Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h include/Physics/PhysicsSystem.h src/game/Game/PadSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
+61
-38
@@ -52,6 +52,8 @@
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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@@ -111,10 +113,6 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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@@ -124,11 +122,16 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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@@ -136,12 +139,14 @@ public:
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.35f, 0.35f, 0.2f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Sid.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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circleShape->Radius = 0.35f;
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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@@ -165,7 +170,7 @@ public:
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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@@ -176,7 +181,7 @@ public:
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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@@ -188,7 +193,7 @@ public:
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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@@ -203,6 +208,44 @@ public:
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m_World->CommitEntity(background);
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}
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//ParticleTest
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// {
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// auto Pe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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// particleEmitter->SpawnRate = 1.0f;
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//
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// {
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// auto Pt = m_World->CreateEntity(Pe);
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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// PtTransform->Position = transform->Position;
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// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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// PtParticle->LifeTime = 1000.f;
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// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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// }
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// m_World->CommitEntity(Pe);
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// }
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// {
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// auto Pt = m_World->CreateEntity();
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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//
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// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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// PtSprite->SpriteFile = "Textures/Ball.png";
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// }
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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@@ -213,6 +256,7 @@ public:
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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@@ -222,8 +266,8 @@ public:
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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rectangleShape->Dimensions = glm::vec3(10.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->CollisionType = CollisionType::Type::Static;
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m_World->CommitEntity(topWall);
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@@ -267,8 +311,8 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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rectangleShape->Dimensions = glm::vec3(20.f, 0.5f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->CollisionType = CollisionType::Type::Static;
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@@ -288,8 +332,8 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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leftWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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rectangleShape->Dimensions = glm::vec3(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->CollisionType = CollisionType::Type::Static;
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@@ -309,35 +353,16 @@ public:
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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rightWall);
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std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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rectangleShape->Dimensions = glm::vec3(0.5f, 20.f);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->CollisionType = CollisionType::Type::Static;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(rightWall);
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}
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
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ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->CollisionType = CollisionType::Type::Kinematic;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine2.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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m_World->CommitEntity(ent);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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@@ -360,7 +385,7 @@ public:
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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ResourceManager::Update();
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//ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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@@ -449,7 +474,6 @@ public:
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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@@ -472,7 +496,6 @@ public:
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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}
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}
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}
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//TODO: Get this out of engine.h
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@@ -24,6 +24,7 @@
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#include <map>
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#include <unordered_map>
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#include <list>
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#include <tuple>
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#define EVENT_SUBSCRIBE_MEMBER(relay, handler) \
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relay = decltype(relay)(std::bind(handler, this, std::placeholders::_1)); \
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@@ -123,16 +124,23 @@ public:
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void Unsubscribe(BaseEventRelay &relay);
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private:
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bool m_IsProcessing = false;
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typedef std::string ContextTypeName_t; // typeid(ContextType).name()
