Merge remote-tracking branch 'origin/master' into Sound

Conflicts:
	src/game/Sound/SoundSystem.cpp
This commit is contained in:
Stiffly
2015-10-16 11:53:38 +02:00
31 changed files with 1460 additions and 57 deletions
+12
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@@ -0,0 +1,12 @@
[Debug]
SkipStory=false
LogLevel=1
[Audio]
SFXVolume=0.5
BGMVolume=0.5
[Video]
Fullscreen=false
Width=675
Height=1080
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After

Width:  |  Height:  |  Size: 30 KiB

+50
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@@ -0,0 +1,50 @@
#ifndef ConfigFile_h__
#define ConfigFile_h__
#include <string>
#include <boost/filesystem.hpp>
#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/ini_parser.hpp>
#include "ResourceManager.h"
namespace dd
{
class ConfigFile : public Resource
{
friend class ResourceManager;
private:
ConfigFile(std::string path);
public:
template <typename T>
T GetValue(std::string key, T defaultValue);
template <typename T>
void SetValue(std::string key, T value);
void SaveToDisk();
private:
boost::filesystem::path m_Path;
boost::property_tree::ptree m_PTreeDefaults;
boost::property_tree::ptree m_PTreeOverrides;
boost::property_tree::ptree m_PTreeMerged;
};
template <typename T>
T ConfigFile::GetValue(std::string key, T defaultValue)
{
return m_PTreeMerged.get<T>(key, defaultValue);
}
template <typename T>
void ConfigFile::SetValue(std::string key, T value)
{
m_PTreeOverrides.put<T>(key, value);
m_PTreeMerged.put<T>(key, value);
}
};
#endif // ConfigFile_h__
+40 -8
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@@ -32,6 +32,7 @@
#include "World.h"
#include "CTransform.h"
#include "CTemplate.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
@@ -67,6 +68,8 @@
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Rendering/AnimationSystem.h"
#include "Game/EGameStart.h"
#include "Sound/EPlaySound.h"
@@ -83,18 +86,34 @@ class Engine
public:
Engine(int argc, char* argv[]) {
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue<int>("Debug.LogLevel", 1));
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
m_Renderer->SetFullscreen(config->GetValue<bool>("Video.Fullscreen", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
config->GetValue<int>("Video.Width", 675),
config->GetValue<int>("Video.Height", 1080)
));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
m_FrameStack->Width = 675;
m_FrameStack->Height = 1080;
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
if (config->GetValue<bool>("Debug.SkipStory", false)) {
Events::GameStart e;
m_EventBroker->Publish(e);
auto hud = new GUI::HUD(m_FrameStack, "HUD");
}
else {
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
}
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
@@ -156,6 +175,9 @@ public:
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::AnimationSystem>(
[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::AnimationSystem>();
m_World->SystemFactory.Register<Systems::TravellingSystem>(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TravellingSystem>();
@@ -450,7 +472,8 @@ public:
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
}
}
@@ -506,7 +529,7 @@ public:
}
//TODO: Get this out of engine.h
void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
{
for (auto texGroup : model->TextureGroups)
{
@@ -519,8 +542,17 @@ public:
job.ElementBuffer = model->ElementBuffer;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.ModelMatrix = modelMatrix * model->m_Matrix;
job.Color = modelComponent->Color;
if (model->m_Skeleton != nullptr) {
job.Skeleton = model->m_Skeleton;
if (animationComponent != nullptr) {
job.AnimationName = animationComponent->Name;
job.AnimationTime = animationComponent->Time;
job.NoRootMotion = animationComponent->NoRootMotion;
}
}
m_RendererQueue.Deferred.Add(job);
}
+2
View File
@@ -86,6 +86,8 @@ public:
std::vector<unsigned int> m_Indices;
Skeleton* m_Skeleton = nullptr;
glm::mat4 m_Matrix;
private:
std::vector<glm::ivec2> BoneIndices;
std::vector<glm::vec2> BoneWeights;
