, 0);
|
||||
//billboardMatrix[3] = glm::vec4(position, 0);
|
||||
|
||||
MVP = cameraMatrix * modelMatrix * billboardMatrix;
|
||||
|
||||
depthMVP = depthCameraMatrix * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::DrawLightScene()
|
||||
void Renderer::DrawLightScene(Viewport &viewport)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation (GL_FUNC_ADD);
|
||||
@@ -849,25 +803,30 @@ void Renderer::DrawLightScene()
|
||||
glDepthMask (GL_FALSE);
|
||||
glBindVertexArray(m_sphereModel->VAO);
|
||||
|
||||
glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
|
||||
glm::mat4 cameraMatrix = viewport.Camera->ProjectionMatrix() * viewport.Camera->ViewMatrix();
|
||||
glm::mat4 MVP;
|
||||
|
||||
for(int i = 0; i < Lights; i++)
|
||||
for (auto &light : Lights)
|
||||
{
|
||||
MVP = cameraMatrix * lM[i];
|
||||
MVP = cameraMatrix * light.SphereModelMatrix;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ViewportSize"), 1,glm::value_ptr(glm::vec2(WIDTH, HEIGHT)));
|
||||
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(lM[i]));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "la"), 1, glm::value_ptr(glm::vec3(0.3f, 0.3f, 0.3f)));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(Light_specular[i]));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(Light_diffuse[i]));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(Light_position[i]));
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LightRadius"), 5.0f);
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), m_Camera->Position().x, m_Camera->Position().y, m_Camera->Position().z);
|
||||
//glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "speculatExponent"), Light_specularExponent[i]);
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ViewMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(viewport.Camera->ProjectionMatrix()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(light.SphereModelMatrix));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ls"), 1, glm::value_ptr(light.Specular));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ld"), 1, glm::value_ptr(light.Diffuse));
|
||||
glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "lp"), 1, glm::value_ptr(light.Position));
|
||||
glUniform3f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "CameraPosition"), viewport.Camera->Position().x, viewport.Camera->Position().y, viewport.Camera->Position().z);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "specularExponent"), light.SpecularExponent);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), light.ConstantAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), light.LinearAttenuation);
|
||||
// glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), light.QuadraticAttenuation);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "ConstantAttenuation"), CAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "LinearAttenuation"), LAtt);
|
||||
glUniform1f(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "QuadraticAttenuation"), QAtt);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_sphereModel->Vertices.size());
|
||||
};
|
||||
glEnable (GL_DEPTH_TEST);
|
||||
@@ -880,16 +839,78 @@ void Renderer::SetSphereModel( Model* _model )
|
||||
m_sphereModel = _model;
|
||||
}
|
||||
|
||||
void Renderer::CreateLightMatrix()
|
||||
glm::mat4 Renderer::CreateLightMatrix(Light &_light)
|
||||
{
|
||||
for(int i = 0; i < Lights; i++)
|
||||
{
|
||||
const float scale = 10.0f;
|
||||
glm::mat4 model;
|
||||
model *= glm::translate(Light_position[i]);
|
||||
model *= glm::scale(glm::vec3(scale));
|
||||
lM[i] = model;
|
||||
}
|
||||
|
||||
// float c = _light.ConstantAttenuation;
|
||||
// float l = _light.LinearAttenuation;
|
||||
// float q = _light.QuadraticAttenuation;
|
||||
float c = CAtt;
|
||||
float l = LAtt;
|
||||
float q = QAtt;
|
||||
float cutOffRadius = abs(sqrt((-4*c*q) + pow(l, 2) + (1024*q) - l) / (2*q));
|
||||
|
||||
glm::mat4 model;
|
||||
model *= glm::translate(_light.Position);
|
||||
model *= glm::scale(glm::vec3(cutOffRadius));
|
||||
return model;
|
||||
}
|
||||
|
||||
void Renderer::UpdateSunProjection()
|
||||
{
|
||||
glm::vec3 NDCCube[] =
|
||||
{
|
||||
glm::vec3(-1.f, -1.f, -1.f),
|
||||
glm::vec3(1.f, -1.f, -1.f),
|
||||
glm::vec3(-1.f, 1.f, -1.f),
|
||||
glm::vec3(1.f, 1.f, -1.f),
|
||||
glm::vec3(-1.f, -1.f, 1.f),
|
||||
glm::vec3(1.f, -1.f, 1.f),
|
||||
glm::vec3(-1.f, 1.f, 1.f),
|
||||
glm::vec3(1.f, 1.f, 1.f)
|
||||
};
|
||||
|
||||
glm::mat4 inverseProjectionViewMatrix = glm::inverse(m_Camera->ViewMatrix()) * glm::inverse(m_Camera->ProjectionMatrix());
|
||||
//Also * with world matrix for light
|
||||
|
||||
for(auto corner : NDCCube)
|
||||
{
|
||||
//corner *= inverseProjectionViewMatrix;
|
||||
}
|
||||
|
||||
//Calculate the bounding box of the transformed frustum corners. This will be the view frustum for the shadow map.
|
||||
|
||||
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
|
||||
}
|
||||
|
||||
void Renderer::RegisterViewport(int identifier, float left, float top, float right, float bottom)
|
||||
{
|
||||
Viewport v;
|
||||
v.Left = left;
|
||||
v.Top = top;
|
||||
v.Right = right;
|
||||
v.Bottom = bottom;
|
||||
v.Camera = nullptr;
|
||||
m_Viewports[identifier] = v;
|
||||
}
|
||||
|
||||
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[identifier] = std::make_shared<Camera>(FOV, (float)m_Width / m_Height, nearClip, farClip);
|
||||
}
|
||||
|
||||
void Renderer::UpdateViewport(int viewportIdentifier, int cameraIdentifier)
|
||||
{
|
||||
auto &viewport = m_Viewports[viewportIdentifier];
|
||||
auto camera = m_Cameras[cameraIdentifier];
|
||||
camera->AspectRatio(((viewport.Right - viewport.Left) * m_Width) / ((viewport.Bottom - viewport.Top) * m_Height));
|
||||
viewport.Camera = camera;
|
||||
}
|
||||
|
||||
void Renderer::UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip)
|
||||
{
|
||||
m_Cameras[cameraIdentifier]->Position(position);
|
||||
m_Cameras[cameraIdentifier]->Orientation(orientation);
|
||||
m_Cameras[cameraIdentifier]->FOV(FOV);
|
||||
m_Cameras[cameraIdentifier]->NearClip(nearClip);
|
||||
m_Cameras[cameraIdentifier]->FarClip(farClip);
|
||||
}
|
||||
|
||||
+51
-20
@@ -21,21 +21,12 @@ public:
|
||||
glm::mat4 viewMatrix;
|
||||
glm::mat4 projectionMatrix;
|
||||
|
||||
int HEIGHT, WIDTH;
|
||||
|
||||
int Width() const { return m_Width; }
|
||||
int Height() const { return m_Height; }
|
||||
|
||||
std::list<std::tuple<Model*, glm::mat4, bool, bool>> ModelsToRender;
|
||||
int Lights;
|
||||
std::vector<glm::vec3> Light_position;
|
||||
std::vector<glm::vec3> Light_specular;
|
||||
std::vector<glm::vec3> Light_diffuse;
|
||||
std::vector<float> Light_specularExponent;
|
||||
|
||||
|
||||
std::vector<float> Light_constantAttenuation;
|
||||
std::vector<float> Light_linearAttenuation;
|
||||
std::vector<float> Light_quadraticAttenuation;
|
||||
std::vector<float> Light_spotExponent;
|
||||
|
||||
std::list<std::tuple<Texture*, glm::mat4, glm::vec3>> TexturesToRender;
|
||||
std::list<std::tuple<glm::mat4, bool>> AABBsToRender;
|
||||
|
||||
Renderer();
|
||||
@@ -44,13 +35,22 @@ public:
|
||||
void Draw(double dt);
|
||||
void DrawText();
|
||||
|
||||
void RegisterViewport(int identifier, float left, float top, float right, float bottom);
|
||||
void RegisterCamera(int identifier, float FOV, float nearClip, float farClip);
|
||||
void UpdateViewport(int viewportIdentifier, int cameraIdentifier);
|
||||
void UpdateCamera(int cameraIdentifier, glm::vec3 position, glm::quat orientation, float FOV, float nearClip, float farClip);
|
||||
|
||||
void AddModelToDraw(Model* model, glm::vec3 position, glm::quat orientation, glm::vec3 scale, bool visible, bool shadowCaster);
|
||||
void AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat orientation, glm::vec3 scale);
|
||||
void AddTextToDraw();
|
||||
void AddPointLightToDraw(
|
||||
glm::vec3 _position,
|
||||
glm::vec3 _specular,
|
||||
glm::vec3 _diffuse,
|
||||
float _specularExponent
|
||||
float _specularExponent,
|
||||
float _ConstantAttenuation,
|
||||
float _LinearAttenuation,
|
||||
float _QuadraticAttenuation
|
||||
);
|
||||
void AddAABBToDraw(glm::vec3 origin, glm::vec3 volumeVector, bool colliding);
|
||||
|
||||
@@ -69,9 +69,35 @@ public:
|
||||
|
||||
void SetSphereModel(Model* _model);
|
||||
|
||||
|
||||
|
||||
private:
|
||||
int m_Width, m_Height;
|
||||
|
||||
struct Viewport
|
||||
{
|
||||
float Left;
|
||||
float Top;
|
||||
float Right;
|
||||
float Bottom;
|
||||
std::shared_ptr<Camera> Camera;
|
||||
};
|
||||
|
||||
std::unordered_map<int, Viewport> m_Viewports;
|
||||
std::unordered_map<int, std::shared_ptr<Camera>> m_Cameras;
|
||||
|
||||
struct Light
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Specular;
|
||||
glm::vec3 Diffuse;
|
||||
float SpecularExponent;
|
||||
glm::mat4 SphereModelMatrix;
|
||||
float ConstantAttenuation, LinearAttenuation, QuadraticAttenuation;
|
||||
};
|
||||
|
||||
float Gamma;
|
||||
|
||||
std::list<Light> Lights;
|
||||
|
||||
GLFWwindow* m_Window;
|
||||
GLint m_glVersion[2];
|
||||
GLchar* m_glVendor;
|
||||
@@ -79,6 +105,7 @@ private:
|
||||
bool m_DrawNormals;
|
||||
bool m_DrawWireframe;
|
||||
bool m_DrawBounds;
|
||||
float CAtt, LAtt, QAtt;
|
||||
|
||||
std::shared_ptr<Skybox> m_Skybox;
|
||||
|
||||
@@ -95,13 +122,14 @@ private:
|
||||
GLuint m_fDiffuseTexture;
|
||||
GLuint m_fPositionTexture;
|
||||
GLuint m_fNormalsTexture;
|
||||
GLuint m_fSpecularTexture;
|
||||
GLuint m_fBlendTexture;
|
||||
GLuint m_fbLightingPass;
|
||||
GLuint m_fLightingTexture;
|
||||
GLuint m_fShadowTexture;
|
||||
|
||||
GLuint m_fDepthBuffer;
|
||||
GLenum draw_bufs[2];
|
||||
glm::mat4 lM[5];
|
||||
GLuint m_ScreenQuad;
|
||||
Model* m_sphereModel;
|
||||
|
||||
@@ -130,10 +158,13 @@ private:
|
||||
void CreateShadowMap(int resolution);
|
||||
void FrameBufferTextures();
|
||||
void DrawFBO();
|
||||
void DrawFBOScene();
|
||||
void DrawLightScene();
|
||||
void DrawFBOScene(Viewport &viewport);
|
||||
void DrawLightScene(Viewport &viewport);
|
||||
void BindFragDataLocation();
|
||||
void CreateLightMatrix();
|
||||
glm::mat4 CreateLightMatrix(Light &_light);
|
||||
void UpdateSunProjection();
|
||||
void CreateNormalMapTangent();
|
||||
|
||||
|
||||
GLuint CreateQuad();
|
||||
void DrawDebugShadowMap();
|
||||
|
||||
@@ -16,7 +16,7 @@ Resource* ResourceManager::CreateResource(std::string resourceType, std::string
|
||||
resource->TypeID = GetTypeID(resourceType);
|
||||
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
||||
// Cache
|
||||
m_ResourceCache[resourceName] = resource;
|
||||
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
||||
|
||||
return resource;
|
||||
}
|
||||
@@ -28,7 +28,7 @@ void ResourceManager::RegisterType(std::string resourceType, std::function<Resou
|
||||
|
||||
void ResourceManager::Preload(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
if (IsResourceLoaded(resourceName))
|
||||
if (IsResourceLoaded(resourceType, resourceName))
|
||||
{
|
||||
LOG_WARNING("Attempted to preload resource \"%s\" multiple times!", resourceName);
|
||||
return;
|
||||
@@ -54,7 +54,7 @@ unsigned int ResourceManager::GetNewResourceID(unsigned int typeID)
|
||||
return m_ResourceCount[typeID]++;
|
||||
}
|
||||
|
||||
bool ResourceManager::IsResourceLoaded(std::string resourceName)
|
||||
bool ResourceManager::IsResourceLoaded(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
return m_ResourceCache.find(resourceName) != m_ResourceCache.end();
|
||||
return m_ResourceCache.find(std::make_pair(resourceType, resourceName)) != m_ResourceCache.end();
|
||||
}
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <vector>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "Util/UnorderedMapPair.h"
|
||||
#include "Factory.h"
|
||||
|
||||
class Resource
|
||||
@@ -28,7 +29,7 @@ public:
|
||||
void Preload(std::string resourceType, std::string resourceName);
|
||||
|
||||
// Checks if a resource is in cache
|
||||
bool IsResourceLoaded(std::string resourceName);
|
||||
bool IsResourceLoaded(std::string resourceType, std::string resourceName);
|
||||
|
||||
template <typename T>
|
||||
// Hot-loads a resource and caches it for future use
|
||||
@@ -40,7 +41,7 @@ public:
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::function<Resource*(std::string)>> m_FactoryFunctions; // type -> factory function
|
||||
std::unordered_map<std::string, Resource*> m_ResourceCache; // name -> resource
|
||||
std::unordered_map<std::pair<std::string, std::string>, Resource*> m_ResourceCache; // (type, name) -> resource
|
||||
|
||||
// TODO: Getters for IDs
|
||||
unsigned int m_CurrentResourceTypeID;
|
||||
@@ -60,7 +61,7 @@ private:
|
||||
template <typename T>
|
||||
T* ResourceManager::Load(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