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typedef std::string EventTypeName_t; // typeid(EventType).name()
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typedef std::unordered_multimap<EventTypeName_t, BaseEventRelay*> EventRelays_t;
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typedef std::unordered_map<ContextTypeName_t, EventRelays_t> ContextRelays_t;
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ContextRelays_t m_ContextRelays;
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std::vector<BaseEventRelay*> m_RelaysToSubscribe;
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std::vector<BaseEventRelay*> m_RelaysToUnsubscribe;
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typedef std::list<std::pair<EventTypeName_t, std::shared_ptr<Event>>> EventQueue_t;
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std::shared_ptr<EventQueue_t> m_EventQueueRead;
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std::shared_ptr<EventQueue_t> m_EventQueueWrite;
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void subscribeImmediate(BaseEventRelay& relay);
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void unsubscribeImmediate(BaseEventRelay& relay);
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};
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template <typename EventType>
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+26
-38
@@ -16,8 +16,8 @@
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef Renderer_h__
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#define Renderer_h__
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#ifndef DD_RENDERER_H__
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#define DD_RENDERER_H__
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#include "Util/Rectangle.h"
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#include "Camera.h"
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@@ -30,8 +30,6 @@ namespace dd
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class Renderer
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{
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public:
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//Render();
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GLFWwindow* Window() const { return m_Window; }
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Rectangle Resolution() const { return m_Resolution; }
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void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
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@@ -39,8 +37,6 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
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//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
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const dd::Camera* Camera() const { return m_Camera; }
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void SetCamera(const dd::Camera* camera)
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{
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@@ -50,7 +46,6 @@ public:
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m_Camera = camera;
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}
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}
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void Initialize();
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void Draw(RenderQueueCollection& rq);
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@@ -58,8 +53,6 @@ private:
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Rectangle m_Resolution = Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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//Rectangle m_Viewport;
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//Rectangle m_Scissor;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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@@ -67,42 +60,37 @@ private:
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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ShaderProgram* m_spDeferred1;
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ShaderProgram* m_spDeferred2;
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ShaderProgram* m_spDeferred3;
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ShaderProgram* m_spForward;
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ShaderProgram* m_spScreen;
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ShaderProgram* t_m_spWater;
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ShaderProgram* t_m_spWater2;
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ShaderProgram* m_SpDeferred1;
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ShaderProgram* m_SpDeferred2;
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ShaderProgram* m_SpDeferred3;
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ShaderProgram* m_SpForward;
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ShaderProgram* m_SpScreen;
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ShaderProgram* m_SpWater;
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ShaderProgram* m_SpWater2;
|
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|
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GLuint m_ScreenQuad = 0;
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Model* m_UnitSphere = nullptr;
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Model* m_UnitQuad = nullptr;
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Texture* m_StandardNormal;
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Texture* m_StandardSpecular;
|
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Texture* t_m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_rbDepthBuffer = 0;
|
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GLuint m_fbDeferred1 = 0;
|
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GLuint m_GDiffuse = 0;
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||||
GLuint m_GPosition = 0;
|
||||
GLuint m_GNormal = 0;
|
||||
GLuint m_GSpecular = 0;
|
||||
GLuint m_fbDeferred2 = 0;
|
||||
GLuint m_tLighting = 0;
|
||||
GLuint m_fbDeferred3 = 0;
|
||||
GLuint m_tFinal = 0;
|
||||
//Water GTexture
|
||||
GLuint t_m_Gwater = 0;
|
||||
//Water blur texture
|
||||
GLuint t_m_BWater;
|
||||
GLuint t_m_BWater2;
|
||||
//WAterpass Framebuffer
|
||||
GLuint t_m_fbWater;
|
||||
//Waterpass Framebuffer
|
||||
GLuint t_m_fbWaterBlur;
|
||||
GLuint t_m_fbWaterBlur2;
|
||||
Texture* m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_RbDepthBuffer = 0; //DepthBuffer Texture
|
||||
GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
|
||||
GLuint m_GDiffuse = 0; //Texture for diffuseColors
|
||||
GLuint m_GPosition = 0; //Texture for positions
|
||||
GLuint m_GNormal = 0; //Texture for normals
|
||||
GLuint m_GSpecular = 0; //Texture for specular
|
||||
GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
|
||||
GLuint m_TLighting = 0; //Texture for the lighting pass
|
||||
GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
|
||||
GLuint m_TFinal = 0; //Final Texture to be printed to screen
|
||||
GLuint m_Gwater = 0; //Water Color Texture
|
||||
GLuint m_BWater; //Water blur texture
|
||||
GLuint m_BWater2; //Water blur texture
|
||||
GLuint m_FbWater; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur; //Waterpass Framebuffer
|
||||
GLuint m_FbWaterBlur2; //Waterpass Framebuffer
|
||||
|
||||
GLuint m_CurrentScreenBuffer = 0;
|
||||