+4
View File
@@ -33,6 +33,10 @@ class PNG : public Image
public:
PNG(std::string path);
~PNG();
private:
static void pngErrorFunction(png_structp png_ptr, png_const_charp error_msg);
static void pngWarningFunction(png_structp png_ptr, png_const_charp warning_msg);
};
}
+6
View File
@@ -66,6 +66,12 @@ struct ModelJob : RenderJob
unsigned int StartIndex;
unsigned int EndIndex;
// Animation
dd::Skeleton* Skeleton = nullptr;
bool NoRootMotion = true;
std::string AnimationName;
double AnimationTime = 0;
void CalculateHash() override
{
Hash = TextureID;
+5 -4
View File
@@ -100,16 +100,17 @@ public:
int GetBoneID(std::string name);
std::vector<glm::mat4> GetFrameBones(std::string animationName, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe &currentFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(Bone* parent, int depthCount);
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
int GetKeyframe(Animation& animation, double time);
int GetKeyframe(const Animation& animation, double time);
};
}
+5 -9
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@@ -40,23 +40,19 @@
enum _LOG_LEVEL
{
LOG_LEVEL_ERROR,
LOG_LEVEL_WARNING,
LOG_LEVEL_INFO,
LOG_LEVEL_WARNING,
LOG_LEVEL_DEBUG
};
#ifdef DEBUG
static _LOG_LEVEL LOG_LEVEL = LOG_LEVEL_DEBUG;
#else
static _LOG_LEVEL LOG_LEVEL = LOG_LEVEL_DEBUG;
#endif
extern _LOG_LEVEL LOG_LEVEL;
const static char* _LOG_LEVEL_PREFIX[] =
{
"E: ",
"W: ",
"EE: ",
"",
"D: "
"WW: ",
"DD: "
};
static void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int line, const char* format, ...)
+1
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@@ -13,6 +13,7 @@
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "Rendering/CPointLight.h"
#include "Rendering/CAnimation.h"
#include "Game/CBall.h"
#include "Game/CPowerUp.h"
#include "Game/CLife.h"
+10 -2
View File
@@ -6,6 +6,7 @@
#include "GUI/Slider.h"
#include "GUI/ESliderUpdate.h"
#include "Sound/EMasterVolume.h"
#include "Core/ConfigFile.h"
namespace dd
{
@@ -33,7 +34,6 @@ public:
m_SFXSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
m_SFXSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
m_SFXSlider->AlignVertically();
m_SFXSlider->SetPercentage(1.f);
m_TitleBGM = new GUI::TextureFrame(this, "MainMenuOptionsBGMTitle");
m_TitleBGM->SetTop(m_SFXSlider->Bottom() + 20);
@@ -44,9 +44,12 @@ public:
m_BGMSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
m_BGMSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
m_BGMSlider->AlignVertically();
m_BGMSlider->SetPercentage(1.f);
EVENT_SUBSCRIBE_MEMBER(m_ESliderUpdate, &MainMenuOptions::OnSliderUpdate);
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
m_SFXSlider->SetPercentage(config->GetValue<float>("Audio.SFXVolume", 1.f));
m_BGMSlider->SetPercentage(config->GetValue<float>("Audio.BGMVolume", 1.f));
}
private:
@@ -73,6 +76,11 @@ private:
EventBroker->Publish(e);
}
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
config->SetValue("Audio.SFXVolume", m_SFXSlider->Percentage());
config->SetValue("Audio.BGMVolume", m_BGMSlider->Percentage());
config->SaveToDisk();
return true;
}
};
+33
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@@ -0,0 +1,33 @@
#ifndef AnimationSystem_h__
#define AnimationSystem_h__
#include "Core/System.h"
#include "Core/World.h"
#include "Rendering/CAnimation.h"
#include "Game/EPause.h"
namespace dd
{
namespace Systems
{
class AnimationSystem : public System
{
public:
AnimationSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) { }
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
void Update(double dt) override;
private:
bool m_Paused = false;
EventRelay<AnimationSystem, Events::Pause> m_EPause;
bool OnPause(const Events::Pause& e);
};
}
}
#endif
+21
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@@ -0,0 +1,21 @@
#ifndef COMPONENTS_CANIMATION_H__
#define COMPONENTS_CANIMATION_H__
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Animation : Component
{
std::string Name;
double Time = 0.0;
double Speed = 0.0;
bool NoRootMotion = true;
};