auto it = m_ResourceCache.find(resourceName);
|
||||
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
|
||||
if (it != m_ResourceCache.end())
|
||||
return static_cast<T*>(it->second);
|
||||
|
||||
@@ -79,7 +80,7 @@ T* ResourceManager::Load(std::string resourceType, std::string resourceName)
|
||||
template <typename T>
|
||||
T* ResourceManager::Fetch(std::string resourceName) const
|
||||
{
|
||||
auto it = m_ResourceCache.find(resourceName);
|
||||
auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
|
||||
if (it == m_ResourceCache.end())
|
||||
{
|
||||
LOG_ERROR("Failed to fetch resource \"%s\": Resource not loaded!", resourceName.c_str());
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
#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
|
||||
{
|
||||
@@ -17,6 +19,11 @@ void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
|
||||
|
||||
|
||||
vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
|
||||
//FragmentColor = DiffuseTexel;
|
||||
|
||||
FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel;
|
||||
}
|
||||
@@ -1,26 +1,55 @@
|
||||
#version 430
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D ShadowTexture;
|
||||
layout (binding=2) uniform sampler2D NormalMapTexture;
|
||||
layout (binding=3) uniform sampler2D SpecularMapTexture;
|
||||
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Input;
|
||||
|
||||
out vec4 frag_Diffuse;
|
||||
out vec4 frag_Position;
|
||||
out vec4 frag_Normal;
|
||||
out vec4 frag_specular;
|
||||
|
||||
float Shadow(vec4 ShadowCoord)
|
||||
{
|
||||
//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 = texture2D(DiffuseTexture, Input.TextureCoord);
|
||||
frag_Diffuse = texture(DiffuseTexture, Input.TextureCoord); // * Shadow(Input.ShadowCoord);
|
||||
|
||||
// G-buffer Position
|
||||
frag_Position = vec4(Input.Position.xyz, 0.0);
|
||||
frag_Position = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
// G-buffer Normal
|
||||
frag_Normal = vec4(Input.Normal, 0.0);
|
||||
mat3 TBN = transpose(mat3(Input.Tangent, Input.BiTangent, Input.Normal));
|
||||
frag_Normal = normalize(vec4(TBN * vec3(texture(NormalMapTexture, Input.TextureCoord)), 0.0));
|
||||
//frag_Normal = vec4(Input.Normal, 0.0);
|
||||
|
||||
//G-buffer Specular
|
||||
frag_specular = texture(SpecularMapTexture, Input.TextureCoord);
|
||||
}
|
||||
+17
-12
@@ -12,12 +12,14 @@ uniform vec3 la;
|
||||
uniform vec3 ls;
|
||||
uniform vec3 ld;
|
||||
uniform vec3 lp;
|
||||
uniform float LightRadius;
|
||||
const float specularExponent = 50.0;
|
||||
uniform float specularExponent;
|
||||
uniform vec3 CameraPosition;
|
||||
uniform float ConstantAttenuation;
|
||||
uniform float LinearAttenuation;
|
||||
uniform float QuadraticAttenuation;
|
||||
|
||||
const vec3 ks = vec3(1.0, 0.0, 0.0);
|
||||
const vec3 kd = vec3(0.8, 0.8, 0.8);
|
||||
const vec3 ks = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 kd = vec3(1.0, 1.0, 1.0);
|
||||
const vec3 ka = vec3(1.0, 1.0, 1.0);
|
||||
const float kshine = 1.0;
|
||||
|
||||
@@ -29,7 +31,7 @@ in VertexData
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
vec4 phong4(vec3 position, vec3 normal)
|
||||
vec4 phong(vec3 position, vec3 normal)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightPos = vec3(V * vec4(lp, 1.0));
|
||||
@@ -44,12 +46,15 @@ vec4 phong4(vec3 position, vec3 normal)
|
||||
vec3 surfaceToViewer = normalize(-position);
|
||||
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
|
||||
float dotSpecular = max(dot(halfWay, normal), 0.0);
|
||||
float specularFactor = pow(dotSpecular, specularExponent * 2);
|
||||
float specularFactor = pow(dotSpecular, specularExponent * 2.0);
|
||||
vec3 Is = ks * ls * specularFactor;
|
||||
|
||||
//Attenuation
|
||||
float dist = distance(lightPos, position);
|
||||
float attenuation = -log(min(1.0, dist / LightRadius));
|
||||
//float attenuation = -log(min(1.0, dist / LightRadius));
|
||||
|
||||
float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist));
|
||||
|
||||
//float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2));
|
||||
|
||||
//float attenuation = clamp(0.0, 1.0, 1.0 / (0.001 + (0.001 * dist) + (0.001 * dist * dist)));
|
||||
@@ -62,10 +67,9 @@ vec4 phong4(vec3 position, vec3 normal)
|
||||
//att_s = 1.0 / (1.0 + att_s);
|
||||
//attenuation = attenuation / (1.0 - att_s);
|
||||
|
||||
float radius = 5.0;
|
||||
float alpha = dist / radius;
|
||||
float dampingFactor = 1.0 - pow(alpha, 3);
|
||||
|
||||
//float radius = 5.0;
|
||||
//float alpha = dist / radius;
|
||||
//float dampingFactor = 1.0 - pow(alpha, 3);
|
||||
|
||||
return vec4((Id + Is) * attenuation, 1.0);
|
||||
}
|
||||
@@ -76,5 +80,6 @@ void main()
|
||||
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
|
||||
vec4 NormalTexel = texture(NormalsTexture, TextureCoord);
|
||||
|
||||
FragColor = phong4(vec3(PositionTexel), vec3(NormalTexel));
|
||||
FragColor = phong(vec3(PositionTexel), vec3(NormalTexel));
|
||||
//FragColor = NormalTexel;
|
||||
}
|
||||
@@ -4,16 +4,22 @@ 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 = 3) in vec3 Tangent;
|
||||
layout (location = 4) in vec3 BiTangent;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec2 TextureCoord;
|
||||
vec4 ShadowCoord;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
@@ -23,4 +29,7 @@ void main()
|
||||
Output.Position = vec3(V * M * vec4(Position, 1.0));
|
||||
Output.Normal = normalize(vec3(inverse(transpose(V * M)) * vec4(Normal, 0.0)));
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.ShadowCoord = DepthMVP * vec4(Position, 1.0);
|
||||
Output.Tangent = normalize(vec3(inverse(transpose(V * M)) * vec4(Tangent, 0.0)));
|
||||
Output.BiTangent = normalize(vec3(inverse(transpose(V * M)) * vec4(BiTangent, 0.0)));
|
||||
}
|
||||
@@ -5,6 +5,8 @@ uniform mat4 MVP;
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 2) in vec2 TextureCoord;
|
||||
|
||||
uniform mat4 depthBiasMVP;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
@@ -15,5 +17,6 @@ void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
|
||||
}
|
||||
+6
-1
@@ -4,6 +4,7 @@
|
||||
#include "Factory.h"
|
||||
#include "Entity.h"
|
||||
#include "Component.h"
|
||||
#include "EventBroker.h"
|
||||
#include "ResourceManager.h"
|
||||
|
||||
class World;
|
||||
@@ -11,7 +12,9 @@ class World;
|
||||
class System
|
||||
{
|
||||
public:
|
||||
System(World* world) : m_World(world) { }
|
||||
System(World* world, std::shared_ptr<EventBroker> eventBroker)
|
||||
: m_World(world)
|
||||
, EventBroker(eventBroker) { }
|
||||
virtual ~System() { }
|
||||
|
||||
virtual void RegisterComponents(ComponentFactory* cf) { }
|
||||
@@ -30,9 +33,11 @@ public:
|
||||
virtual void OnComponentRemoved(std::string type, Component* component) { }
|
||||
// Called when components are committed to an entity
|
||||
virtual void OnEntityCommit(EntityID entity) { }
|
||||
virtual void OnEntityRemoved(EntityID entity) { }
|
||||
|
||||
protected:
|
||||
World* m_World;
|
||||
std::shared_ptr<EventBroker> EventBroker;
|
||||
};
|
||||
|
||||
class SystemFactory : public Factory<System*> { };
|
||||
|
||||
@@ -2,3 +2,30 @@
|
||||
#include "DebugSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
|
||||
void Systems::DebugSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Systems::DebugSystem::OnKeyDown, this, std::placeholders::_1));
|
||||
EventBroker->Subscribe(m_EKeyDown);
|
||||
}
|
||||
|
||||
void Systems::DebugSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::DebugSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
{
|
||||
if (event.KeyCode == GLFW_KEY_ENTER)
|
||||
{
|
||||
Events::PlaySound e;
|
||||
e.Emitter = 0;
|
||||
e.Resource = "Sounds/korvring.wav";
|
||||
EventBroker->Publish<Events::PlaySound>(e);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Events/KeyDown.h"
|
||||
#include "Events/PlaySound.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -10,10 +12,16 @@ namespace Systems
|
||||
class DebugSystem : public System
|
||||
{
|
||||
public:
|
||||
DebugSystem(World* world)
|
||||
: System(world) { }
|
||||
DebugSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
};
|
||||
|
||||
|
||||
@@ -4,68 +4,116 @@
|
||||
|
||||
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()
|
||||
{
|
||||
m_InputController = std::unique_ptr<FreeSteeringInputController>(new FreeSteeringInputController(EventBroker));
|
||||
}
|
||||
|
||||
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 input = m_World->GetComponent<Components::Input>(entity, "Input");
|
||||
if (steering && input)
|
||||
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 Camera_Right = glm::vec3(transform->Orientation * glm::vec4(1, 0, 0, 0));
|
||||
glm::vec3 Camera_Forward = glm::vec3(transform->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;
|
||||
float speedMultiplier = 1.f;
|
||||
if (m_InputController->SpeedMultiplier > 0)
|
||||
speedMultiplier *= 4;
|
||||
else if (m_InputController->SpeedMultiplier < 0)
|
||||
speedMultiplier /= 4;
|
||||
|
||||
float speed = steering->Speed;
|
||||
if (input->KeyState[GLFW_KEY_LEFT_SHIFT])
|
||||
{
|
||||
speed *= 4.0f;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_LEFT_ALT])
|
||||
{
|
||||
speed /= 4.0f;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_A])
|
||||
{
|
||||
transform->Position -= Camera_Right * (float)dt * speed;
|
||||
}
|
||||
else if (input->KeyState[GLFW_KEY_D])
|
||||
{
|
||||
transform->Position += Camera_Right * (float)dt * speed;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_W])
|
||||
{
|
||||
transform->Position += Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_S])
|
||||
{
|
||||
transform->Position -= Camera_Forward * (float)dt * speed;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_SPACE])
|
||||
{
|
||||
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
if (input->KeyState[GLFW_KEY_LEFT_CONTROL])
|
||||
{
|
||||
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
|
||||
}
|
||||
transform->Position += movement * steering->Speed * speedMultiplier * (float)dt;
|
||||
|
||||
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
{
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
|
||||
//---------------------------------------------------------------------
|
||||
transform->Orientation = glm::angleAxis<float>(input->dX / 300.f, glm::vec3(0, -1, 0)) * transform->Orientation;
|
||||
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dY / 300.f, glm::vec3(-1, 0, 0));
|
||||
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));
|
||||
|
||||
//---------------------------------------------------------------------
|
||||
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
|
||||
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_vertical")
|
||||
{
|
||||
Movement.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "cam_horizontal")
|
||||
{
|
||||
Movement.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "cam_normal")
|
||||
{
|
||||
Movement.y = event.Value;
|
||||
}
|
||||
|
||||
// Speed
|
||||
else if (event.Command == "cam_speed")
|
||||
{
|
||||
SpeedMultiplier = event.Value;
|
||||
}
|
||||
|
||||
// Mouse click
|
||||
else if (event.Command == "cam_attack")
|
||||
{
|
||||
OrientationActive = event.Value > 0;
|
||||
|
||||
if (OrientationActive)
|
||||
{
|
||||
Events::LockMouse e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::UnlockMouse e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
else if (event.Command == "cam_vertical2")
|
||||
{
|
||||
ControllerOrientation.x = event.Value;
|
||||
}
|
||||
else if (event.Command == "cam_horizontal2")
|
||||
{
|
||||
ControllerOrientation.y = -event.Value;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::FreeSteeringSystem::FreeSteeringInputController::OnMouseMove(const Events::MouseMove &event)
|
||||
{
|
||||
if (OrientationActive)
|
||||
{
|
||||
MouseOrientation = -glm::vec3(event.DeltaY / 300.f, event.DeltaX / 300.f, 0.f);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -2,19 +2,48 @@
|
||||
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Input.h"
|
||||
#include "Components/FreeSteering.h"
|
||||
#include "InputController.h"
|
||||
#include "Events/LockMouse.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class FreeSteeringSystem : public System
|
||||
{
|
||||
public:
|
||||
FreeSteeringSystem(World* world)
|
||||
: System(world) { }
|
||||
FreeSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
class FreeSteeringInputController;
|
||||
|
||||
std::unique_ptr<FreeSteeringInputController> m_InputController;
|
||||
};
|
||||
|
||||
class FreeSteeringSystem::FreeSteeringInputController : InputController
|
||||
{
|
||||
public:
|
||||
FreeSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
, SpeedMultiplier(0.f)
|
||||