void LoadShaders();
|
||||
|
||||
@@ -60,6 +60,10 @@ protected:
|
||||
|
||||
virtual bool OnMouseMove(const Events::MouseMove& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (isOver && !m_MouseIsOver) { // Enter
|
||||
if (!m_IsDown) {
|
||||
@@ -88,6 +92,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMousePress(const Events::MousePress& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Pressed hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
|
||||
return false;
|
||||
}
|
||||
@@ -107,6 +116,11 @@ protected:
|
||||
}
|
||||
virtual bool OnMouseRelease(const Events::MouseRelease& event)
|
||||
{
|
||||
if (Hidden()) {
|
||||
LOG_DEBUG("Released hidden button");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
|
||||
if (!isOver && !m_IsDown) {
|
||||
return false;
|
||||
|
||||
+42
-57
@@ -1,6 +1,8 @@
|
||||
#ifndef GUI_NUMBERFRAME_H__
|
||||
#define GUI_NUMBERFRAME_H__
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "GUI/TextureFrame.h"
|
||||
|
||||
namespace dd
|
||||
@@ -14,32 +16,16 @@ public:
|
||||
NumberFrame(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_NumberTextures[0] = "Textures/GUI/Numbers/N0.png";
|
||||
m_NumberTextures[1] = "Textures/GUI/Numbers/N1.png";
|
||||
m_NumberTextures[2] = "Textures/GUI/Numbers/N2.png";
|
||||
m_NumberTextures[3] = "Textures/GUI/Numbers/N3.png";
|
||||
m_NumberTextures[4] = "Textures/GUI/Numbers/N4.png";
|
||||
m_NumberTextures[5] = "Textures/GUI/Numbers/N5.png";
|
||||
m_NumberTextures[6] = "Textures/GUI/Numbers/N6.png";
|
||||
m_NumberTextures[7] = "Textures/GUI/Numbers/N7.png";
|
||||
m_NumberTextures[8] = "Textures/GUI/Numbers/N8.png";
|
||||
m_NumberTextures[9] = "Textures/GUI/Numbers/N9.png";
|
||||
|
||||
// Create number frame if missing
|
||||
for (int i = 0; i < 10; i++) {
|
||||
auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
frame->SetTexture(m_NumberTextures[0]);
|
||||
frame->DisableScissor();
|
||||
// Position frame based on alignment
|
||||
if (i > 0) {
|
||||
frame->X = i * 20;
|
||||
}
|
||||
Width += frame->Width;
|
||||
if (Height < frame->Height) {
|
||||
Height = frame->Height;
|
||||
}
|
||||
m_NumberFrames.push_front(frame);
|
||||
}
|
||||
m_CharacterTextures['0'] = "Textures/GUI/Numbers/N0.png";
|
||||
m_CharacterTextures['1'] = "Textures/GUI/Numbers/N1.png";
|
||||
m_CharacterTextures['2'] = "Textures/GUI/Numbers/N2.png";
|
||||
m_CharacterTextures['3'] = "Textures/GUI/Numbers/N3.png";
|
||||
m_CharacterTextures['4'] = "Textures/GUI/Numbers/N4.png";
|
||||
m_CharacterTextures['5'] = "Textures/GUI/Numbers/N5.png";
|
||||
m_CharacterTextures['6'] = "Textures/GUI/Numbers/N6.png";
|
||||
m_CharacterTextures['7'] = "Textures/GUI/Numbers/N7.png";
|
||||
m_CharacterTextures['8'] = "Textures/GUI/Numbers/N8.png";
|
||||
m_CharacterTextures['9'] = "Textures/GUI/Numbers/N9.png";
|
||||
|
||||
SetNumber(0);
|
||||
}
|
||||
@@ -50,41 +36,40 @@ public:
|
||||
m_Number = number;
|
||||
|
||||
// Clear number textures
|
||||
//for (auto& frame : m_NumberFrames) {
|
||||
// frame->SetTexture("");
|
||||
//}
|
||||
for (auto& frame : m_NumberFrames) {
|
||||
frame->SetTexture("");
|
||||
}
|
||||
|
||||
//Width = 0;
|
||||
//Height = 0;
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
|
||||
int n = 0;
|
||||
do {
|
||||
// // Create number frame if missing
|
||||
// if (m_NumberFrames.size() <= n) {
|
||||
// auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
// frame->DisableScissor();
|
||||
// m_NumberFrames.push_front(frame);
|
||||
// }
|
||||
std::string digits = std::to_string(number);
|
||||
|
||||
int i = 0;
|
||||
for (char& c : digits) {
|
||||
// Create number frame if missing
|
||||
if (i >= m_NumberFrames.size()) {
|
||||
auto frame = new GUI::TextureFrame(this, "NumberFrameDigit");
|
||||
if (i > 0) {
|
||||
frame->SetLeft(m_NumberFrames[i - 1]->Right());
|
||||
}
|
||||
frame->DisableScissor();
|
||||
m_NumberFrames.push_back(frame);
|
||||
}
|
||||
|
||||
// Update value
|
||||
int digit = number % 10;
|
||||
m_NumberFrames[n]->SetTexture(m_NumberTextures[digit]);
|
||||
//Width += m_NumberFrames[n]->Width;
|
||||
//if (Height < m_NumberFrames[n]->Height) {
|
||||
// Height = m_NumberFrames[n]->Height;
|
||||
//}
|
||||
// // Position frame based on alignment
|
||||
// if (n > 0) {
|
||||
// if (!m_LeftAligned) {
|
||||
// m_NumberFrames[n]->SetLeft(m_NumberFrames[n - 1]->Right());
|
||||
// } else {
|
||||
// m_NumberFrames[n]->SetRight(m_NumberFrames[n - 1]->Left());
|
||||
// }
|
||||
// }
|
||||
std::string texture = "Textures/Core/ErrorTexture.png";
|
||||
if (m_CharacterTextures.find(c) != m_CharacterTextures.end()) {
|
||||
texture = m_CharacterTextures.at(c);
|
||||
}
|
||||
m_NumberFrames[i]->SetTexture(m_CharacterTextures.at(c));
|
||||
Width += m_NumberFrames[i]->Width;
|
||||
if (Height < m_NumberFrames[i]->Height) {
|
||||
Height = m_NumberFrames[i]->Height;
|
||||
}
|
||||
|
||||
number /= 10;
|
||||
n++;
|
||||
} while (number > 0);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void SetLeftAlign() { m_LeftAligned = true; }
|
||||
@@ -99,7 +84,7 @@ private:
|
||||
int m_Number = 0;
|
||||
bool m_LeftAligned = true;
|
||||
|
||||
std::string m_NumberTextures[10];
|
||||
std::unordered_map<char, std::string> m_CharacterTextures;
|
||||
std::deque<TextureFrame*> m_NumberFrames;
|
||||
};
|
||||
|
||||
|
||||
@@ -5,15 +5,30 @@
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CPointLight.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Game/CPowerUp.h"
|
||||
#include "Game/CLife.h"
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EGameOver.h"
|
||||
|
||||
namespace dd {
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems {
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class BallSystem : public System {
|
||||
class BallSystem : public System
|
||||
{
|
||||
public:
|
||||
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
@@ -39,11 +54,53 @@ public:
|
||||
// Called when an entity is removed
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
EntityID CreateBall();
|
||||
void CreateLife(int);
|
||||
EntityID Ball() { return m_Ball; };
|
||||
void SetBall(const EntityID& ball) { m_Ball = ball; }
|
||||
|
||||
float& XMovementMultiplier() { return m_XMovementMultiplier; }
|
||||
void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
|
||||
private:
|
||||
float m_XMovementMultiplier = 2.f;
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
int m_MultiBalls = 0;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
bool m_ReplaceBall = false;
|
||||
bool m_MultiBall = false;
|
||||
|
||||
EntityID m_Ball;
|
||||
|
||||
dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -17,6 +17,7 @@ struct Ball : Component
|
||||
{
|
||||
int Number = 0;
|
||||
float Speed = 5.f;
|
||||
int Combo = 0;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
+1
-1
@@ -22,7 +22,7 @@ struct Pad : Component
|
||||
|
||||
float SlowdownModifier = 5.f;
|
||||
float AccelerationSpeed = 40.f;
|
||||
float MaxSpeed = 20.f;
|
||||
float MaxSpeed = 5.f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-29.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_ECOMBOEVENT_H
|
||||
#define DAYDREAM_ECOMBOEVENT_H
|
||||
|
||||
#include "Core/Entity.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct ComboEvent : Event
|
||||
{
|
||||
EntityID Ball;
|
||||
int Combo;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_ECOMBOEVENT_H
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by Adniklastrator on 2015-09-28.
