diff --git a/include/Core/Engine.h b/include/Core/Engine.h index 2613156..3d4a004 100644 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -52,6 +52,8 @@ #include "Physics/CRectangleShape.h" #include "Physics/ESetImpulse.h" #include "Physics/CWaterVolume.h" +#include "Physics/CParticle.h" +#include "Physics/CParticleEmitter.h" #include "Game/EGameStart.h" #include "Sound/EPlaySound.h" @@ -111,10 +113,6 @@ public: m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); - m_World->SystemFactory.Register( - [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); - m_World->AddSystem(); - m_World->SystemFactory.Register( [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); @@ -124,11 +122,16 @@ public: m_World->SystemFactory.Register( [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); m_World->Initialize(); @@ -136,12 +139,14 @@ public: { auto ent = m_World->CreateEntity(); std::shared_ptr transform = m_World->AddComponent(ent); - transform->Position = glm::vec3(-0.f, 0.26f, -9.f); + transform->Position = glm::vec3(-0.f, 0.26f, -10.f); transform->Scale = glm::vec3(0.35f, 0.35f, 0.2f); transform->Velocity = glm::vec3(0.0f, -10.f, 0.f); auto model = m_World->AddComponent(ent); model->ModelFile = "Models/Test/Ball/Sid.obj"; std::shared_ptr circleShape = m_World->AddComponent(ent); + circleShape->Radius = 0.35f; + std::shared_ptr ball = m_World->AddComponent(ent); ball->Speed = 5.f; std::shared_ptr physics = m_World->AddComponent(ent); @@ -165,7 +170,7 @@ public: pl->Radius = 20.f; pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); auto model = m_World->AddComponent(t_Light); - model->ModelFile = "Core/UnitSphere.obj"; + model->ModelFile = "Models/Core/UnitSphere.obj"; m_World->CommitEntity(t_Light); } { @@ -176,7 +181,7 @@ public: pl->Radius = 15.f; pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); auto model = m_World->AddComponent(t_Light); - model->ModelFile = "Core/UnitSphere.obj"; + model->ModelFile = "Models/Core/UnitSphere.obj"; m_World->CommitEntity(t_Light); } @@ -188,7 +193,7 @@ public: transform->Scale = glm::vec3(6.f, 6.f, 10.f); auto model = m_World->AddComponent(t_halfPipe); model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; - model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); + model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f); m_World->CommitEntity(t_halfPipe); } @@ -203,6 +208,44 @@ public: m_World->CommitEntity(background); } + //ParticleTest +// { +// auto Pe = m_World->CreateEntity(); +// auto transform = m_World->AddComponent(Pe); +// auto particleEmitter= m_World->AddComponent(Pe); +// +// transform->Position = glm::vec3(0.f, -5.f, -10.f); +// particleEmitter->GravityScale = 0.0f; +// particleEmitter->SpawnRate = 1.0f; +// +// { +// auto Pt = m_World->CreateEntity(Pe); +// auto PtTransform = m_World->AddComponent(Pt); +// auto PtSprite = m_World->AddComponent(Pt); +// //auto PtModel = m_World->AddComponent(Pt); +// auto PtParticle = m_World->AddComponent(Pt); +// auto PtTemplate = m_World->AddComponent(Pt); +// +// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f); +// PtTransform->Position = transform->Position; +// PtSprite->SpriteFile = "Textures/Ball.png"; +// +// //PtModel->ModelFile = "Models/Brick/Brick.obj"; +// PtParticle->LifeTime = 1000.f; +// PtParticle->Flags = ParticleFlags::Type::powderParticle; +// } +// m_World->CommitEntity(Pe); +// } + +// { +// auto Pt = m_World->CreateEntity(); +// auto PtTransform = m_World->AddComponent(Pt); +// auto PtSprite = m_World->AddComponent(Pt); +// +// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f); +// PtSprite->SpriteFile = "Textures/Ball.png"; +// } + //Water test { auto t_waterBody = m_World->CreateEntity(); @@ -213,6 +256,7 @@ public: auto body = m_World->AddComponent(t_waterBody); m_World->CommitEntity(t_waterBody); } + //TODO: Why does the ball not collide with these bricks? //BottomBox { @@ -222,8 +266,8 @@ public: transform->Scale = glm::vec3(10.f, 0.5f, 1.f); std::shared_ptr sprite = m_World->AddComponent(topWall); sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - std::shared_ptr boxShape = m_World->AddComponent( - topWall); + std::shared_ptr rectangleShape = m_World->AddComponent(topWall); + rectangleShape->Dimensions = glm::vec3(10.f, 0.5f); std::shared_ptr physics = m_World->AddComponent(topWall); physics->CollisionType = CollisionType::Type::Static; m_World->CommitEntity(topWall); @@ -267,8 +311,8 @@ public: std::shared_ptr sprite = m_World->AddComponent(topWall); sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - std::shared_ptr boxShape = m_World->AddComponent( - topWall); + std::shared_ptr rectangleShape = m_World->AddComponent(topWall); + rectangleShape->Dimensions = glm::vec3(20.f, 0.5f); std::shared_ptr physics = m_World->AddComponent(topWall); physics->CollisionType = CollisionType::Type::Static; @@ -288,8 +332,8 @@ public: std::shared_ptr sprite = m_World->AddComponent(leftWall); sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - std::shared_ptr boxShape = m_World->AddComponent( - leftWall); + std::shared_ptr rectangleShape = m_World->AddComponent(leftWall); + rectangleShape->Dimensions = glm::vec3(0.5f, 20.f); std::shared_ptr physics = m_World->AddComponent(leftWall); physics->CollisionType = CollisionType::Type::Static; @@ -309,35 +353,16 @@ public: std::shared_ptr sprite = m_World->AddComponent(rightWall); sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; - std::shared_ptr boxShape = m_World->AddComponent( - rightWall); + std::shared_ptr rectangleShape = m_World->AddComponent(rightWall); + rectangleShape->Dimensions = glm::vec3(0.5f, 20.f); std::shared_ptr physics = m_World->AddComponent(rightWall); physics->CollisionType = CollisionType::Type::Static; physics->Category = CollisionLayer::Type::Wall; physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick; - m_World->CommitEntity(rightWall); } - { - auto ent = m_World->CreateEntity(); - m_World->SetProperty(ent, "Name", "Pad"); - auto ctransform = m_World->AddComponent(ent); - ctransform->Position = glm::vec3(0.f, -3.5f, -10.f); - ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f); - auto rectangle = m_World->AddComponent(ent); - auto physics = m_World->AddComponent(ent); - physics->CollisionType = CollisionType::Type::Kinematic; - physics->Category = CollisionLayer::Type::Pad; - physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp; - physics->Calculate = true; - auto cModel = m_World->AddComponent(ent); - cModel->ModelFile = "Models/Submarine2.obj"; - - auto pad = m_World->AddComponent(ent); - m_World->CommitEntity(ent); - } //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart); @@ -360,7 +385,7 @@ public: // Swap event queues to get fresh input data in the read queue //m_EventBroker->Swap(); - ResourceManager::Update(); + //ResourceManager::Update(); if (m_GameIsRunning) { m_World->Update(dt); } @@ -449,7 +474,6 @@ public: auto spriteComponent = m_World->GetComponent(entity); if (spriteComponent) { - std::string normal = spriteComponent->NormalTexture; std::string spec = spriteComponent->SpecularTexture; @@ -472,7 +496,6 @@ public: EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); } } - } //TODO: Get this out of engine.h diff --git a/include/Core/EventBroker.h b/include/Core/EventBroker.h index cb5e39c..ce2a5a4 100644 --- a/include/Core/EventBroker.h +++ b/include/Core/EventBroker.h @@ -24,6 +24,7 @@ #include #include #include +#include #define EVENT_SUBSCRIBE_MEMBER(relay, handler) \ relay = decltype(relay)(std::bind(handler, this, std::placeholders::_1)); \ @@ -123,16 +124,23 @@ public: void Unsubscribe(BaseEventRelay &relay); private: + bool m_IsProcessing = false; + typedef std::string ContextTypeName_t; // typeid(ContextType).name() typedef std::string EventTypeName_t; // typeid(EventType).name() typedef std::unordered_multimap EventRelays_t; typedef std::unordered_map ContextRelays_t; ContextRelays_t m_ContextRelays; + std::vector m_RelaysToSubscribe; + std::vector m_RelaysToUnsubscribe; typedef std::list>> EventQueue_t; std::shared_ptr m_EventQueueRead; std::shared_ptr m_EventQueueWrite; + + void subscribeImmediate(BaseEventRelay& relay); + void unsubscribeImmediate(BaseEventRelay& relay); }; template diff --git a/include/Core/Renderer.h b/include/Core/Renderer.h index 5a2b03f..33fb83a 100755 --- a/include/Core/Renderer.h +++ b/include/Core/Renderer.h @@ -16,8 +16,8 @@ along with Daydream Engine. If not, see . */ -#ifndef Renderer_h__ -#define Renderer_h__ +#ifndef DD_RENDERER_H__ +#define DD_RENDERER_H__ #include "Util/Rectangle.h" #include "Camera.h" @@ -30,8 +30,6 @@ namespace dd class Renderer { public: - //Render(); - GLFWwindow* Window() const { return m_Window; } Rectangle