, OrientationActive(false) { }
|
||||
|
||||
glm::vec3 Movement;
|
||||
glm::vec3 MouseOrientation;
|
||||
glm::vec3 ControllerOrientation;
|
||||
float SpeedMultiplier;
|
||||
bool OrientationActive;
|
||||
|
||||
protected:
|
||||
virtual bool OnCommand(const Events::InputCommand &event);
|
||||
virtual bool OnMouseMove(const Events::MouseMove &event);
|
||||
};
|
||||
|
||||
}
|
||||
@@ -0,0 +1,67 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "HelicopterSteeringSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::HelicopterSteeringSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::HelicopterSteering>([]() { return new Components::HelicopterSteering(); });
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Initialize()
|
||||
{
|
||||
m_InputController = std::unique_ptr<HelicopterSteeringInputController>(new HelicopterSteeringInputController(EventBroker));
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
return;
|
||||
|
||||
auto helicopterComponent = m_World->GetComponent<Components::HelicopterSteering>(entity);
|
||||
if (helicopterComponent)
|
||||
{
|
||||
glm::vec3 controllerRotationEuler = m_InputController->Rotation * (float)dt;
|
||||
transform->Orientation *= glm::quat(controllerRotationEuler);
|
||||
|
||||
Events::ApplyForce e;
|
||||
e.Entity = entity;
|
||||
e.DeltaTime = dt;
|
||||
e.Force = glm::normalize(transform->Orientation * glm::vec3(0, 1, 0)) * (m_InputController->Power * 3000.f * 9.82f * 8.f);
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
Rotation.z = -event.Value;
|
||||
}
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
Rotation.x = -event.Value;
|
||||
}
|
||||
|
||||
else if (event.Command == "normal")
|
||||
{
|
||||
Power = event.Value;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::OnMouseMove(const Events::MouseMove &event)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::HelicopterSteeringSystem::HelicopterSteeringInputController::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/HelicopterSteering.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "InputController.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class HelicopterSteeringSystem : public System
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
class HelicopterSteeringInputController;
|
||||
std::unique_ptr<HelicopterSteeringInputController> m_InputController;
|
||||
|
||||
std::map<EntityID, double> m_TimeSinceLastShot;
|
||||
};
|
||||
|
||||
class HelicopterSteeringSystem::HelicopterSteeringInputController : InputController
|
||||
{
|
||||
public:
|
||||
HelicopterSteeringInputController(std::shared_ptr<::EventBroker> eventBroker)
|
||||
: InputController(eventBroker)
|
||||
, Power(0.f)
|
||||
{ }
|
||||
|
||||
float Power;
|
||||
glm::vec3 Rotation;
|
||||
|
||||
void Update(double dt);
|
||||
|
||||
protected:
|
||||
bool OnCommand(const Events::InputCommand &event) override;
|
||||
bool OnMouseMove(const Events::MouseMove &event) override;
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
+249
-70
@@ -4,83 +4,262 @@
|
||||
|
||||
void Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Input", []() { return new Components::Input(); });
|
||||
cf->Register<Components::Input>([]() { return new Components::Input(); });
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
|
||||
}
|
||||
|
||||
void Systems::InputSystem::Update(double dt)
|
||||
{
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i)
|
||||
{
|
||||
m_CurrentKeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
|
||||
// Mouse buttons
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i)
|
||||
{
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
|
||||
}
|
||||
|
||||
// Cursor position
|
||||
double xpos, ypos;
|
||||
glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
|
||||
m_CurrentMouseDeltaX = xpos - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = ypos - m_LastMouseY;
|
||||
m_LastMouseX = xpos;
|
||||
m_LastMouseY = ypos;
|
||||
|
||||
// Lock mouse while holding LMB
|
||||
if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
{
|
||||
m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
|
||||
m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
|
||||
glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
|
||||
}
|
||||
// Hide/show cursor with LMB
|
||||
if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
{
|
||||
glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
}
|
||||
if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
{
|
||||
glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
// Wireframe
|
||||
if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1])
|
||||
{
|
||||
m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
|
||||
}
|
||||
// Normals
|
||||
if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2])
|
||||
{
|
||||
m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
|
||||
}
|
||||
// Bounds
|
||||
if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3])
|
||||
{
|
||||
m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
|
||||
}
|
||||
#endif
|
||||
// #ifdef DEBUG
|
||||
// // Wireframe
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1])
|
||||
// {
|
||||
// m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
|
||||
// }
|
||||
// // Normals
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2])
|
||||
// {
|
||||
// m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
|
||||
// }
|
||||
// // Bounds
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3])
|
||||
// {
|
||||
// m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
|
||||
// }
|
||||
// #endif
|
||||
}
|
||||
|
||||
void Systems::InputSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
bool Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
{
|
||||
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
|
||||
if (input == nullptr)
|
||||
return;
|
||||
auto bindingIt = m_KeyBindings.find(event.KeyCode);
|
||||
if (bindingIt != m_KeyBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
input->KeyState = m_CurrentKeyState;
|
||||
input->LastKeyState = m_LastKeyState;
|
||||
input->MouseState = m_CurrentMouseState;
|
||||
input->LastMouseState = m_LastMouseState;
|
||||
input->dX = m_CurrentMouseDeltaX;
|
||||
input->dY = m_CurrentMouseDeltaY;
|
||||
return true;
|
||||
}
|
||||
|
||||
std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_CurrentKeyState;
|
||||
std::array<int, GLFW_KEY_LAST+1> Systems::InputSystem::m_LastKeyState;
|
||||
bool Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
{
|
||||
auto bindingIt = m_KeyBindings.find(event.KeyCode);
|
||||
if (bindingIt != m_KeyBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
{
|
||||
auto bindingIt = m_MouseButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_MouseButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
{
|
||||
auto bindingIt = m_MouseButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_MouseButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadAxisBindings.find(event.Axis);
|
||||
if (bindingIt != m_GamepadAxisBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_GamepadButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
|
||||
{
|
||||
auto bindingIt = m_GamepadButtonBindings.find(event.Button);
|
||||
if (bindingIt != m_GamepadButtonBindings.end())
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
bool Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
{
|
||||
m_KeyBindings.erase(event.KeyCode);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_KeyBindings[event.KeyCode] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound key %c to %s", (char)event.KeyCode, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
{
|
||||
m_MouseButtonBindings.erase(event.Button);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_MouseButtonBindings[event.Button] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
{
|
||||
m_GamepadAxisBindings.erase(event.Axis);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_GamepadAxisBindings[event.Axis] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
{
|
||||
m_GamepadButtonBindings.erase(event.Button);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_GamepadButtonBindings[event.Button] = std::make_tuple(event.Command, event.Value);
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end())
|
||||
{
|
||||
for (auto &key : keyboardIt->second)
|
||||
{
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end())
|
||||
{
|
||||
for (auto &button : mouseButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end())
|
||||
{
|
||||
for (auto &axis : gamepadAxisIt->second)
|
||||
{
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
|
||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end())
|
||||
{
|
||||
for (auto &button : gamepadButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
|
||||
+53
-11
@@ -2,10 +2,22 @@
|
||||
#define InputSystem_h__
|
||||
|
||||
#include <array>
|
||||
#include <unordered_map>
|
||||
#include <boost/any.hpp>
|
||||
|
||||
#include "System.h"
|
||||
#include "Renderer.h"
|
||||
#include "Components/Input.h"
|
||||
#include "Events/KeyUp.h"
|
||||
#include "Events/KeyDown.h"
|
||||
#include "Events/MousePress.h"
|
||||
#include "Events/MouseRelease.h"
|
||||
#include "Events/GamepadAxis.h"
|
||||
#include "Events/GamepadButton.h"
|
||||
#include "Events/BindKey.h"
|
||||
#include "Events/BindMouseButton.h"
|
||||
#include "Events/BindGamepadAxis.h"
|
||||
#include "Events/BindGamepadButton.h"
|
||||
#include "Events/InputCommand.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
@@ -13,22 +25,52 @@ namespace Systems
|
||||
class InputSystem : public System
|
||||
{
|
||||
public:
|
||||
InputSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer) { }
|
||||
InputSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
static std::array<int, GLFW_KEY_LAST+1> m_CurrentKeyState;
|
||||
static std::array<int, GLFW_KEY_LAST+1> m_LastKeyState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_CurrentMouseState;
|
||||
std::array<int, GLFW_MOUSE_BUTTON_LAST+1> m_LastMouseState;
|
||||
float m_CurrentMouseDeltaX, m_CurrentMouseDeltaY;
|
||||
float m_LastMouseX, m_LastMouseY;
|
||||
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::tuple<std::string, float>> m_MouseButtonBindings; // GLFW_MOUSE_BUTTON... -> command string
|
||||
std::unordered_map<Gamepad::Axis, std::tuple<std::string, float>> m_GamepadAxisBindings; // Gamepad::Axis -> command string & value
|
||||
std::unordered_map<Gamepad::Button, std::tuple<std::string, float>> m_GamepadButtonBindings; // Gamepad::Button -> command string
|
||||
|
||||
// Input events
|
||||
EventRelay<Events::KeyDown> m_EKeyDown;
|
||||
bool OnKeyDown(const Events::KeyDown &event);
|
||||
EventRelay<Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &event);
|
||||
EventRelay<Events::MousePress> m_EMousePress;
|
||||
bool OnMousePress(const Events::MousePress &event);
|
||||
EventRelay<Events::MouseRelease> m_EMouseRelease;
|
||||
bool OnMouseRelease(const Events::MouseRelease &event);
|
||||
EventRelay<Events::GamepadAxis> m_EGamepadAxis;
|
||||
bool OnGamepadAxis(const Events::GamepadAxis &event);
|
||||
EventRelay<Events::GamepadButtonDown> m_EGamepadButtonDown;
|
||||
bool OnGamepadButtonDown(const Events::GamepadButtonDown &event);
|
||||
EventRelay<Events::GamepadButtonUp> m_EGamepadButtonUp;
|
||||
bool OnGamepadButtonUp(const Events::GamepadButtonUp &event);
|
||||
// Input binding events
|
||||
EventRelay<Events::BindKey> m_EBindKey;
|
||||
bool OnBindKey(const Events::BindKey &event);
|
||||
EventRelay<Events::BindMouseButton> m_EBindMouseButton;
|
||||
bool OnBindMouseButton(const Events::BindMouseButton &event);
|
||||
EventRelay<Events::BindGamepadAxis> m_EBindGamepadAxis;
|
||||
bool OnBindGamepadAxis(const Events::BindGamepadAxis &event);
|
||||
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);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,277 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "ParticleSystem.h"
|
||||
|
||||
|
||||
#include "World.h"
|
||||
|
||||
void Systems::ParticleSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
tempSpawnedExplosions = false;
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::ParticleSystem::OnKeyUp);
|
||||
}
|
||||
|
||||
void Systems::ParticleSystem::Update(double dt)
|
||||
{
|
||||
std::map<EntityID, double>::iterator it;
|
||||
for(it = m_ExplosionEmitters.begin(); it != m_ExplosionEmitters.end();)
|
||||
{
|
||||
EntityID explosionID = it->first;
|
||||
double spawnTime = it->second;
|
||||
|
||||
double timeLived = glfwGetTime() - spawnTime;
|
||||
auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
|
||||
|
||||
if(timeLived > eComp->LifeTime)
|
||||
{
|
||||
m_World->RemoveEntity(explosionID);
|
||||
it = m_ExplosionEmitters.erase(it);
|
||||