|
||||
//
|
||||
|
||||
#ifndef DAYDREAM_EMULTIBALLLOST_H
|
||||
#define DAYDREAM_EMULTIBALLLOST_H
|
||||
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/Entity.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Events
|
||||
{
|
||||
|
||||
struct MultiBallLost : Event
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif //DAYDREAM_EMULTIBALLLOST_H
|
||||
@@ -0,0 +1,43 @@
|
||||
#ifndef GUI_FPSCOUNTER_H__
|
||||
#define GUI_FPSCOUNTER_H__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/NumberFrame.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class FPSCounter : public Frame
|
||||
{
|
||||
public:
|
||||
FPSCounter(Frame* parent, std::string name)
|
||||
: Frame(parent, name)
|
||||
{
|
||||
m_FrameTimes.resize(m_MaxSamples);
|
||||
m_Numbers = new GUI::NumberFrame(this, "FPSCounterNumberFrame");
|
||||
}
|
||||
|
||||
virtual void Update(double dt)
|
||||
{
|
||||
m_FrameTimes[m_CurrentFrame % m_MaxSamples] = dt;
|
||||
double sum = std::accumulate(m_FrameTimes.begin(), m_FrameTimes.end(), 0.0);
|
||||
sum /= std::min(m_CurrentFrame, m_MaxSamples);
|
||||
m_Numbers->SetNumber(std::round(1.0 / sum));
|
||||
|
||||
m_CurrentFrame++;
|
||||
}
|
||||
|
||||
private:
|
||||
NumberFrame* m_Numbers = nullptr;
|
||||
|
||||
int m_MaxSamples = 100;
|
||||
int m_CurrentFrame = 0;
|
||||
std::vector<double> m_FrameTimes;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "GUI/NumberFrame.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Game/FPSCounter.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -24,6 +25,15 @@ public:
|
||||
m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
|
||||
m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
|
||||
|
||||
m_AreaNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_AreaNumberFrame->X = 132;
|
||||
m_AreaNumberFrame->Y = 19;
|
||||
m_AreaNumberFrame->SetNumber(6);
|
||||
m_StageNumberFrame = new GUI::NumberFrame(m_LevelIndicator, "HUDScoreNumberFrameawdawdwa");
|
||||
m_StageNumberFrame->X = 165;
|
||||
m_StageNumberFrame->Y = 19;
|
||||
m_StageNumberFrame->SetNumber(5);
|
||||
|
||||
m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
|
||||
m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
|
||||
m_ScoreIndicator->SetRight(Right());
|
||||
@@ -31,13 +41,18 @@ public:
|
||||
m_ScoreNumberFrame->X = 15;
|
||||
m_ScoreNumberFrame->Y = 21;
|
||||
|
||||
m_FPSCounter = new GUI::FPSCounter(this, "FPSCounter");
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScore, &HUD::OnScore);
|
||||
}
|
||||
|
||||
private:
|
||||
TextureFrame* m_LevelIndicator = nullptr;
|
||||
TextureFrame* m_ScoreIndicator = nullptr;
|
||||
NumberFrame* m_AreaNumberFrame = nullptr;
|
||||
NumberFrame* m_StageNumberFrame = nullptr;
|
||||
NumberFrame* m_ScoreNumberFrame = nullptr;
|
||||
FPSCounter* m_FPSCounter = nullptr;
|
||||
|
||||
EventRelay<Frame, Events::ScoreEvent> m_EScore;
|
||||
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
|
||||
#include "Core/System.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/World.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
@@ -19,14 +20,16 @@
|
||||
#include "Game/ELifeLost.h"
|
||||
#include "Game/EResetBall.h"
|
||||
#include "Game/EScoreEvent.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Game/EComboEvent.h"
|
||||
#include "Game/EMultiBall.h"
|
||||
#include "Game/EMultiBallLost.h"
|
||||
#include "Game/EGameOver.h"
|
||||
#include "Game/ECreatePowerUp.h"
|
||||
#include "Game/EPowerUpTaken.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Sound/CCollisionSound.h"
|
||||
@@ -61,7 +64,6 @@ public:
|
||||
void Initialize() override;
|
||||
|
||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||
void CreateLife(int);
|
||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||
void LoadLevel(char[20]);
|
||||
void CreateBrick(int, int, glm::vec2, float, int);
|
||||
@@ -78,10 +80,6 @@ public:
|
||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||
bool Initialized() const { return m_Initialized; }
|
||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||
int& Lives() { return m_Lives; }
|
||||
void SetLives(const int& lives) { m_Lives = lives; }
|
||||
int& PastLives() { return m_PastLives; }
|
||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||
int& MultiBalls() { return m_MultiBalls; }
|
||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||
int& PowerUps() { return m_PowerUps; }
|
||||
@@ -99,16 +97,12 @@ public:
|
||||
|
||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||
float& EdgeX() { return m_EdgeX; }
|
||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||
float& EdgeY() { return m_EdgeY; }
|
||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||
float& NotResettingTheStage() { return m_NotResettingTheStage; }
|
||||
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
|
||||
|
||||
private:
|
||||
bool m_Restarting = false;
|
||||
bool m_Initialized = false;
|
||||
int m_Lives = 3;
|
||||
int m_PastLives = 3;
|
||||
int m_MultiBalls = 0;
|
||||
int m_PowerUps = 0;
|
||||
int m_Score = 0;
|
||||
@@ -117,21 +111,20 @@ private:
|
||||
int m_Lines = 7;
|
||||
float m_SpaceToEdge = 0.25f;
|
||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||
float m_EdgeX = 3.2f;
|
||||
float m_EdgeY = 5.2f;
|
||||
float m_NotResettingTheStage = 5.f;
|
||||
|
||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<LevelSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
|
||||
+10
-13
@@ -9,6 +9,7 @@
|
||||
#include "Core/System.h"
|
||||
#include "Core/Component.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Core/CTemplate.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/EKeyDown.h"
|
||||
#include "Core/EKeyUp.h"
|
||||
@@ -45,8 +46,6 @@ public:
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
EntityID CreateBall();
|
||||
|
||||
EntityID& Entity() { return m_Entity; }
|
||||
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
||||
glm::vec3 Acceleration() const { return m_Acceleration; }
|
||||
@@ -56,10 +55,8 @@ public:
|
||||
void SetLeft(const bool& left) { m_Left = left; }
|
||||
bool Right() const { return m_Right; }
|
||||
void SetRight(const bool& right) { m_Right = right; }
|
||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||
bool MultiBall() const { return m_MultiBall; }
|
||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||
float Edge() const { return m_Edge; }
|
||||
void SetEdge(const float& edge) { m_Edge = edge; }
|
||||
|
||||
Components::Transform* Transform() const { return m_Transform; }
|
||||
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
||||
@@ -69,16 +66,18 @@ public:
|
||||
private:
|
||||
EntityID m_Entity = 0;
|
||||
glm::vec3 m_Acceleration = glm::vec3(0.f, 0.f, 0.f);
|
||||
bool m_Left = false, m_Right = false, m_ReplaceBall = false, m_MultiBall = false;
|
||||
Components::Transform* m_Transform;
|
||||
Components::Pad* m_Pad;
|
||||
bool m_Left = false;
|
||||
bool m_Right = false;
|
||||
bool m_ReplaceBall = false;
|
||||
bool m_MultiBall = false;
|
||||
float m_Edge = 2.8f;
|
||||
Components::Transform* m_Transform = nullptr;
|
||||
Components::Pad* m_Pad = nullptr;
|
||||
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
|
||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||
|
||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||
@@ -86,8 +85,6 @@ private:
|
||||
|
||||
bool OnContact(const dd::Events::Contact &event);
|
||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||
|
||||
class PadSteeringInputController;
|
||||
|
||||
Executable
+65
@@ -0,0 +1,65 @@
|
||||
#ifndef COMPONENTS_PARTICLE_H__
|
||||
#define COMPONENTS_PARTICLE_H__
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd {
|
||||
|
||||
namespace ParticleFlags {
|
||||
|
||||
enum Type {
|
||||
waterParticle = 0,
|
||||
zombieParticle = 1 << 1,
|
||||
wallParticle = 1 << 2,
|
||||
springParticle = 1 << 3,
|
||||
elasticParticle = 1 << 4,
|
||||
viscousParticle = 1 << 5,
|
||||
powderParticle = 1 << 6,
|
||||
tensileParticle = 1 << 7,
|
||||
colorMixingParticle = 1 << 8,
|
||||
destructionListenerParticle = 1 << 9,
|
||||
barrierParticle = 1 << 10,
|
||||
staticPressureParticle = 1 << 11,
|
||||
reactiveParticle = 1 << 12,
|
||||
repulsiveParticle = 1 << 13,
|
||||
fixtureContactListenerParticle = 1 << 14,
|
||||
particleContactListenerParticle = 1 << 15,
|
||||
fixtureContactFilterParticle = 1 << 16,
|
||||
particleContactFilterParticle = 1 << 17
|
||||
};
|
||||
}
|
||||
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct Particle : public Component
|
||||
{
|
||||
float Radius = 0.5f;
|
||||
float LifeTime = 5.0f;
|
||||
|
||||
ParticleFlags::Type Flags =
|
||||
ParticleFlags::Type::waterParticle |
|
||||
ParticleFlags::Type::zombieParticle |
|
||||
ParticleFlags::Type::wallParticle |
|
||||
ParticleFlags::Type::springParticle |
|
||||
ParticleFlags::Type::elasticParticle |
|
||||
ParticleFlags::Type::viscousParticle |
|
||||
ParticleFlags::Type::powderParticle |
|
||||
ParticleFlags::Type::tensileParticle |
|
||||
ParticleFlags::Type::colorMixingParticle |
|
||||
ParticleFlags::Type::destructionListenerParticle |
|
||||
ParticleFlags::Type::barrierParticle |
|
||||
ParticleFlags::Type::staticPressureParticle |
|
||||
ParticleFlags::Type::reactiveParticle |
|
||||
ParticleFlags::Type::repulsiveParticle |
|
||||
ParticleFlags::Type::fixtureContactListenerParticle |
|
||||
ParticleFlags::Type::particleContactListenerParticle |
|
||||
ParticleFlags::Type::fixtureContactFilterParticle |
|
||||
ParticleFlags::Type::particleContactFilterParticle;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
Executable
+25
@@ -0,0 +1,25 @@
|
||||
#ifndef COMPONENTS_PARTICLEEMITTER_H__
|
||||
#define COMPONENTS_PARTICLEEMITTER_H__
|
||||
#include "Core/Component.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
namespace Components
|
||||
{
|
||||
|
||||
struct ParticleEmitter : public Component
|
||||
{
|
||||
int Amount = 10.f;
|
||||
float InitialSpeed = 1.f;
|
||||
double SpawnRate = 1.f;
|
||||
double TimeSinceLastSpawn = 0;
|
||||
|
||||
//ParticleSystem variables
|
||||
float GravityScale = 1.0f;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -9,7 +9,7 @@ namespace Components
|
||||
|
||||
struct WaterVolume : public Component
|
||||
{
|
||||
|
||||
float Radius;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -8,96 +8,123 @@
|
||||
#include "Core/System.h"
|
||||
#include "Core/World.h"
|
||||
#include "Core/EventBroker.h"
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Core/CTransform.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "CRectangleShape.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/EContact.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CParticle.h"
|
||||
#include "Physics/CCircleShape.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
#include "Physics/CParticleEmitter.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CPad.h"
|
||||
#include "Game/CBall.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
|
||||
#include "Core/CTemplate.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
namespace Systems
|
||||
{
|
||||
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
~PhysicsSystem();
|
||||
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
private:
|
||||
struct Impulse
|
||||
namespace Systems
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
class PhysicsSystem : public System
|
||||
{
|
||||
friend class ContractListener;
|
||||
|
||||
b2ParticleSystem *m_ParticleSystem;
|
||||
b2ParticleGroup* t_watergroup;
|
||||
public:
|
||||
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||
: System(world, eventBroker) { }
|
||||
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
||||
~PhysicsSystem();
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
void RegisterComponents(ComponentFactory* cf) override;
|
||||
void Initialize() override;
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
void OnEntityCommit(EntityID entity) override;
|
||||
void OnEntityRemoved(EntityID entity) override;
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void SyncWater(); //TODO: Probably remove this
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
private:
|
||||
struct Impulse
|
||||
{
|
||||
b2Body* Body;
|
||||
b2Vec2 Impulse;
|
||||
b2Vec2 Point;
|
||||
};
|
||||
bool m_Pause = false;
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
b2Vec2 m_Gravity = b2Vec2(0.f, -9.82f);
|
||||
b2World* m_PhysicsWorld = nullptr;
|
||||
float m_TimeStep = 1.f/60.f;
|
||||
float m_Accumulator = 0.f;
|
||||
int m_VelocityIterations = 6;
|
||||
int m_PositionIterations = 2;
|
||||
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
|
||||
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
void CreateBody(EntityID entity);
|
||||
void SyncEntitiesWithBodies();
|
||||
void SyncBodiesWithEntities();
|
||||
void InitializeWater();
|
||||
void CreateParticleGroup(EntityID entity);
|
||||
|
||||
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||
void CreateParticleEmitter(EntityID entity);
|
||||
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||
|
||||
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
|
||||
bool SetImpulse(const Events::SetImpulse &event);
|
||||
|
||||
//TODO: Fill struct with info needed.