}
}
#endif
+1
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@@ -8,6 +8,7 @@
#include "Core/World.h"
#include "Core/EventBroker.h"
#include "Core/ResourceManager.h"
#include "Core/ConfigFile.h"
#include "Sound.h"
#include "Sound/CCollisionSound.h"
#include "Game/CBall.h"
+1
View File
@@ -50,6 +50,7 @@ source_group(Input FILES ${SOURCE_FILES_Input})
file(GLOB SOURCE_FILES_Rendering
"${INCLUDE_PATH}/Rendering/*.h"
"Rendering/*.cpp"
)
source_group(Rendering FILES ${SOURCE_FILES_Rendering})
+39
View File
@@ -0,0 +1,39 @@
#include "PrecompiledHeader.h"
#include "Core/ConfigFile.h"
dd::ConfigFile::ConfigFile(std::string path)
{
m_Path = path;
boost::filesystem::path defaultFile;
defaultFile = m_Path.parent_path() / ("Default" + m_Path.filename().string());
// Read defaults
if (boost::filesystem::exists(defaultFile)) {
try {
boost::property_tree::ini_parser::read_ini(defaultFile.string(), m_PTreeDefaults);
} catch (boost::property_tree::ptree_error& e) {
LOG_ERROR("Failed to parse \"%s\":\n%s", defaultFile.string().c_str(), e.what());
}
} else {
LOG_ERROR("Failed to find \"%s\"! Relying on hardcoded default values!", defaultFile.string().c_str());
}
m_PTreeMerged = m_PTreeDefaults;
// Read overrides
if (boost::filesystem::exists(m_Path)) {
try {
boost::property_tree::ini_parser::read_ini(m_Path.string(), m_PTreeOverrides);
for (auto& node : m_PTreeOverrides) {
m_PTreeMerged.put_child(node.first, node.second);
}
} catch (boost::property_tree::ptree_error& e) {
LOG_ERROR("Failed to parse \"%s\":\n%s", m_Path.filename().string().c_str(), e.what());
}
}}
void dd::ConfigFile::SaveToDisk()
{
boost::property_tree::ini_parser::write_ini(m_Path.string(), m_PTreeOverrides);
}
+9
View File
@@ -29,6 +29,15 @@ dd::Model::Model(std::string fileName)
LOG_ERROR("Assimp error: %s", importer.GetErrorString());
return;
}
auto m = scene->mRootNode->mTransformation;
m_Matrix = glm::mat4(
m.a1, m.a2, m.a3, m.a4,
m.b1, m.b2, m.b3, m.b4,
m.c1, m.c2, m.c3, m.c4,
m.d1, m.d2, m.d3, m.d4
);
m_Matrix = glm::transpose(m_Matrix);
auto meshes = scene->mMeshes;
+16 -4
View File
@@ -37,7 +37,7 @@ dd::PNG::PNG(std::string path)
}
// Initialize libpng
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, (png_error_ptr)&PNG::pngErrorFunction, (png_error_ptr)&PNG::pngErrorFunction);
if (!png_ptr) {
LOG_ERROR("libpng: Failed to initialze png_struct");
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
@@ -97,6 +97,7 @@ dd::PNG::PNG(std::string path)
// Read in the data
png_read_image(png_ptr, row_pointers);
delete[] row_pointers;
this->Width = width;
this->Height = height;
@@ -107,7 +108,18 @@ dd::PNG::PNG(std::string path)
dd::PNG::~PNG()
{
if (Data) {
delete[] Data;
if (this->Data != nullptr) {
delete[] this->Data;
this->Data = nullptr;
}
}
}
void dd::PNG::pngErrorFunction(png_structp png_ptr, png_const_charp error_msg)
{
LOG_WARNING("%s", error_msg);
}
void dd::PNG::pngWarningFunction(png_structp png_ptr, png_const_charp warning_msg)
{
LOG_WARNING("%s", warning_msg);
}
+14
View File
@@ -431,6 +431,20 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glBindTexture(GL_TEXTURE_2D, *m_StandardSpecular);
}
if (modelJob->Skeleton != nullptr) {
auto animation = modelJob->Skeleton->GetAnimation(modelJob->AnimationName);
if (animation != nullptr) {
std::vector<glm::mat4> frameBones = modelJob->Skeleton->GetFrameBones(
*animation,
modelJob->AnimationTime,
modelJob->NoRootMotion
);
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
} else {
LOG_WARNING("Tried to play unknown animation \"%s\"", modelJob->AnimationName.c_str());
}
}
glBindVertexArray(modelJob->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
+1 -1
View File
@@ -65,7 +65,7 @@ void main()
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
gl_Position = MVP * vec4(Position, 1.0);
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
+2 -2
View File
@@ -65,8 +65,8 @@ void main()
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
}
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
//gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
+20 -9
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@@ -48,10 +48,18 @@ dd::Skeleton::~Skeleton()
}
}
std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, double time, bool noRootMotion /*= false*/)
const dd::Skeleton::Animation* dd::Skeleton::GetAnimation(std::string name)
{
auto it = Animations.find(name);
if (it != Animations.end()) {
return const_cast<const Animation*>(&it->second);
} else {
return nullptr;
}
}
std::vector<glm::mat4> dd::Skeleton::GetFrameBones(const Animation& animation, double time, bool noRootMotion /*= false*/)
{
auto& animation = Animations.at(animationName);
// HACK: Animation wrap-around
while (time < 0)
time += animation.Duration;
@@ -60,8 +68,8 @@ std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, do
int currentKeyframeIndex = GetKeyframe(animation, time);
Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
Animation::Keyframe& nextFrame = animation.Keyframes[currentKeyframeIndex + 1];
const Animation::Keyframe& currentFrame = animation.Keyframes[currentKeyframeIndex];
const Animation::Keyframe& nextFrame = animation.Keyframes[currentKeyframeIndex + 1];
float alpha = (time - currentFrame.Time) / (nextFrame.Time - currentFrame.Time);
//auto animationFrame = Animations[""].Keyframes[frame];
@@ -75,7 +83,7 @@ std::vector<glm::mat4> dd::Skeleton::GetFrameBones(std::string animationName, do
return finalMatrices;
}
void dd::Skeleton::AccumulateBoneTransforms(bool noRootMotion, Animation::Keyframe &currentFrame, Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, Bone* bone, glm::mat4 parentMatrix)
void dd::Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe &currentFrame, const Animation::Keyframe &nextFrame, float progress, std::map<int, glm::mat4> &boneMatrices, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;
@@ -117,10 +125,13 @@ int dd::Skeleton::GetBoneID(std::string name)
void dd::Skeleton::PrintSkeleton()
{
if (LOG_LEVEL < LOG_LEVEL_DEBUG) {
return;
}
PrintSkeleton(RootBone, 0);
}
void dd::Skeleton::PrintSkeleton(Bone* bone, int depthCount)
void dd::Skeleton::PrintSkeleton(const Bone* bone, int depthCount)
{
std::stringstream ss;
ss << std::string(depthCount, ' ');
@@ -134,7 +145,7 @@ void dd::Skeleton::PrintSkeleton(Bone* bone, int depthCount)
}
}
int dd::Skeleton::GetKeyframe(Animation& animation, double time)
int dd::Skeleton::GetKeyframe(const Animation& animation, double time)
{
if (time < 0)
time = 0;
@@ -143,7 +154,7 @@ int dd::Skeleton::GetKeyframe(Animation& animation, double time)
for (int keyframe = 0; keyframe < animation.Keyframes.size(); ++keyframe) {
if (animation.Keyframes[keyframe].Time > time)
return keyframe - 1;
return glm::max(0, keyframe - 1); // HACK: If the time is less than the first keyframe, don
}
return 0;
+8 -8
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@@ -21,21 +21,21 @@
dd::Texture::Texture(std::string path)
{
std::unique_ptr<Image> image = std::make_unique<PNG>(path);
PNG image(path);
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
image = std::make_unique<PNG>("Textures/Core/ErrorTexture.png");
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
image = PNG("Textures/Core/ErrorTexture.png");
if (image.Width == 0 && image.Height == 0 || image.Format == Image::ImageFormat::Unknown) {
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
return;
}
}
this->Width = image->Width;
this->Height = image->Height;
this->Width = image.Width;
this->Height = image.Height;
GLint format;
switch (image->Format) {
switch (image.Format) {
case Image::ImageFormat::RGB:
format = GL_RGB;
break;
@@ -48,7 +48,7 @@ dd::Texture::Texture(std::string path)
glGenTextures(1, &m_Texture);
glBindTexture(GL_TEXTURE_2D, m_Texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, format, image->Width, image->Height, 0, format, GL_UNSIGNED_BYTE, image->Data);
glTexImage2D(GL_TEXTURE_2D, 0, format, image.Width, image.Height, 0, format, GL_UNSIGNED_BYTE, image.Data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+7