//LOG_INFO("Deleted explosion emitter successfully");
|
||||
}
|
||||
else
|
||||
{
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(!transformComponent)
|
||||
return;
|
||||
|
||||
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
if(emitterComponent)
|
||||
{
|
||||
emitterComponent->TimeSinceLastSpawn += dt;
|
||||
auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
|
||||
{
|
||||
SpawnParticles(entity);
|
||||
emitterComponent->TimeSinceLastSpawn = 0;
|
||||
}
|
||||
|
||||
std::list<ParticleData>::iterator it;
|
||||
for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
|
||||
{
|
||||
EntityID particleID = (it)->ParticleID;
|
||||
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)
|
||||
{
|
||||
m_World->RemoveEntity(particleID);
|
||||
it = m_ParticleEmitter[entity].erase(it);
|
||||
}
|
||||
else
|
||||
{
|
||||
// FIX: calculate once
|
||||
float timeProgress = timeLived / particleComponent->LifeTime;
|
||||
// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
|
||||
// Scale interpolation
|
||||
if(particleComponent->ScaleSpectrum.size() > 1)
|
||||
VectorInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
|
||||
// Velocity interpolation
|
||||
if(particleComponent->VelocitySpectrum.size() > 1)
|
||||
VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
|
||||
|
||||
// Angular velocity interpolation
|
||||
if (particleComponent->AngularVelocitySpectrum.size() != 0)
|
||||
{
|
||||
if(particleComponent->AngularVelocitySpectrum.size() > 1)
|
||||
{
|
||||
ScalarInterpolation(timeProgress, particleComponent->AngularVelocitySpectrum, it->AngularVelocity);
|
||||
transformComponent->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
|
||||
}
|
||||
else
|
||||
{
|
||||
transformComponent->Orientation *= glm::angleAxis(it->AngularVelocity, it->Orientation);
|
||||
//it->Orientation = glm::angleAxis(it->AngularVelocity, it->Orientation);
|
||||
}
|
||||
}
|
||||
|
||||
//Angular velocity interpolation
|
||||
if(particleComponent->OrientationSpectrum.size() > 1)
|
||||
{
|
||||
VectorInterpolation(timeProgress, particleComponent->OrientationSpectrum, it->Orientation);
|
||||
glm::vec3 v1 = (particleComponent->OrientationSpectrum[0]);
|
||||
glm::vec3 v2 = (it->Orientation);
|
||||
glm::vec3 v3 = glm::normalize(glm::cross(v1,v2));
|
||||
float angle = glm::acos(glm::dot(v1, v2) / (glm::length(v1) * glm::length(v2)));
|
||||
|
||||
transformComponent->Orientation = glm::angleAxis(angle, v3);
|
||||
}
|
||||
|
||||
|
||||
transformComponent->Position += transformComponent->Velocity * (float)dt;
|
||||
|
||||
it++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::ParticleEmitter>([]() { return new Components::ParticleEmitter(); });
|
||||
cf->Register<Components::Particle>([]() { return new Components::Particle(); });
|
||||
}
|
||||
|
||||
|
||||
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
|
||||
{
|
||||
auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID);
|
||||
auto eTransform = m_World->GetComponent<Components::Transform>(emitterID);
|
||||
glm::vec3 ePosition = m_TransformSystem->AbsolutePosition(emitterID);
|
||||
glm::quat eOrientation = eTransform->Orientation;
|
||||
glm::vec3 paticleSpeed = glm::vec3(eComponent->Speed);
|
||||
|
||||
for(int i = 0; i < eComponent->SpawnCount; i++)
|
||||
{
|
||||
auto particleEntity = m_World->CloneEntity(eComponent->ParticleTemplate);
|
||||
|
||||
auto particleTransform = m_World->GetComponent<Components::Transform>(particleEntity);
|
||||
particleTransform->Position = ePosition;
|
||||
|
||||
particleTransform->Orientation = eOrientation;
|
||||
//The emitter's orientation as "start value" times the default direction for emitter. Times the speed, and then rotate on x and y axis with the randomized spread angle.
|
||||
float spreadAngle = eComponent->SpreadAngle;
|
||||
particleTransform->Velocity = eOrientation * glm::vec3(0, 0, -1) * paticleSpeed *
|
||||
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(1, 0, 0))) *
|
||||
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
|
||||
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
|
||||
|
||||
auto particleComponent = m_World->AddComponent<Components::Particle>(particleEntity);
|
||||
particleComponent->LifeTime = eComponent->LifeTime - 0.5;
|
||||
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
|
||||
particleComponent->VelocitySpectrum.push_back(particleTransform->Velocity);
|
||||
|
||||
if (eComponent->ScaleSpectrum.size() > 0)
|
||||
{
|
||||
if (eComponent->ScaleSpectrum.size() > 1)
|
||||
{
|
||||
particleComponent->ScaleSpectrum = eComponent->ScaleSpectrum;
|
||||
}
|
||||
else
|
||||
{
|
||||
particleTransform->Scale = eComponent->ScaleSpectrum[0];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
particleTransform->Scale = glm::vec3(1, 1, 1);
|
||||
}
|
||||
|
||||
if(eComponent->UseGoalVelocity)
|
||||
particleComponent->VelocitySpectrum.push_back(eComponent->GoalVelocity);
|
||||
particleComponent->OrientationSpectrum = eComponent->OrientationSpectrum;
|
||||
if(particleComponent->OrientationSpectrum.size() != 0)
|
||||
particleTransform->Orientation = glm::angleAxis(0.f, particleComponent->OrientationSpectrum[0]);
|
||||
particleComponent->AngularVelocitySpectrum = eComponent->AngularVelocitySpectrum;
|
||||
|
||||
|
||||
ParticleData data;
|
||||
data.ParticleID = particleEntity;
|
||||
data.SpawnTime = glfwGetTime();
|
||||
if (particleComponent->AngularVelocitySpectrum.size() != 0)
|
||||
data.AngularVelocity = particleComponent->AngularVelocitySpectrum[0];
|
||||
if (particleComponent->OrientationSpectrum.size() != 0)
|
||||
data.Orientation = particleComponent->OrientationSpectrum[0];
|
||||
else data.Orientation = eOrientation * glm::vec3(0,0,-1);
|
||||
m_ParticleEmitter[emitterID].push_back(data);
|
||||
}
|
||||
}
|
||||
|
||||
//Randomizes between -spreadAngle/2 and spreadAngle/2
|
||||
float Systems::ParticleSystem::RandomizeAngle(float spreadAngle)
|
||||
{
|
||||
return ((float)rand() / ((float)RAND_MAX + 1) * spreadAngle) - spreadAngle/2;
|
||||
}
|
||||
|
||||
//Interpolates the velocity of the particle
|
||||
void Systems::ParticleSystem::VectorInterpolation(double timeProgress, std::vector<glm::vec3> spectrum, glm::vec3 &v)
|
||||
{
|
||||
float dAxisValue = glm::abs(spectrum[0].x - spectrum[1].x);
|
||||
if(spectrum[0].x > spectrum[1].x)
|
||||
dAxisValue *= -1;
|
||||
v.x = spectrum[0].x + dAxisValue * timeProgress;
|
||||
dAxisValue = glm::abs(spectrum[0].y - spectrum[1].y);
|
||||
if (spectrum[0].y > spectrum[1].y)
|
||||
dAxisValue *= -1;
|
||||
v.y = spectrum[0].y + dAxisValue * timeProgress;
|
||||
dAxisValue = glm::abs(spectrum[0].z - spectrum[1].z);
|
||||
if(spectrum[0].z > spectrum[1].z)
|
||||
dAxisValue *= -1;
|
||||
v.z = spectrum[0].z + dAxisValue * timeProgress;
|
||||
}
|
||||
|
||||
// void Systems::ParticleSystem::ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &c)
|
||||
// {
|
||||
// float dColor = glm::abs(spectrum[0].r - spectrum[1].r);
|
||||
// c.r = spectrum[0].r + dColor * timeProgress;
|
||||
// dColor = glm::abs(spectrum[0].g - spectrum[1].g);
|
||||
// c.g = spectrum[0].g + dColor * timeProgress;
|
||||
// dColor = glm::abs(spectrum[0].b - spectrum[1].b);
|
||||
// c.b = spectrum[0].b + dColor * timeProgress;
|
||||
// }
|
||||
|
||||
void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha)
|
||||
{
|
||||
float dAlpha = glm::abs(spectrum[0] - spectrum[1]);
|
||||
if(spectrum[0] > spectrum[1])
|
||||
dAlpha *= -1;
|
||||
alpha = spectrum[0] + dAlpha * timeProgress;
|
||||
}
|
||||
|
||||
void Systems::ParticleSystem::CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale)
|
||||
{
|
||||
auto explosion = m_World->CreateEntity();
|
||||
auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion);
|
||||
emitter->LifeTime = _lifeTime;
|
||||
emitter->SpawnCount = _particlesToSpawn;
|
||||
emitter->Speed = _speed;
|
||||
emitter->SpreadAngle = _spreadAngle;
|
||||
emitter->SpawnFrequency = _lifeTime + 20; //temp
|
||||
// emitter->UseGoalVelocity = true;
|
||||
// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
|
||||
m_World->CommitEntity(explosion);
|
||||
|
||||
auto particleEnt = m_World->CreateEntity();
|
||||
auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt);
|
||||
TEMP->Scale = glm::vec3(0);
|
||||
auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt);
|
||||
spriteComponent->SpriteFile = _spritePath;
|
||||
m_World->CommitEntity(particleEnt);
|
||||
emitter->ParticleTemplate = particleEnt;
|
||||
|
||||
auto transform = m_World->AddComponent<Components::Transform>(explosion);
|
||||
transform->Position = _pos;
|
||||
transform->Orientation = _relativeUpOri;
|
||||
|
||||
SpawnParticles(explosion);
|
||||
m_ExplosionEmitters[explosion] = glfwGetTime();
|
||||
}
|
||||
|
||||
bool Systems::ParticleSystem::OnKeyUp(const Events::KeyUp &e)
|
||||
{
|
||||
if(!tempSpawnedExplosions)
|
||||
{
|
||||
if (e.KeyCode == GLFW_KEY_B)
|
||||
{
|
||||
tempSpawnedExplosions = true;
|
||||
CreateExplosion(
|
||||
glm::vec3(0, 10, 0),
|
||||
0.5,
|
||||
60,
|
||||
"Textures/Sprites/NewtonTreeDeleteASAPPlease.png",
|
||||
glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0)),
|
||||
40,
|
||||
glm::pi<float>(),
|
||||
0.5f
|
||||
);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#ifndef ParticleSystem_h__
|
||||
#define ParticleSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/ParticleEmitter.h"
|
||||
#include "Components/Particle.h"
|
||||
#include "Components/Sprite.h"
|
||||
#include "EventBroker.h"
|
||||
#include "Events/KeyUp.h"
|
||||
#include "Color.h"
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
struct ParticleData
|
||||
{
|
||||
EntityID ParticleID;
|
||||
double SpawnTime;
|
||||
float AngularVelocity;
|
||||
glm::vec3 Orientation;
|
||||
Color color;
|
||||
};
|
||||
|
||||
class ParticleSystem : public System
|
||||
{
|
||||
public:
|
||||
ParticleSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void Initialize() override;
|
||||
|
||||
void CreateExplosion(glm::vec3 _pos, double _lifeTime, int _particlesToSpawn, std::string _spritePath, glm::quat _relativeUpOri, float _speed, float _spreadAngle, float _particleScale);
|
||||
|
||||
virtual bool OnCommand(const Events::KeyUp &event) { return false; }
|
||||
|
||||
private:
|
||||
void SpawnParticles(EntityID emitterID);
|
||||
float RandomizeAngle(float spreadAngle);
|
||||
//void ScaleInterpolation(double timeProgress, std::vector<float> spectrum, glm::vec3 &scale);
|
||||
void VectorInterpolation(double timeProgress, std::vector<glm::vec3> spectrum, glm::vec3 &velocity);
|
||||
//void ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &color);
|
||||
void ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha);
|
||||
void Billboard();
|
||||
std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
|
||||
std::map<EntityID, double> m_TimeSinceLastSpawn;
|
||||
std::map<EntityID, double> m_ExplosionEmitters;
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
|
||||
bool tempSpawnedExplosions;
|
||||
|
||||
EventRelay<Events::KeyUp> m_EKeyUp;
|
||||
bool OnKeyUp(const Events::KeyUp &e);
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
|
||||
#endif // !ParticleSystem_h__
|
||||
+412
-244
@@ -25,48 +25,103 @@
|
||||
#include "PhysicsSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
Systems::PhysicsSystem::PhysicsSystem(World* world) : System(world)
|
||||
void Systems::PhysicsSystem::Initialize()
|
||||
{
|
||||
|
||||
|
||||
m_Accumulator = 0;
|
||||
|
||||
// Events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ETankSteer, &Systems::PhysicsSystem::OnTankSteer);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetVelocity, &Systems::PhysicsSystem::OnSetVelocity);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyForce, &Systems::PhysicsSystem::OnApplyForce);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EApplyPointImpulse, &Systems::PhysicsSystem::OnApplyPointImpulse);
|
||||
|
||||
hkMemorySystem::FrameInfo finfo(6000 * 1024); // Allocate 6MB of Physics solver buffer
|
||||
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
|
||||
hkBaseSystem::init(memoryRouter, HavokErrorReport);
|
||||
|
||||
|
||||
// Get the number of physical threads available on the system
|
||||
hkHardwareInfo hwInfo;
|
||||
hkGetHardwareInfo(hwInfo);
|
||||
m_TotalNumThreadsUsed = hwInfo.m_numThreads;
|
||||
|
||||
// We use one less than this for our thread pool, because we must also use this thread for our simulation
|
||||
hkCpuJobThreadPoolCinfo threadPoolCinfo;
|
||||
threadPoolCinfo.m_numThreads = m_TotalNumThreadsUsed - 1;
|
||||
|
||||
// This line enables timers collection, by allocating 200 Kb per thread. If you leave this at its default (0),
|
||||
// timer collection will not be enabled.