|
||||
struct ParticleEmitter
|
||||
{
|
||||
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||
std::vector<EntityID> ParticleEmitter;
|
||||
std::vector<EntityID> ParticleTemplate;
|
||||
};
|
||||
ParticleEmitter m_ParticleEmitters;
|
||||
|
||||
std::list<Impulse> m_Impulses;
|
||||
|
||||
|
||||
|
||||
class ContactListener : public b2ContactListener
|
||||
{
|
||||
public:
|
||||
ContactListener(PhysicsSystem* physicsSystem)
|
||||
: m_PhysicsSystem(physicsSystem) { }
|
||||
|
||||
void BeginContact(b2Contact* contact);
|
||||
void EndContact(b2Contact* contact);
|
||||
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold);
|
||||
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse);
|
||||
|
||||
private:
|
||||
PhysicsSystem* m_PhysicsSystem;
|
||||
};
|
||||
|
||||
ContactListener* m_ContactListener;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -94,8 +94,7 @@ set(SOURCE_FILES
|
||||
${SOURCE_FILES_Physics}
|
||||
${SOURCE_FILES_Game}
|
||||
${SOURCE_FILES_Sound}
|
||||
${SOURCE_FILES_GUI}
|
||||
)
|
||||
${SOURCE_FILES_GUI})
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
|
||||
@@ -29,32 +29,26 @@ dd::BaseEventRelay::~BaseEventRelay()
|
||||
|
||||
void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
{
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end())
|
||||
return;
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
relay.m_Broker = nullptr;
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
if (m_IsProcessing) {
|
||||
m_RelaysToUnsubscribe.push_back(&relay);
|
||||
} else {
|
||||
unsubscribeImmediate(relay);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::EventBroker::Subscribe(BaseEventRelay &relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
if (m_IsProcessing) {
|
||||
m_RelaysToSubscribe.push_back(&relay);
|
||||
} else {
|
||||
subscribeImmediate(relay);
|
||||
}
|
||||
}
|
||||
|
||||
int dd::EventBroker::Process(std::string contextTypeName)
|
||||
{
|
||||
m_IsProcessing = true;
|
||||
|
||||
auto it = m_ContextRelays.find(contextTypeName);
|
||||
if (it == m_ContextRelays.end())
|
||||
return 0;
|
||||
@@ -68,14 +62,29 @@ int dd::EventBroker::Process(std::string contextTypeName)
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; it2++)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
std::string name = it2->first;
|
||||
BaseEventRelay* relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
}
|
||||
|
||||
m_IsProcessing = false;
|
||||
|
||||
// Process pending subscriptions
|
||||
for (auto& r : m_RelaysToSubscribe) {
|
||||
subscribeImmediate(*r);
|
||||
}
|
||||
m_RelaysToSubscribe.clear();
|
||||
|
||||
// Process pending unsubscriptions
|
||||
for (auto& r : m_RelaysToUnsubscribe) {
|
||||
unsubscribeImmediate(*r);
|
||||
}
|
||||
m_RelaysToUnsubscribe.clear();
|
||||
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
@@ -83,4 +92,29 @@ void dd::EventBroker::Swap()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
|
||||
}
|
||||
|
||||
void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
}
|
||||
|
||||
void dd::EventBroker::unsubscribeImmediate(dd::BaseEventRelay& relay)
|
||||
{
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it) {
|
||||
if (it->second == &relay) {
|
||||
relay.m_Broker = nullptr;
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+97
-128
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
|
||||
LoadShaders();
|
||||
CreateBuffers();
|
||||
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
void dd::Renderer::LoadShaders()
|
||||
{
|
||||
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
|
||||
*/
|
||||
|
||||
// Pass #1: Fill G-buffers
|
||||
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_spDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_spDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_spDeferred1->Link();
|
||||
m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_SpDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_SpDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_SpDeferred1->Link();
|
||||
|
||||
// Pass #2: Lighting
|
||||
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
||||
m_spDeferred2->Link();
|
||||
m_SpDeferred2->Link();
|
||||
|
||||
//Water Pass
|
||||
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
t_m_spWater->Link();
|
||||
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
t_m_spWater2->Link();
|
||||
m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||
m_SpWater->Link();
|
||||
m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||
m_SpWater2->Link();
|
||||
|
||||
// Pass #3: Combining into final image
|
||||
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_spDeferred3->Link();
|
||||
m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_SpDeferred3->Link();
|
||||
|
||||
/*
|
||||
Forward rendering
|
||||
*/
|
||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_spForward->Link();
|
||||
m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_SpForward->Link();
|
||||
|
||||
/*
|
||||
Screen draw
|
||||
*/
|
||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_spScreen->Link();
|
||||
m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_SpScreen->Link();
|
||||
}
|
||||
|
||||
void dd::Renderer::CreateBuffers()
|
||||
@@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers()
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
||||
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
|
||||
t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||
|
||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenRenderbuffers(1, &m_RbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
// Generate G-buffer textures
|
||||
@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
|
||||
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, &t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glGenTextures(1, &m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create first pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenFramebuffers(1, &m_FbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
||||
@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
|
||||
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, firstPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate lighting texture
|
||||
glGenTextures(1, &m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glGenTextures(1, &m_TLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
|
||||
@@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create second pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
|
||||
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, secondPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//Fill Water Texture
|
||||
glGenTextures(1, &t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glGenTextures(1, &m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
|
||||
@@ -210,19 +210,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Fill water pass
|
||||
glGenFramebuffers(1, &t_m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
|
||||
glGenFramebuffers(1, &m_FbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
|
||||
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture
|
||||
glGenTextures(1, &t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glGenTextures(1, &m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
|
||||
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
|
||||
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlurDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture2
|
||||
glGenTextures(1, &t_m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenTextures(1, &m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
|
||||
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass2
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate final deferred texture
|
||||
glGenTextures(1, &m_tFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tFinal);
|
||||