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@@ -0,0 +1,7 @@
#include "Core/Util/Logging.h"
#ifdef DEBUG
_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_DEBUG;
#else
_LOG_LEVEL LOG_LEVEL = LOG_LEVEL_INFO;
#endif
+8 -6
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@@ -154,12 +154,14 @@ void dd::World::Initialize()
{
RegisterSystems();
AddSystems();
for (auto pair : m_Systems)
{
auto system = pair.second;
system->RegisterComponents(&ComponentFactory);
system->RegisterResourceTypes(ResourceManager);
system->Initialize();
for (auto pair : m_Systems) {
pair.second->RegisterComponents(&ComponentFactory);
}
for (auto pair : m_Systems) {
pair.second->RegisterResourceTypes(ResourceManager);
}
for (auto pair : m_Systems) {
pair.second->Initialize();
}
}
+5 -3
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@@ -35,7 +35,9 @@ void dd::Systems::BallSystem::Initialize()
transform->Scale = glm::vec3(0.3f, 0.3f, 0.3f);
transform->Velocity = glm::vec3(0.f, 0.f, 0.f);
auto model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Test/Ball/Sid.obj";
model->ModelFile = "Models/Sid/Sid.dae";
auto animation = m_World->AddComponent<Components::Animation>(ent);
animation->Speed = 1.0;
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
circleShape->Radius = 0.4f;
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
@@ -322,7 +324,7 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
ballComponent->Combo = 56;
ballComponent->Combo = 0;
if (!ballComponent->Waiting) {
if (m_InkBlaster) {
if (!m_InkAttached) {
@@ -421,7 +423,7 @@ void dd::Systems::BallSystem::CreateLife(int number)
lifeNr->Number = number;
auto model = m_World->AddComponent<Components::Model>(life);
model->ModelFile = "Models/Test/Ball/Sid.obj";
model->ModelFile = "Models/Sid/Sid.dae";
m_World->CommitEntity(life);
+35
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@@ -0,0 +1,35 @@
#include "PrecompiledHeader.h"
#include "Rendering/AnimationSystem.h"
void dd::Systems::AnimationSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register<Components::Animation>();
}
void dd::Systems::AnimationSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &AnimationSystem::OnPause);
}
void dd::Systems::AnimationSystem::Update(double dt)
{
if (m_Paused) {
return;
}
auto animations = m_World->GetComponentsOfType<Components::Animation>();
if (animations == nullptr) {
return;
}
for (auto& component : *animations) {
auto animation = static_cast<Components::Animation*>(component.get());
animation->Time += animation->Speed * dt;
}
}
bool dd::Systems::AnimationSystem::OnPause(const Events::Pause& e)
{
m_Paused = !m_Paused;
return true;
}
+3
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@@ -40,6 +40,9 @@ void dd::Systems::SoundSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
m_SFXMasterVolume = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<float>("Audio.SFXVolume", 1.f);
m_BGMMasterVolume = ResourceManager::Load<ConfigFile>("Config.ini")->GetValue<float>("Audio.BGMVolume", 1.f);
// //Todo: Move this
// {
// dd::Events::PlaySound e;
+3 -1
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@@ -1,4 +1,4 @@
@ECHO on
@ECHO off
SET DeployLocation=bin\
@@ -7,6 +7,8 @@ ECHO Deploying resources to %DeployLocation%
MKLINK "%DeployLocation%\Models\" "assets\Models" /J
MKLINK "%DeployLocation%\Textures\" "assets\Textures\" /J
MKLINK "%DeployLocation%\Sounds\" "assets\Sounds\" /J
:: Configuration files
MKLINK "%DeployLocation%\DefaultConfig.ini" "assets\DefaultConfig.ini" /H
:: Shaders
MKLINK "%DeployLocation%\Shaders\" "src\game\Core\Shaders\" /J
:: Platform specific binaries
+2
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@@ -8,6 +8,8 @@ echo "Deploying resources to ${DeployLocation}"
ln -srf assets/Models ${DeployLocation}
ln -srf assets/Textures ${DeployLocation}
ln -srf assets/Sounds ${DeployLocation}
# Configuration files
ln -s assets/DefaultConfig.ini $[DeployLocation}
# Shaders
ln -srf src/game/Core/Shaders ${DeployLocation}
# Platform specific binaries