|
||||
threadPoolCinfo.m_timerBufferPerThreadAllocation = 200000;
|
||||
m_ThreadPool = new hkCpuJobThreadPool(threadPoolCinfo);
|
||||
|
||||
hkJobQueueCinfo info;
|
||||
info.m_jobQueueHwSetup.m_numCpuThreads = m_TotalNumThreadsUsed;
|
||||
m_JobQueue = new hkJobQueue(info);
|
||||
|
||||
//
|
||||
// Enable monitors for this thread.
|
||||
//
|
||||
|
||||
// Monitors have been enabled for thread pool threads already (see above comment).
|
||||
hkMonitorStream::getInstance().resize(200000);
|
||||
|
||||
{
|
||||
hkMemorySystem::FrameInfo finfo(500 * 1024); // Allocate 500KB of Physics solver buffer
|
||||
hkMemoryRouter* memoryRouter = hkMemoryInitUtil::initDefault(hkMallocAllocator::m_defaultMallocAllocator, finfo);
|
||||
hkBaseSystem::init(memoryRouter, HavokErrorReport);
|
||||
|
||||
|
||||
hkpWorldCinfo worldInfo;
|
||||
|
||||
// Set the simulation type of the world to multi-threaded.
|
||||
worldInfo.m_simulationType = hkpWorldCinfo::SIMULATION_TYPE_MULTITHREADED;
|
||||
|
||||
worldInfo.setupSolverInfo(hkpWorldCinfo::SOLVER_TYPE_4ITERS_MEDIUM);
|
||||
worldInfo.m_gravity = hkVector4(0.0f, -9.8f, 0.0f);
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_FIX_ENTITY; // just fix the entity if the object falls off too far
|
||||
worldInfo.m_gravity = hkVector4(0.0f, -9.82f, 0.0f);
|
||||
worldInfo.m_broadPhaseBorderBehaviour = hkpWorldCinfo::BROADPHASE_BORDER_DO_NOTHING;
|
||||
|
||||
// You must specify the size of the broad phase - objects should not be simulated outside this region
|
||||
worldInfo.setBroadPhaseWorldSize(1000.0f);
|
||||
worldInfo.setBroadPhaseWorldSize(1500.0f);
|
||||
m_PhysicsWorld = new hkpWorld(worldInfo);
|
||||
}
|
||||
// Register all collision agents, even though only box - box will be used in this particular example.
|
||||
// It's important to register collision agents before adding any entities to the world.
|
||||
hkpAgentRegisterUtil::registerAllAgents(m_PhysicsWorld->getCollisionDispatcher());
|
||||
|
||||
//
|
||||
// Initialize the visual debugger so we can connect remotely to the simulation
|
||||
// The context must exist beyond the use of the VDB instance, and you can make
|
||||
// whatever contexts you like for your own viewer types.
|
||||
//
|
||||
hkpPhysicsContext* context = new hkpPhysicsContext;
|
||||
hkpPhysicsContext::registerAllPhysicsProcesses(); // all the physics viewers
|
||||
context->addWorld(m_PhysicsWorld); // add the physics world so the viewers can see it
|
||||
SetupVisualDebugger(context);
|
||||
|
||||
//SetupPhysics(m_PhysicsWorld);
|
||||
// When the simulation type is SIMULATION_TYPE_MULTITHREADED, in the debug build, the sdk performs checks
|
||||
// to make sure only one thread is modifying the world at once to prevent multithreaded bugs. Each thread
|
||||
// must call markForRead / markForWrite before it modifies the world to enable these checks.
|
||||
m_PhysicsWorld->markForWrite();
|
||||
|
||||
// Register all collision agents, even though only box - box will be used in this particular example.
|
||||
// It's important to register collision agents before adding any entities to the world.
|
||||
hkpAgentRegisterUtil::registerAllAgents(m_PhysicsWorld->getCollisionDispatcher());
|
||||
|
||||
// We need to register all modules we will be running multi-threaded with the job queue
|
||||
m_PhysicsWorld->registerWithJobQueue(m_JobQueue);
|
||||
|
||||
|
||||
//
|
||||
// Initialize the visual debugger so we can connect remotely to the simulation
|
||||
// The context must exist beyond the use of the VDB instance, and you can make
|
||||
// whatever contexts you like for your own viewer types.
|
||||
//
|
||||
m_Context = new hkpPhysicsContext;
|
||||
hkpPhysicsContext::registerAllPhysicsProcesses(); // all the physics viewers
|
||||
m_Context->addWorld(m_PhysicsWorld); // add the physics world so the viewers can see it
|
||||
|
||||
SetupVisualDebugger(m_Context);
|
||||
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
m_collisionResolution = new MyCollisionResolution(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Physics", []() { return new Components::Physics(); });
|
||||
cf->Register("Box", []() { return new Components::Box(); });
|
||||
cf->Register("Sphere", []() { return new Components::Sphere(); });
|
||||
cf->Register("Vehicle", []() { return new Components::Vehicle(); });
|
||||
cf->Register("Wheel", []() { return new Components::Wheel(); });
|
||||
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)
|
||||
@@ -74,51 +129,71 @@ void Systems::PhysicsSystem::Update(double dt)
|
||||
for (auto pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
EntityID parent = pair.second;
|
||||
|
||||
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;
|
||||
|
||||
|
||||
if(m_RigidBodies[entity]->isActive())
|
||||
{
|
||||
hkVector4 position(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
|
||||
hkQuaternion rotation(transformComponent->Orientation.x, transformComponent->Orientation.y, transformComponent->Orientation.z, transformComponent->Orientation.w);
|
||||
hkVector4 position;
|
||||
hkQuaternion rotation;
|
||||
|
||||
if (parent)
|
||||
{
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
}
|
||||
else
|
||||
{
|
||||
position = GLMVEC3_TO_HKVECTOR4(transformComponent->Position);
|
||||
rotation = GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation);
|
||||
}
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[entity]->setPositionAndRotation(position, rotation);
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
static const double timestep = 1 / 30.0;
|
||||
static const double timestep = 1 / 60.0;
|
||||
m_Accumulator += dt;
|
||||
while (m_Accumulator >= timestep)
|
||||
{
|
||||
m_PhysicsWorld->stepDeltaTime(timestep);
|
||||
m_Accumulator -= timestep;
|
||||
}
|
||||
m_PhysicsWorld->stepMultithreaded(m_JobQueue, m_ThreadPool, timestep);
|
||||
//m_PhysicsWorld->stepDeltaTime(timestep);
|
||||
|
||||
// Step the visual debugger
|
||||
StepVisualDebugger();
|
||||
m_Accumulator -= timestep;
|
||||
|
||||
m_Context->syncTimers(m_ThreadPool);
|
||||
// Step the visual debugger
|
||||
StepVisualDebugger();
|
||||
|
||||
// Clear accumulated timer data in this thread and all slave threads
|
||||
hkMonitorStream::getInstance().reset();
|
||||
m_ThreadPool->clearTimerData();
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity, "Wheel");
|
||||
auto wheelComponent = m_World->GetComponent<Components::Wheel>(entity);
|
||||
if (wheelComponent)
|
||||
{
|
||||
EntityID car = m_World->GetEntityParent(entity);
|
||||
if(m_Vehicles.find(car) != m_Vehicles.end())
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_Vehicles[car]->getChassis()->activate();
|
||||
|
||||
hkVector4 hardPoint = m_Vehicles[car]->m_suspension->m_wheelParams[wheelComponent->ID].m_hardpointChassisSpace;
|
||||
@@ -129,50 +204,37 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
|
||||
|
||||
hkQuaternion steeringOrientation = m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_steeringOrientationChassisSpace;
|
||||
hkReal spinAngle = -m_Vehicles[car]->m_wheelsInfo[wheelComponent->ID].m_spinAngle;
|
||||
glm::quat orientation = glm::quat(steeringOrientation(3), steeringOrientation(0), steeringOrientation(1), steeringOrientation(2)) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
glm::quat orientation = HKQUATERNION_TO_GLMQUAT(steeringOrientation) * glm::angleAxis<float>(spinAngle, glm::vec3(1, 0, 0));
|
||||
transformComponent->Orientation = orientation * wheelComponent->OriginalOrientation;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
}
|
||||
else if(m_Vehicles.find(entity) != m_Vehicles.end())
|
||||
{
|
||||
hkVector4 position = m_RigidBodies[entity]->getPosition();
|
||||
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
|
||||
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
|
||||
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
|
||||
|
||||
}
|
||||
else if(m_RigidBodies.find(entity) != m_RigidBodies.end())
|
||||
{
|
||||
if(m_RigidBodies[entity]->isActive())
|
||||
auto transformComponentParent = m_World->GetComponent<Components::Transform>(parent);
|
||||
|
||||
transformComponent->Position = HKVECTOR4_TO_GLMVEC3(m_RigidBodies[entity]->getPosition());
|
||||
transformComponent->Orientation = HKQUATERNION_TO_GLMQUAT(m_RigidBodies[entity]->getRotation());
|
||||
// TODO: No support for Scale, MIGHT be possible
|
||||
|
||||
if (transformComponentParent)
|
||||
{
|
||||
hkVector4 position = m_RigidBodies[entity]->getPosition();
|
||||
transformComponent->Position = glm::vec3(position(0), position(1), position(2));
|
||||
hkQuaternion orientation = m_RigidBodies[entity]->getRotation();
|
||||
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
|
||||
transformComponent->Position -= transformComponentParent->Position;
|
||||
transformComponent->Position = transformComponent->Position * transformComponentParent->Orientation;
|
||||
transformComponent->Orientation = transformComponent->Orientation * glm::inverse(transformComponentParent->Orientation);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// HACK: Vehicle test-controls
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
|
||||
auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
|
||||
if (vehicleComponent && inputComponent)
|
||||
{
|
||||
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
|
||||
deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
|
||||
deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
|
||||
deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
@@ -180,201 +242,251 @@ void Systems::PhysicsSystem::OnEntityCommit( EntityID entity )
|
||||
m_Wheels.push_back(entity);
|
||||
}
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
|
||||
if (!physicsComponent)
|
||||
return;
|
||||
EntityID entityParent = m_World->GetEntityBaseParent(entity);
|
||||
|
||||
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
|
||||
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
|
||||
|
||||
|
||||
hkpConvexShape* shape;
|
||||
hkpRigidBodyCinfo rigidBodyInfo;
|
||||
hkMassProperties massProperties;
|
||||
|
||||
if (sphereComponent)
|
||||
{
|
||||
shape = new hkpSphereShape(sphereComponent->Radius);
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
|
||||
if (physicsComponent->Static)
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
|
||||
}
|
||||
|
||||
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
|
||||
|
||||
}
|
||||
else if (boxComponent)
|
||||
{
|
||||
hkReal thickness = 0.05;
|
||||
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
if (physicsComponent->Static)
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
|
||||
}
|
||||
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
|
||||
}
|
||||
else
|
||||
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))
|
||||
{
|
||||
LOG_ERROR("Entity: %i , Only the children can have a shapeComponent", entity);
|
||||
return;
|
||||
}
|
||||
|
||||
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
|
||||
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
|
||||
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
|
||||
rigidBodyInfo.m_mass = massProperties.m_mass;
|
||||
|
||||
// Create RigidBody
|
||||
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
|
||||
|
||||
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
|
||||
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
if (physicsComponent)
|
||||
{
|
||||
for (int i = 0; i < m_Wheels.size(); i++)
|
||||
hkpShape* shape;
|
||||
if(entityParent != entity)
|
||||
{
|
||||
if(m_World->GetEntityParent(m_Wheels[i]) != entity)
|
||||
LOG_ERROR("Entity: %i , Only the baseparent can have a PhysicsComponent", entity);
|
||||
return;
|
||||
}
|
||||
|
||||
if(! physicsComponent->Static) // Not static
|
||||
{
|
||||
hkArray<hkpShape*> shapeArray;
|
||||
for (auto &shapeData : m_Shapes[entity])
|
||||
{
|
||||
m_Wheels.erase(m_Wheels.begin() + i);
|
||||
i--;
|
||||
shapeArray.pushBack(shapeData.Shape);
|
||||
}
|
||||
|
||||
|
||||
// Create a hkpListShape* of all the childEntities collected in m_ShapeArrays
|
||||
hkpListShape* listShape = new hkpListShape(shapeArray.begin(), shapeArray.getSize(), hkpShapeContainer::REFERENCE_POLICY_INCREMENT);
|
||||
// Save the listShape for further use
|
||||
m_ListShapes[entity] = listShape;
|
||||
//shape = listShape;
|
||||
hkpBoxShape* box = new hkpBoxShape(listShape->m_aabbHalfExtents, 0.0f);
|
||||
shape = new hkpBvShape(listShape, box);
|
||||
|
||||
// Clean up for less memory usage
|
||||
m_Shapes.erase(entity);
|
||||
|
||||
hkMassProperties massProperties;
|
||||
hkpInertiaTensorComputer::computeShapeVolumeMassProperties(shape, physicsComponent->Mass, massProperties);
|
||||
|
||||
hkpRigidBodyCinfo rigidBodyInfo;
|
||||
{
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_DYNAMIC;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
|
||||
//rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass; //HACK: CENTER OF MASS ALWAYS IN THE CENTER
|
||||
rigidBodyInfo.m_mass = massProperties.m_mass;
|
||||
}
|
||||
// Create RigidBody
|
||||
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
|
||||
|
||||
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++)
|
||||
{
|
||||
if(m_World->GetEntityParent(m_Wheels[i]) != entity)
|
||||
{
|
||||
m_Wheels.erase(m_Wheels.begin() + i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
VehicleSetup vehicleSetup;
|
||||
// Create the basic vehicle.