glGenTextures(1, &m_TFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TFinal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.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);
|
||||
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create third pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spDeferred1->Bind();
|
||||
DrawScene(objects, *m_spDeferred1);
|
||||
m_SpDeferred1->Bind();
|
||||
DrawScene(objects, *m_SpDeferred1);
|
||||
|
||||
// Pass #2: Lighting
|
||||
glEnable(GL_CULL_FACE);
|
||||
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred2->Bind();
|
||||
m_SpDeferred2->Bind();
|
||||
DrawLightSpheres(lights);
|
||||
|
||||
// Pass #3: Combine into final deferred image
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
m_SpDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
// glClearColor(1, 0.9, 0.8f, 1);
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spForward->Bind();
|
||||
DrawScene(objects, *m_spForward);
|
||||
m_SpForward->Bind();
|
||||
DrawScene(objects, *m_SpForward);
|
||||
|
||||
//WaterPass
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater->Bind();
|
||||
m_SpWater->Bind();
|
||||
DrawWater(objects);
|
||||
}
|
||||
|
||||
@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
@@ -462,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
|
||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
||||
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
@@ -499,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
|
||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
{
|
||||
GLuint shaderProgramHandle = *t_m_spWater;
|
||||
GLuint shaderProgramHandle = *m_SpWater;
|
||||
|
||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
@@ -517,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
|
||||
|
||||
glBindVertexArray(m_UnitQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
|
||||
@@ -528,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
|
||||
|
||||
//blur1
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater2->Bind();
|
||||
m_SpWater2->Bind();
|
||||
//TODO: Add this in water particle component. Blurradius
|
||||
float radius = 3.f;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
|
||||
@@ -545,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
|
||||
//blur2
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
t_m_spWater2->Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
m_SpWater2->Bind();
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
|
||||
{
|
||||
float waterVerts[particles.Size()];
|
||||
int i = 0;
|
||||
|
||||
for ( auto &job : particles ) {
|
||||
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
|
||||
if (!waterJob)
|
||||
continue;
|
||||
waterVerts[i ] = waterJob->Position.x;
|
||||
waterVerts[i+1] = waterJob->Position.y;
|
||||
waterVerts[i+2] = waterJob->Position.z;
|
||||
i+3;
|
||||
}
|
||||
|
||||
GLuint vbo[1], vao;
|
||||
glGenBuffers(1, vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
GLuint dd::Renderer::CreateQuad()
|
||||
{
|
||||
float quadVertices[] =
|
||||
@@ -649,7 +618,7 @@ GLuint dd::Renderer::CreateQuad()
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
@@ -664,19 +633,19 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
m_CurrentScreenBuffer = m_TLighting;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||
m_CurrentScreenBuffer = t_m_Gwater;
|
||||
m_CurrentScreenBuffer = m_Gwater;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
|
||||
m_CurrentScreenBuffer = t_m_BWater;
|
||||
m_CurrentScreenBuffer = m_BWater;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@@ -684,7 +653,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
@@ -696,9 +665,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
|
||||
@@ -61,9 +61,9 @@ void main()
|
||||
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||
|
||||
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0);
|
||||
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
|
||||
float avgColor = sum.r + sum.g + sum.b;
|
||||
avgColor = avgColor/3;
|
||||
frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0);
|
||||
if ( avgColor*dir.y > Threshhold ){
|
||||
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -14,16 +14,115 @@ void dd::Systems::BallSystem::Initialize()
|
||||
{
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
|
||||
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 50.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.0f, 0.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetBall(ent);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Update(double dt)
|
||||
{
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ballComponent != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f);
|
||||
}
|
||||
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
Events::MultiBallLost e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveComponent<Components::Life>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
||||
@@ -86,11 +185,17 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
|
||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
||||
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||
|
||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||
|
||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||
ballComponent->Combo = 0;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ballComponent->Combo;
|
||||
ec.Ball = ballEntity;
|
||||
EventBroker->Publish(ec);
|
||||
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
|
||||
}
|
||||
else {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||
@@ -99,3 +204,96 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::BallSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CloneEntity(Ball());
|
||||
|
||||
m_World->RemoveComponent<Components::Template>(ent);
|
||||
|
||||
/* auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
cball->Speed = 5.f;
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;*/
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
SetMultiBalls(MultiBalls() + 2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
+55
-120
@@ -10,130 +10,54 @@
|
||||
void dd::Systems::LevelSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &LevelSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::Update(double dt)
|
||||
{
|
||||
if (!m_Initialized) {
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (NumberOfBricks() <= 0) {
|
||||
/*SetRestarting(true);
|
||||
if (NumberOfBricks() <= 0 && Restarting() == false) {
|
||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
if (NotResettingTheStage() > 5) {
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
SetNotResettingTheStage(0);
|
||||
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
}
|
||||
} else {
|
||||
if (ball != nullptr && MultiBalls() > 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
@@ -143,22 +67,22 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||
{
|
||||
SetNumberOfBricks(rows * lines);
|
||||
std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = 0;
|
||||
//std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = Lines();
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num++;
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
}
|
||||
if (num == 7)
|
||||
num = 0;
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
}
|
||||
|
||||
SetNumberOfBricks(rows * lines);
|
||||
@@ -179,12 +103,12 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
std::string fileName = "Textures/Bricks/";
|
||||
/*std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");
|
||||
fileName.append(".png");*/
|
||||
//sprite->SpriteFile = fileName;
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
model->ModelFile = "Models/Brick/IceBrick.obj";
|
||||
}
|
||||
@@ -210,17 +134,17 @@ void dd::Systems::LevelSystem::ProcessCollision()
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
/*if (numberOfBricks < 1) {
|
||||
if (numberOfBricks < 1) {
|
||||