|
||||
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
|
||||
m_PhysicsWorld->markForWrite();
|
||||
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
|
||||
// Add the vehicle's entities and phantoms to the world
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_RigidBodyEntities[rigidBody] = entity;
|
||||
|
||||
|
||||
// The vehicle is an action
|
||||
m_PhysicsWorld->addAction(m_Vehicles[entity]);
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
|
||||
m_Wheels.clear();
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
rigidBody->addContactListener( m_collisionResolution );
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_RigidBodyEntities[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
}
|
||||
}
|
||||
VehicleSetup vehicleSetup;
|
||||
|
||||
// Create the basic vehicle.
|
||||
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
|
||||
vehicleSetup.buildVehicle(m_World, m_PhysicsWorld, *m_Vehicles[entity], entity, m_Wheels);
|
||||
// Add the vehicle's entities and phantoms to the world
|
||||
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
|
||||
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
|
||||
// The vehicle is an action
|
||||
m_PhysicsWorld->addAction(m_Vehicles[entity]);
|
||||
|
||||
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
|
||||
m_Wheels.clear();
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
}
|
||||
}
|
||||
/*
|
||||
|
||||
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (!transformComponent)
|
||||
return;
|
||||
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity, "Physics");
|
||||
if (!physicsComponent)
|
||||
return;
|
||||
|
||||
auto sphereComponent = m_World->GetComponent<Components::Sphere >(entity, "Sphere");
|
||||
auto boxComponent = m_World->GetComponent<Components::Box >(entity, "Box");
|
||||
|
||||
|
||||
hkpConvexShape* shape;
|
||||
hkpRigidBodyCinfo rigidBodyInfo;
|
||||
hkMassProperties massProperties;
|
||||
|
||||
|
||||
if (sphereComponent)
|
||||
{
|
||||
shape = new hkpSphereShape(sphereComponent->Radius);
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
|
||||
if (physicsComponent->Static)
|
||||
else // Static
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_SPHERE_INERTIA;
|
||||
}
|
||||
|
||||
hkpInertiaTensorComputer::computeSphereVolumeMassProperties(sphereComponent->Radius, physicsComponent->Mass, massProperties);
|
||||
|
||||
}
|
||||
else if (boxComponent)
|
||||
{
|
||||
hkReal thickness = 0.05;
|
||||
shape = new hkpBoxShape(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness));
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
if (physicsComponent->Static)
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
}
|
||||
else
|
||||
{
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_BOX_INERTIA;
|
||||
}
|
||||
hkpInertiaTensorComputer::computeBoxSurfaceMassProperties(hkVector4(boxComponent->Width - thickness, boxComponent->Height - thickness, boxComponent->Depth - thickness), physicsComponent->Mass, thickness, massProperties);
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
rigidBodyInfo.m_position.set(transformComponent->Position.x, transformComponent->Position.y, transformComponent->Position.z);
|
||||
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
|
||||
rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass;
|
||||
rigidBodyInfo.m_mass = massProperties.m_mass;
|
||||
// Create the hkpStaticCompoundShape and add the instances.
|
||||
// "meshShape" should not be modified by the user in any way after adding it as an instance.
|
||||
hkpStaticCompoundShape* staticCompoundShape = new hkpStaticCompoundShape();
|
||||
|
||||
// Create RigidBody
|
||||
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
|
||||
|
||||
for (auto &shapeData : m_Shapes[entity])
|
||||
{
|
||||
|
||||
auto childTransformComponent = m_World->GetComponent<Components::Transform>(shapeData.Entity);
|
||||
|
||||
auto vehicleComponent = m_World->GetComponent<Components::Vehicle >(entity, "Vehicle");
|
||||
if (vehicleComponent && m_Vehicles.find(entity) == m_Vehicles.end())
|
||||
{
|
||||
VehicleSetup vehicleSetup;
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(childTransformComponent->Orientation);
|
||||
hkVector4 scale = GLMVEC3_TO_HKVECTOR4(childTransformComponent->Scale);
|
||||
hkQsTransform transform(position, rotation, scale);
|
||||
|
||||
// Create the basic vehicle.
|
||||
m_Vehicles[entity] = new hkpVehicleInstance(rigidBody);
|
||||
vehicleSetup.buildVehicle(m_PhysicsWorld, *m_Vehicles[entity]);
|
||||
// Add the vehicle's entities and phantoms to the world
|
||||
m_Vehicles[entity]->addToWorld(m_PhysicsWorld);
|
||||
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
staticCompoundShape->addInstance(shapeData.Shape, transform);
|
||||
}
|
||||
|
||||
// The vehicle is an action
|
||||
m_PhysicsWorld->addAction(m_Vehicles[entity]);
|
||||
// This must be called after adding the instances and before using the shape.
|
||||
staticCompoundShape->bake();
|
||||
shape = staticCompoundShape;
|
||||
m_Shapes.erase(entity);
|
||||
hkMassProperties massProperties;
|
||||
hkpInertiaTensorComputer::computeShapeVolumeMassProperties(shape, physicsComponent->Mass, massProperties);
|
||||
|
||||
//m_Vehicles[entity]->m_rpm = 0.0f; // Not sure why this one should be here
|
||||
hkpRigidBodyCinfo rigidBodyInfo;
|
||||
{
|
||||
rigidBodyInfo.m_shape = shape;
|
||||
rigidBodyInfo.m_motionType = hkpMotion::MOTION_FIXED;
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
||||
hkVector4 position = GLMVEC3_TO_HKVECTOR4(absoluteTransform.Position);
|
||||
hkQuaternion rotation = GLMQUAT_TO_HKQUATERNION(absoluteTransform.Orientation);
|
||||
rigidBodyInfo.m_position.set(position(0), position(1), position(2), position(3));
|
||||
rigidBodyInfo.m_rotation.set(rotation(0), rotation(1), rotation(2), rotation(3));
|
||||
|
||||
rigidBodyInfo.m_inertiaTensor = massProperties.m_inertiaTensor;
|
||||
//rigidBodyInfo.m_centerOfMass = massProperties.m_centerOfMass; //HACK: CENTER OF MASS ALWAYS IN THE CENTER
|
||||
rigidBodyInfo.m_mass = massProperties.m_mass;
|
||||
}
|
||||
// Create RigidBody
|
||||
hkpRigidBody* rigidBody = new hkpRigidBody(rigidBodyInfo);
|
||||
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
m_RigidBodyEntities[rigidBody] = entity;
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
m_PhysicsWorld->addEntity(rigidBody);
|
||||
m_RigidBodies[entity] = rigidBody;
|
||||
shape->removeReference();
|
||||
rigidBody->removeReference();
|
||||
|
||||
//TODO: COMMENT THIS SECTION
|
||||
if(sphereComponent)
|
||||
{
|
||||
hkpSphereShape* sphereShape = new hkpSphereShape(sphereComponent->Radius);
|
||||
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedSphereShape = new hkpConvexTransformShape( sphereShape, transform );
|
||||
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedSphereShape));
|
||||
|
||||
sphereShape->removeReference();
|
||||
}
|
||||
//TODO: COMMENT THIS SECTION
|
||||
else if(boxComponent)
|
||||
{
|
||||
hkReal thickness = 0.05;
|
||||
hkpBoxShape* boxShape = new hkpBoxShape(hkVector4(boxComponent->Width- thickness, boxComponent->Height -thickness, boxComponent->Depth - thickness), thickness);
|
||||
|
||||
hkQsTransform transform( GLMVEC3_TO_HKVECTOR4(transformComponent->Position), GLMQUAT_TO_HKQUATERNION(transformComponent->Orientation), GLMVEC3_TO_HKVECTOR4(transformComponent->Scale));
|
||||
hkpConvexTransformShape* transformedBoxShape = new hkpConvexTransformShape( boxShape, transform );
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, transformedBoxShape));
|
||||
boxShape->removeReference();
|
||||
}
|
||||
else if(meshShapeComponent)
|
||||
{
|
||||
std::vector<hkReal>* vertices = new std::vector<hkReal>;
|
||||
std::vector<hkUint16>* vertexIndices = new std::vector<hkUint16>;
|
||||
auto meshShape = m_World->GetResourceManager()->Load<OBJ>("OBJ", meshShapeComponent->ResourceName);
|
||||
|
||||
for (auto &vertex : meshShape->Vertices)
|
||||
{
|
||||
hkReal x, y, z;
|
||||
std::tie(x, y, z) = vertex;
|
||||
vertices->push_back(x);
|
||||
vertices->push_back(y);
|
||||
vertices->push_back(z);
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
for (auto &face : meshShape->Faces)
|
||||
{
|
||||
for (auto &faceDef : face.Definitions)
|
||||
{
|
||||
vertexIndices->push_back(faceDef.VertexIndex - 1);
|
||||
}
|
||||
}
|
||||
|
||||
hkpExtendedMeshShape* mesh = new hkpExtendedMeshShape();
|
||||
hkReal thickness = 0.05f; // HACK: Convex radius should be 0 for static shapes and 0.05 for dynamic shapes.
|
||||
mesh->setRadius(thickness);
|
||||
{
|
||||
hkpExtendedMeshShape::TrianglesSubpart part;
|
||||
part.m_numTriangleShapes = meshShape->Faces.size();
|
||||
part.m_indexBase = vertexIndices->data();
|
||||
part.m_indexStriding = sizeof(hkUint16) * 3;
|
||||
|
||||
part.m_numVertices = vertices->size() / 3;
|
||||
part.m_vertexBase = vertices->data();
|
||||
part.m_vertexStriding = sizeof(hkReal) * 3;
|
||||
|
||||
part.m_stridingType = hkpExtendedMeshShape::INDICES_INT16;
|
||||
|
||||
mesh->addTrianglesSubpart(part);
|
||||
}
|
||||
hkpMoppCompilerInput mci;
|
||||
hkpMoppCode* code = hkpMoppUtility::buildCode( mesh, mci );
|
||||
hkpMoppBvTreeShape* moppShape = new hkpMoppBvTreeShape(mesh, code);
|
||||
|
||||
m_ExtendedMeshShapes[entity].Code = code;
|
||||
m_ExtendedMeshShapes[entity].MoppShape = moppShape;
|
||||
m_Shapes[entityParent].push_back(ShapeArrayData(entity, moppShape)); //HACK: Should maybe have transform, not sure yet
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
void Systems::PhysicsSystem::TearDownPhysicsState(EntityID entity, EntityID parent)
|
||||
{
|
||||
@@ -396,8 +508,9 @@ void Systems::PhysicsSystem::SetupVisualDebugger(hkpPhysicsContext* worlds)
|
||||
{
|
||||
// Setup the visual debugger
|
||||
hkArray<hkProcessContext*> contexts;
|
||||
|
||||
contexts.pushBack(worlds);
|
||||
|
||||
|
||||
m_VisualDebugger = new hkVisualDebugger(contexts);
|
||||
m_VisualDebugger->serve();
|
||||
|
||||
@@ -423,3 +536,58 @@ void HK_CALL Systems::PhysicsSystem::HavokErrorReport(const char* msg, void*)
|
||||
LOG_INFO("%s", msg);
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnTankSteer(const Events::TankSteer &event)
|
||||
{
|
||||
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())
|
||||
{
|
||||
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[event.Entity]->m_deviceStatus;
|
||||
deviceStatus->m_positionX = event.PositionX;
|
||||
deviceStatus->m_positionY = event.PositionY;
|
||||
if(event.PositionY > 0)
|
||||
{
|
||||
deviceStatus->m_reverseButtonPressed = true;
|
||||
}
|
||||
deviceStatus->m_handbrakeButtonPressed = event.Handbrake;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnSetVelocity( const Events::SetVelocity &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->setLinearVelocity(GLMVEC3_TO_HKVECTOR4(event.Velocity));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyForce(const Events::ApplyForce &event)
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyForce(event.DeltaTime, GLMVEC3_TO_HKVECTOR4(event.Force));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Systems::PhysicsSystem::OnApplyPointImpulse( const Events::ApplyPointImpulse &event )
|
||||
{
|
||||
m_PhysicsWorld->markForWrite();
|
||||
m_RigidBodies[event.Entity]->applyPointImpulse(GLMVEC3_TO_HKVECTOR4(event.Impulse), GLMVEC3_TO_HKVECTOR4(event.Position));
|
||||
m_PhysicsWorld->unmarkForWrite();
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::PhysicsSystem::OnEntityRemoved( EntityID entity )
|
||||
{
|
||||
// TODO:
|
||||
/*auto rigidBodyIt = m_RigidBodies.find(entity);
|
||||
if (rigidBodyIt == m_RigidBodies.end())
|
||||
return;
|
||||
|
||||
auto rigidBody = rigidBodyIt->second;
|
||||
m_RigidBodies.erase(entity);
|
||||
m_RigidBodyEntities.erase(rigidBody);
|
||||
rigidBody->removeReference();*/
|
||||
|
||||
}
|
||||
|
||||
+126
-6
@@ -1,13 +1,34 @@
|
||||
#ifndef PhysicsSystem_h__
|
||||
#define PhysicsSystem_h__
|
||||
|
||||
#define HKVECTOR4_TO_GLMVEC3(hkvec) \
|
||||
glm::vec3(hkvec(0), hkvec(1), hkvec(2))
|
||||
#define GLMVEC3_TO_HKVECTOR4(glmvec) \
|
||||
hkVector4(glmvec.x, glmvec.y, glmvec.z)
|
||||
|
||||
#define HKQUATERNION_TO_GLMQUAT(gkquat) \
|
||||
glm::quat(gkquat(3), gkquat(0), gkquat(1), gkquat(2))
|
||||
#define GLMQUAT_TO_HKQUATERNION(glmquat) \
|
||||
hkQuaternion(glmquat.x, glmquat.y, glmquat.z, glmquat.w)
|
||||
|
||||
#include "System.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Physics.h"
|
||||
#include "Components/Sphere.h"
|
||||
#include "Components/Box.h"
|
||||
#include "Components/BoxShape.h"
|
||||
#include "Components/SphereShape.h"
|
||||
#include "Components/Vehicle.h"
|
||||
#include "Components/Input.h"
|
||||
#include "Components/MeshShape.h"
|
||||
#include "Components/HingeConstraint.h"
|
||||
#include "Components/WheelPair.h"
|
||||
#include "Components/TowerSteering.h"
|
||||
#include "Events/TankSteer.h"
|
||||
#include "Events/SetVelocity.h"
|
||||
#include "Events/ApplyForce.h"
|
||||
#include "Events/ApplyPointImpulse.h"
|
||||
#include "Events/Collision.h"
|
||||
#include "OBJ.h"
|
||||
|
||||
// Math and base include
|
||||
#include <Common/Base/hkBase.h>
|
||||
@@ -34,28 +55,93 @@
|
||||
#include <Common/Visualize/hkVisualDebugger.h>
|
||||
#include <Physics2012/Utilities/VisualDebugger/hkpPhysicsContext.h>
|
||||
|
||||
#include <Physics2012/Collide/Shape/Compound/Collection/ExtendedMeshShape/hkpExtendedMeshShape.h>
|
||||
#include <Physics2012/Collide/Shape/Compound/Tree/Mopp/hkpMoppBvTreeShape.h>
|
||||
#include <Physics2012/Collide/Shape/Compound/Tree/Mopp/hkpMoppUtility.h>
|
||||
|
||||
#include <Common/Base/Thread/JobQueue/hkJobQueue.h>
|
||||
#include <Common/Base/Thread/Job/ThreadPool/Cpu/hkCpuJobThreadPool.h>
|
||||
#include <Common/Base/DebugUtil/MultiThreadCheck/hkMultiThreadCheck.h>
|
||||
#include <Physics/Constraint/Data/Hinge/hkpHingeConstraintData.h>
|
||||
#include <Physics/Constraint/Data/LimitedHinge/hkpLimitedHingeConstraintData.h>
|
||||
|
||||
#include <Physics2012/Collide/Shape/Compound/Collection/List/hkpListShape.h>
|
||||
#include <Physics2012/Internal/Collide/StaticCompound/hkpStaticCompoundShape.h>
|
||||
#include <Physics2012/Collide/Util/ShapeShrinker/hkpShapeShrinker.h>
|
||||
#include <Physics2012/Collide/Shape/Misc/Bv/hkpBvShape.h>
|
||||
|
||||
#include "Physics/VehicleSetup.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include <Physics2012/Dynamics/Collide/ContactListener/hkpContactListener.h>
|
||||
|
||||
#include "Components/Model.h"
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
public:
|
||||
PhysicsSystem(World* world);
|
||||
class MyCollisionResolution: public hkReferencedObject, public hkpContactListener
|
||||
{
|
||||
public:
|
||||
|
||||
MyCollisionResolution(Systems::PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
virtual void contactPointCallback( const hkpContactPointEvent& event )
|
||||
{
|
||||
EntityID entity1 = m_PhysicsSystem->m_RigidBodyEntities[event.getBody(0)];
|
||||
EntityID entity2 = m_PhysicsSystem->m_RigidBodyEntities[event.getBody(1)];
|
||||
|
||||
Events::Collision e;
|
||||
e.Entity1 = entity1;
|
||||
e.Entity2 = entity2;
|
||||
m_PhysicsSystem->EventBroker->Publish(e);
|
||||
|
||||
auto modelComponent = m_PhysicsSystem->m_World->GetComponent<Components::Model>(entity1);
|
||||
|
||||
if (modelComponent && modelComponent->ModelFile == "Models/Placeholders/rocket/Rocket.obj" && entity2 == 6)
|
||||
{
|
||||
m_PhysicsSystem->m_PhysicsWorld->markForWrite();
|
||||
m_PhysicsSystem->m_RigidBodies[entity1]->setPosition(hkVector4(2000, -2000, 2000));
|
||||
m_PhysicsSystem->m_PhysicsWorld->unmarkForWrite();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
Systems::PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
friend class MyCollisionResolution;
|
||||
|
||||
PhysicsSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnComponentCreated(std::string type, std::shared_ptr<Component> component) override;
|
||||
void OnComponentRemoved(std::string type, Component* component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
double m_Accumulator;
|
||||
hkpWorld* m_PhysicsWorld;
|
||||
|
||||
// Events
|
||||
EventRelay<Events::TankSteer> m_ETankSteer;
|
||||
bool OnTankSteer(const Events::TankSteer &event);
|
||||
EventRelay<Events::SetVelocity> m_ESetVelocity;
|
||||
bool OnSetVelocity(const Events::SetVelocity &event);
|
||||
EventRelay<Events::ApplyForce> m_EApplyForce;
|
||||
bool OnApplyForce(const Events::ApplyForce &event);
|
||||
EventRelay<Events::ApplyPointImpulse> m_EApplyPointImpulse;
|
||||
bool OnApplyPointImpulse(const Events::ApplyPointImpulse &event);
|
||||
|
||||
void SetUpPhysicsState(EntityID entity, EntityID parent);
|
||||
void TearDownPhysicsState(EntityID entity, EntityID parent);
|
||||
|
||||
@@ -64,14 +150,48 @@ private:
|
||||
void StepVisualDebugger();
|
||||
static void HK_CALL HavokErrorReport(const char* msg, void*);
|
||||
void SetupPhysics(hkpWorld* physicsWorld);
|
||||
|
||||
|
||||
std::unordered_map<EntityID, hkpRigidBody*> m_RigidBodies;
|
||||
std::unordered_map<hkpRigidBody*, EntityID> m_RigidBodyEntities;
|
||||
|
||||
hkJobThreadPool* m_ThreadPool;
|
||||
hkJobQueue* m_JobQueue;
|
||||
int m_TotalNumThreadsUsed;
|
||||
hkpPhysicsContext* m_Context;
|
||||
|
||||
std::unordered_map<EntityID, hkpVehicleInstance*> m_Vehicles;
|
||||
std::vector<EntityID> m_Wheels;
|
||||
|
||||
hkpVehicleInstance* Systems::PhysicsSystem::createVehicle(VehicleSetup& vehicleSetup, hkpRigidBody* chassis);
|
||||
|
||||
|
||||
struct ShapeArrayData
|
||||
{
|
||||
ShapeArrayData(EntityID entity, hkpShape* shape)
|
||||
{
|
||||
Entity = entity;
|
||||
Shape = shape;
|
||||
}
|
||||
EntityID Entity;
|
||||
hkpShape* Shape;
|
||||
};
|
||||
std::unordered_map<EntityID, std::list<ShapeArrayData>> m_Shapes;
|
||||
std::unordered_map<EntityID, hkpListShape*> m_ListShapes;
|
||||
|
||||
|
||||
|
||||
struct ExtendedShapeData
|
||||
{
|
||||
hkpExtendedMeshShape* ExtendedMeshShape;
|
||||
std::vector<hkReal>* Vertices;
|
||||
std::vector<hkUint16>* VertexIndices;
|
||||
hkpMoppCode* Code;
|
||||
hkpMoppBvTreeShape* MoppShape;
|
||||
};
|
||||
std::unordered_map<EntityID, ExtendedShapeData > m_ExtendedMeshShapes;
|
||||
|
||||
MyCollisionResolution* m_collisionResolution;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // PhysicsSystem_h__
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "RaySystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RaySystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECastRay, &Systems::RaySystem::OnCastRay);
|
||||
}
|
||||
|
||||
void Systems::RaySystem::Update(double dt)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Systems::RaySystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool Systems::RaySystem::OnCastRay(const Events::CastRay &event)
|
||||
{
|
||||
Ray r;
|
||||
return true;
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
#ifndef DebugSystem_h__
|
||||
#define DebugSystem_h__
|
||||
|
||||
#include "System.h"
|
||||
#include "Events/CastRay.h"
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class RaySystem : public System
|
||||
{
|
||||
public:
|
||||
RaySystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
struct Ray
|
||||
{
|
||||
glm::vec3 Direction;
|
||||
};
|
||||
|
||||
EventRelay<Events::CastRay> m_ECastRay;
|
||||
bool OnCastRay(const Events::CastRay &event);
|
||||
|
||||
std::list<Ray> m_UnresolvedRays;
|
||||
//void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
};
|
||||
|
||||
}
|
||||
#endif // DebugSystem_h__
|
||||
@@ -2,81 +2,119 @@
|
||||
#include "RenderSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RenderSystem::OnComponentCreated(std::string type, std::shared_ptr<Component> component)
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
if(type == "Model")
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(rm, *rm->Load<OBJ>("OBJ", resourceName)); });
|
||||
rm->RegisterType("OBJ", [](std::string resourceName) { return new OBJ(resourceName); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::Camera>([]() { return new Components::Camera(); });
|
||||
cf->Register<Components::Model>([]() { return new Components::Model(); });
|
||||
cf->Register<Components::Sprite>([]() { return new Components::Sprite(); });
|
||||
cf->Register<Components::PointLight>([]() { return new Components::PointLight(); });
|
||||
cf->Register<Components::DirectionalLight>([]() { return new Components::DirectionalLight(); });
|
||||
cf->Register<Components::Viewport>([]() { return new Components::Viewport(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
auto camera = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (transform && camera)
|
||||
{
|
||||
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
|
||||
m_Renderer->RegisterCamera(entity, camera->FOV, camera->NearClip, camera->FarClip);
|
||||
m_Renderer->UpdateCamera(entity, m_TransformSystem->AbsolutePosition(entity), m_TransformSystem->AbsoluteOrientation(entity), camera->FOV, camera->NearClip, camera->FarClip);
|
||||
}
|
||||
|
||||
auto viewport = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewport)
|
||||
{
|
||||
m_Renderer->RegisterViewport(entity, viewport->Left, viewport->Top, viewport->Right, viewport->Bottom);
|
||||
if (viewport->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewport->Camera);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
return;
|
||||
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Draw models
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent != nullptr)