EndLevel();
|
||||
}*/
|
||||
}
|
||||
}
|
||||
return;
|
||||
return;*/
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
@@ -256,7 +180,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
if (power != nullptr && NumberOfBricks() > 1) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
@@ -264,6 +188,12 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
ball->Combo += 1;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ball->Combo;
|
||||
ec.Ball = entityBall;
|
||||
EventBroker->Publish(ec);
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
@@ -290,28 +220,24 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
SetMultiBalls(MultiBalls() + 1);
|
||||
//SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
es.Score = brick->Score * ball->Combo;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
// std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
std::cout << "Combo: " << ball->Combo << std::endl;
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Brick Score: " << brick->Score << std::endl;
|
||||
std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
{
|
||||
SetScore(Score() += event.Score);
|
||||
@@ -322,6 +248,15 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()+2);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||
|
||||
+38
-79
@@ -26,23 +26,35 @@ void dd::Systems::PadSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
rectangleShape->Dimensions = glm::vec3(1.f, 0.5f);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetEdge(3.2 - (ctransform->Scale.x / 2));
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
@@ -69,9 +81,15 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
if (transform->Position.x > Edge()) {
|
||||
transform->Position.x = Edge();
|
||||
} else if (transform->Position.x < -Edge()) {
|
||||
transform->Position.x = -Edge();
|
||||
}
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) {
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt;
|
||||
}
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
@@ -85,40 +103,9 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
cball->Speed = 5.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
@@ -135,9 +122,12 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
Events::MultiBall e;
|
||||
e.padTransform = Transform();
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
@@ -251,40 +241,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
//auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
@@ -18,9 +19,9 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
float radius = 0.13f;
|
||||
float gravityScale = 1.0f;
|
||||
CreateParticleSystem(radius, gravityScale);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
@@ -140,10 +141,16 @@ void dd::Systems::PhysicsSystem::SyncBodiesWithEntities()
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
if (m_Pause) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Accumulator += dt;
|
||||
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
SyncEntitiesWithBodies();
|
||||
|
||||
//Apply Impulses Must be done after SyncEntitiesWithBodies
|
||||
@@ -152,25 +159,33 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
//Update the PhysicsWorld
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
|
||||
SyncBodiesWithEntities();
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
|
||||
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle[e]) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
glm::vec3 parentTransform = glm::vec3(0.f);
|
||||
if (entityParent) {
|
||||
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
parentTransform = tp->Position;
|
||||
}
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
m_Accumulator -= dt;
|
||||
@@ -186,15 +201,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
|
||||
if (physicsComponent && waterComponent) {
|
||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
if (physicsComponent && particleEmitterComponent) {
|
||||
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
} else if (particleEmitterComponent) {
|
||||
CreateParticleEmitter(entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -291,40 +314,133 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
auto water = m_World->GetComponent<Components::WaterVolume>(e);
|
||||
if (water) {
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||
{
|
||||
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||
auto e = m_ParticleEmitters.ParticleEmitter[i];
|
||||
auto pt = m_ParticleEmitters.ParticleTemplate[i];
|
||||
auto ps = m_ParticleEmitters.ParticleSystem[i];
|
||||
|
||||
|
||||
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
|
||||
emitter->TimeSinceLastSpawn += dt;
|
||||
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
|
||||
continue;
|
||||
}
|
||||
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
|
||||
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
|
||||
|
||||
b2ParticleDef particleDef;
|
||||
particleDef.flags = particleTemplate->Flags;
|
||||
//particleDef.color TODO: Implement this if we want color mixing and shit.
|
||||
particleDef.lifetime = particleTemplate->LifeTime;
|
||||
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
|
||||
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
|
||||
|
||||
auto particle = m_World->CloneEntity(pt, 0);
|
||||
m_World->RemoveComponent<Components::Template>(particle);
|
||||
|
||||
auto b2Particle = ps->CreateParticle(particleDef);
|
||||
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
|
||||
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
|
||||
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
|
||||
|
||||
//TODO: Ta bort detta
|
||||
int particles = 0;
|
||||
for (auto i : m_EntitiesToParticleHandle)
|
||||
{
|
||||
particles += i.size();
|
||||
}
|
||||
LOG_INFO("--I have %i particles.", particles);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
|
||||
{
|
||||
auto childEntities = m_World->GetEntityChildren(entity);
|
||||
if (childEntities.empty()) {
|
||||
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
|
||||
return;
|
||||
}
|
||||
int pf = 0;
|
||||
dd::Components::Particle* particle;
|
||||
EntityID childEntity;
|
||||
for ( auto c : childEntities ) {
|
||||
auto p = m_World->GetComponent<Components::Particle>(c);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
|
||||
if (!p) {
|
||||
continue;
|
||||
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
|
||||
}
|
||||
if(!particleTemplate) {
|
||||
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
|
||||
continue;
|
||||
}
|
||||
if (pf != 0) {
|
||||
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
|
||||
break;
|
||||
}
|
||||
childEntity = c;
|
||||
particle = p;
|
||||
pf++;
|
||||
}
|
||||
//TODO: Skicka med fler flaggor till particlesystemet;
|
||||
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
|
||||
m_ParticleEmitters.ParticleEmitter.push_back(entity);
|
||||
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
|
||||
}
|
||||
|
||||
|
||||
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
|
||||
{
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
|
||||
m_EntitiesToParticleHandle.push_back(m1);
|
||||
m_ParticleHandleToEntities.push_back(m2);
|
||||
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = radius;
|
||||
m_ParticleSystemDef.gravityScale = gravityScale;
|
||||
|
||||
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||
|
||||
return m_ParticleSystem.back();
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@ struct EventFixture
|
||||
EventFixture()
|
||||
{
|
||||
this->EventBroker = new dd::EventBroker();
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&OnEvent, this, std::placeholders::_1));
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&EventFixture::OnEvent, this, std::placeholders::_1));
|
||||
this->EventBroker->Subscribe(m_EEventType);
|
||||
Run();
|
||||
Check();
|
||||
|
||||
Reference in New Issue
Block a user