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (transformComponent && modelComponent)
|
||||
{
|
||||
auto model = m_World->GetResourceManager()->Load<Model>("Model", modelComponent->ModelFile);
|
||||
if (model != nullptr)
|
||||
if (model)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
/*glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
glm::quat orientation = m_TransformSystem->AbsoluteOrientation(entity);
|
||||
glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);
|
||||
m_Renderer->AddModelToDraw(model, position, orientation, scale, modelComponent->Visible, modelComponent->ShadowCaster);
|
||||
glm::vec3 scale = m_TransformSystem->AbsoluteScale(entity);*/
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
m_Renderer->AddModelToDraw(model, absoluteTransform.Position, absoluteTransform.Orientation, absoluteTransform.Scale, modelComponent->Visible, modelComponent->ShadowCaster);
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
|
||||
if (pointLightComponent != nullptr)
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (transformComponent && pointLightComponent)
|
||||
{
|
||||
glm::vec3 position = m_TransformSystem->AbsolutePosition(entity);
|
||||
m_Renderer->AddPointLightToDraw(
|
||||
position,
|
||||
pointLightComponent->Specular,
|
||||
pointLightComponent->Diffuse,
|
||||
pointLightComponent->specularExponent
|
||||
pointLightComponent->specularExponent,
|
||||
pointLightComponent->ConstantAttenuation,
|
||||
pointLightComponent->LinearAttenuation,
|
||||
pointLightComponent->QuadraticAttenuation
|
||||
);
|
||||
}
|
||||
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity);
|
||||
if (transformComponent && cameraComponent)
|
||||
{
|
||||
m_Renderer->GetCamera()->Position(m_TransformSystem->AbsolutePosition(entity));
|
||||
m_Renderer->GetCamera()->Orientation(m_TransformSystem->AbsoluteOrientation(entity));
|
||||
m_Renderer->UpdateCamera(entity
|
||||
, m_TransformSystem->AbsolutePosition(entity)
|
||||
, m_TransformSystem->AbsoluteOrientation(entity)
|
||||
, cameraComponent->FOV
|
||||
, cameraComponent->NearClip
|
||||
, cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
auto viewportComponent = m_World->GetComponent<Components::Viewport>(entity);
|
||||
if (viewportComponent)
|
||||
{
|
||||
if (viewportComponent->Camera != 0)
|
||||
{
|
||||
m_Renderer->UpdateViewport(entity, viewportComponent->Camera);
|
||||
}
|
||||
}
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (transformComponent && spriteComponent)
|
||||
{
|
||||
//TEMP
|
||||
Texture* texture = m_World->GetResourceManager()->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
//glBindTexture(GL_TEXTURE_2D, texture);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(spriteComponent->Entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(transform->Orientation).z, glm::vec3(0, 0, -1));
|
||||
m_Renderer->AddTextureToDraw(texture, transform->Position, orientation2D, transform->Scale);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::Initialize()
|
||||
{
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_Renderer->SetSphereModel(m_World->GetResourceManager()->Load<Model>("Model", "Models/Placeholders/PhysicsTest/Sphere.obj"));
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register("Camera", []() { return new Components::Camera(); });
|
||||
cf->Register("Model", []() { return new Components::Model(); });
|
||||
cf->Register("Sprite", []() { return new Components::Sprite(); });
|
||||
cf->Register("PointLight", []() { return new Components::PointLight(); });
|
||||
cf->Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::RegisterResourceTypes(ResourceManager* rm)
|
||||
{
|
||||
rm->RegisterType("Model", [rm](std::string resourceName) { return new Model(OBJ(resourceName), rm); });
|
||||
rm->RegisterType("Texture", [](std::string resourceName) { return new Texture(resourceName); });
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/PointLight.h"
|
||||
#include "Components/DirectionalLight.h"
|
||||
#include "Components/Viewport.h"
|
||||
|
||||
#include "Components/Template.h"
|
||||
#include "Components/Transform.h"
|
||||
@@ -24,8 +25,9 @@ namespace Systems
|
||||
class RenderSystem : public System
|
||||
{
|
||||
public:
|
||||
RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
|
||||
: System(world), m_Renderer(renderer) { }
|
||||
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<Renderer> renderer)
|
||||
: System(world, eventBroker)
|
||||
, m_Renderer(renderer) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void RegisterResourceTypes(ResourceManager* rm) override;
|
||||
@@ -33,7 +35,7 @@ public:
|
||||
|
||||
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
|
||||
|
||||
void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
#include "SoundSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
Systems::SoundSystem::SoundSystem(World* world)
|
||||
: System(world)
|
||||
void Systems::SoundSystem::Initialize()
|
||||
{
|
||||
//initialize OpenAL
|
||||
ALCdevice* Device = alcOpenDevice(NULL);
|
||||
@@ -22,11 +21,15 @@ Systems::SoundSystem::SoundSystem(World* world)
|
||||
|
||||
alSpeedOfSound(340.29f); // Speed of sound
|
||||
alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);
|
||||
|
||||
// Subscribe to events
|
||||
m_EPlaySound = decltype(m_EPlaySound)(std::bind(&Systems::SoundSystem::OnPlaySound, this, std::placeholders::_1));
|
||||
EventBroker->Subscribe(m_EPlaySound);
|
||||
}
|
||||
|
||||
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)
|
||||
@@ -41,7 +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;
|
||||
|
||||
@@ -65,7 +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];
|
||||
@@ -143,3 +146,15 @@ ALuint Systems::SoundSystem::CreateSource()
|
||||
|
||||
return source;
|
||||
}
|
||||
|
||||
bool Systems::SoundSystem::OnPlaySound(const Events::PlaySound &event)
|
||||
{
|
||||
LOG_DEBUG("Events::PlaySound.Resource = %s", event.Resource.c_str());
|
||||
|
||||
ALuint buffer = *m_World->GetResourceManager()->Load<Sound>("Sound", event.Resource);
|
||||
ALuint source = m_Sources.begin()->second;
|
||||
alSourcei(source, AL_BUFFER, buffer);
|
||||
alSourcePlay(source);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "System.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/SoundEmitter.h"
|
||||
#include "Events/PlaySound.h"
|
||||
#include "Sound.h"
|
||||
|
||||
namespace Systems
|
||||
@@ -15,9 +16,12 @@ namespace Systems
|
||||
class SoundSystem : public System
|
||||
{
|
||||
public:
|
||||
SoundSystem(World* world);
|
||||
SoundSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void RegisterResourceTypes(ResourceManager* rm) override;
|
||||
void Initialize() override;
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
@@ -39,6 +43,10 @@ private:
|
||||
//short bytesPerSample, bitsPerSample;
|
||||
//unsigned long dataSize;
|
||||
|
||||
// Events
|
||||
EventRelay<Events::PlaySound> m_EPlaySound;
|
||||
bool OnPlaySound(const Events::PlaySound &event);
|
||||
|
||||
std::map<Component*, ALuint> m_Sources;
|
||||
std::map<std::string, ALuint> m_BufferCache; // string = fileName
|
||||
};
|
||||
|
||||
@@ -0,0 +1,176 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "TankSteeringSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::TankSteeringSystem::RegisterComponents( ComponentFactory* cf )
|
||||
{
|
||||
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()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECollision, &Systems::TankSteeringSystem::OnCollision);
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i] = std::shared_ptr<TankSteeringInputController>(new TankSteeringInputController(EventBroker, i + 1));
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::Update(double dt)
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
m_TankInputControllers[i]->Update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto tankSteeringComponent = m_World->GetComponent<Components::TankSteering>(entity);
|
||||
if(!tankSteeringComponent)
|
||||
return;
|
||||
|
||||
auto playerComponent = m_World->GetComponent<Components::Player>(tankSteeringComponent->Player);
|
||||
if (!playerComponent)
|
||||
return;
|
||||
|
||||
if (playerComponent->ID == 0)
|
||||
return;
|
||||
|
||||
auto inputController = m_TankInputControllers[playerComponent->ID - 1];
|
||||
|
||||
Events::TankSteer eSteering;
|
||||
eSteering.Entity = entity;
|
||||
eSteering.PositionX = inputController->PositionX;
|
||||
eSteering.PositionY = inputController->PositionY;
|
||||
eSteering.Handbrake = inputController->Handbrake;
|
||||
EventBroker->Publish(eSteering);
|
||||
|
||||
|
||||
auto towerSteeringComponent = m_World->GetComponent<Components::TowerSteering>(tankSteeringComponent->Turret);
|
||||
auto barrelSteeringComponent = m_World->GetComponent<Components::BarrelSteering>(tankSteeringComponent->Barrel);
|
||||
|
||||
if(towerSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Turret);
|
||||
glm::quat orientation = glm::angleAxis(towerSteeringComponent->TurnSpeed * inputController->TowerDirection * (float)dt, towerSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
}
|
||||
|
||||
if(barrelSteeringComponent)
|
||||
{
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(tankSteeringComponent->Barrel);
|
||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(tankSteeringComponent->Barrel);
|
||||
glm::quat orientation = glm::angleAxis(barrelSteeringComponent->TurnSpeed * inputController->BarrelDirection * (float)dt, barrelSteeringComponent->Axis);
|
||||
transformComponent->Orientation *= orientation;
|
||||
|
||||
if(inputController->Shoot && m_TimeSinceLastShot[tankSteeringComponent->Barrel] > 0.5)
|
||||
{
|
||||
EntityID clone = m_World->CloneEntity(barrelSteeringComponent->ShotTemplate);
|
||||
auto templateAbsoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(barrelSteeringComponent->ShotTemplate);
|
||||
auto cloneTransform = m_World->GetComponent<Components::Transform>(clone);
|
||||
cloneTransform->Position = templateAbsoluteTransform.Position;
|
||||
cloneTransform->Orientation = absoluteTransform.Orientation * cloneTransform->Orientation;
|
||||
Events::SetVelocity eSetVelocity;
|
||||
eSetVelocity.Entity = clone;
|
||||
eSetVelocity.Velocity = absoluteTransform.Orientation * (glm::vec3(0.f, 0.f, -1.f) * barrelSteeringComponent->ShotSpeed);
|
||||
EventBroker->Publish(eSetVelocity);
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] = 0;
|
||||
|
||||
|
||||
auto clonePhysicsComponent = m_World->GetComponent<Components::Physics>(clone);
|
||||
//1,670m/s
|
||||
//25kg
|
||||
Events::ApplyPointImpulse ePointImpulse ;
|
||||
ePointImpulse.Entity = entity;
|
||||
ePointImpulse.Position = absoluteTransform.Position;
|
||||
ePointImpulse.Impulse = glm::normalize(absoluteTransform.Orientation * glm::vec3(0, 0, 1)) * clonePhysicsComponent->Mass * 1670.f;
|
||||
EventBroker->Publish(ePointImpulse);
|
||||
}
|
||||
|
||||
m_TimeSinceLastShot[tankSteeringComponent->Barrel] += dt;
|
||||
}
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::OnCollision( const Events::Collision &e )
|
||||
{
|
||||
// TODO:
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(e.Entity1);
|
||||
|
||||
if (modelComponent && modelComponent->ModelFile == "Models/Placeholders/rocket/Rocket.obj")
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e.Entity1);
|
||||
m_World->GetSystem<Systems::ParticleSystem>()->CreateExplosion(
|
||||
transform->Position,
|
||||
1,
|
||||
60,
|
||||
"Textures/Sprites/NewtonTreeDeleteASAPPlease.png",
|
||||
glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0)),
|
||||
40,
|
||||
glm::pi<float>(),
|
||||
0.5f
|
||||
);
|
||||
//m_World->RemoveEntity(e.Entity1);
|
||||
}
|
||||
|
||||
//LOG_INFO("Ent1 %i Ent2 %i", e.Entity1, e.Entity2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Systems::TankSteeringSystem::TankSteeringInputController::Update( double dt )
|
||||
{
|
||||
PositionX = m_Horizontal;
|
||||
PositionY = m_Vertical;
|
||||
|
||||
TowerDirection = m_TowerDirection;
|
||||
BarrelDirection = m_BarrelDirection;
|
||||
Shoot = m_Shoot;
|
||||
}
|
||||
|
||||
bool Systems::TankSteeringSystem::TankSteeringInputController::OnCommand(const Events::InputCommand &event)
|
||||
{
|
||||
if (event.PlayerID != this->PlayerID)
|
||||
return false;
|
||||
|
||||
float val = event.Value;
|
||||
|
||||
// Tank
|
||||
if (event.Command == "horizontal")
|
||||
{
|
||||
m_Horizontal = val;
|
||||
m_Vertical = -0.4f;
|
||||
}
|
||||
else if (event.Command == "vertical")
|
||||
{
|
||||
m_Vertical = -val;
|
||||
}
|
||||
|
||||
else if (event.Command == "handbrake")
|
||||
{
|
||||
Handbrake = val > 0;
|
||||
}
|
||||
|
||||
// Turret
|
||||
if(event.Command == "tower_rotation")
|
||||
{
|
||||
m_TowerDirection = -val;
|
||||
}
|
||||
else if(event.Command == "barrel_rotation")
|
||||
{
|
||||
m_BarrelDirection = val;
|
||||
}
|
||||
|
||||
else if (event.Command == "shoot")
|
||||
{
|
||||
m_Shoot = val > 0;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user