Resolution() const { return m_Resolution; } void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; } @@ -39,8 +37,6 @@ public: void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; } bool VSYNC() const { return m_VSYNC; } void SetVSYNC(bool vsync) { m_VSYNC = vsync; } - //void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; } - //void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; } const dd::Camera* Camera() const { return m_Camera; } void SetCamera(const dd::Camera* camera) { @@ -50,7 +46,6 @@ public: m_Camera = camera; } } - void Initialize(); void Draw(RenderQueueCollection& rq); @@ -58,8 +53,6 @@ private: Rectangle m_Resolution = Rectangle(1280, 720); bool m_Fullscreen = false; bool m_VSYNC = false; - //Rectangle m_Viewport; - //Rectangle m_Scissor; std::unique_ptr m_DefaultCamera = nullptr; const dd::Camera* m_Camera = nullptr; @@ -67,42 +60,37 @@ private: std::string m_GLVendor; GLFWwindow* m_Window = nullptr; - ShaderProgram* m_spDeferred1; - ShaderProgram* m_spDeferred2; - ShaderProgram* m_spDeferred3; - ShaderProgram* m_spForward; - ShaderProgram* m_spScreen; - ShaderProgram* t_m_spWater; - ShaderProgram* t_m_spWater2; + ShaderProgram* m_SpDeferred1; + ShaderProgram* m_SpDeferred2; + ShaderProgram* m_SpDeferred3; + ShaderProgram* m_SpForward; + ShaderProgram* m_SpScreen; + ShaderProgram* m_SpWater; + ShaderProgram* m_SpWater2; GLuint m_ScreenQuad = 0; Model* m_UnitSphere = nullptr; Model* m_UnitQuad = nullptr; Texture* m_StandardNormal; Texture* m_StandardSpecular; - Texture* t_m_WhiteSphereTexture; - - GLuint m_rbDepthBuffer = 0; - GLuint m_fbDeferred1 = 0; - GLuint m_GDiffuse = 0; - 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(); diff --git a/include/GUI/Button.h b/include/GUI/Button.h index b2a665d..d46d929 100644 --- a/include/GUI/Button.h +++ b/include/GUI/Button.h @@ -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; diff --git a/include/GUI/NumberFrame.h b/include/GUI/NumberFrame.h index ac51aed..7241b82 100644 --- a/include/GUI/NumberFrame.h +++ b/include/GUI/NumberFrame.h @@ -1,6 +1,8 @@ #ifndef GUI_NUMBERFRAME_H__ #define GUI_NUMBERFRAME_H__ +#include + #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 m_CharacterTextures; std::deque m_NumberFrames; }; diff --git a/include/Game/BallSystem.h b/include/Game/BallSystem.h index 1069ede..3ead5d8 100644 --- a/include/Game/BallSystem.h +++ b/include/Game/BallSystem.h @@ -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 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 m_ELifeLost; + dd::EventRelay m_EMultiBallLost; + dd::EventRelay m_EResetBall; + dd::EventRelay 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 diff --git a/include/Game/CBall.h b/include/Game/CBall.h index 2990a3a..5dd1405 100644 --- a/include/Game/CBall.h +++ b/include/Game/CBall.h @@ -17,6 +17,7 @@ struct Ball : Component { int Number = 0; float Speed = 5.f; + int Combo = 0; }; } diff --git a/include/Game/CPad.h b/include/Game/CPad.h index f71c756..15afebd 100644 --- a/include/Game/CPad.h +++ b/include/Game/CPad.h @@ -22,7 +22,7 @@ struct Pad : Component float SlowdownModifier = 5.f; float AccelerationSpeed = 40.f; - float MaxSpeed = 20.f; + float MaxSpeed = 5.f; }; } diff --git a/include/Game/EComboEvent.h b/include/Game/EComboEvent.h new file mode 100644 index 0000000..7253f55 --- /dev/null +++ b/include/Game/EComboEvent.h @@ -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 diff --git a/include/Game/EMultiBallLost.h b/include/Game/EMultiBallLost.h new file mode 100644 index 0000000..3d9c6d4 --- /dev/null +++ b/include/Game/EMultiBallLost.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 diff --git a/include/Game/FPSCounter.h b/include/Game/FPSCounter.h new file mode 100644 index 0000000..0f7f303 --- /dev/null +++ b/include/Game/FPSCounter.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 m_FrameTimes; +}; + +} +} +#endif + diff --git a/include/Game/HUD.h b/include/Game/HUD.h index 2a240b3..52711e8 100644 --- a/include/Game/HUD.h +++ b/include/Game/HUD.h @@ -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 m_EScore; diff --git a/include/Game/LevelSystem.h b/include/Game/LevelSystem.h index 9e73a6b..6849d4f 100755 --- a/include/Game/LevelSystem.h +++ b/include/Game/LevelSystem.h @@ -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 m_EContact; - dd::EventRelay m_ELifeLost; dd::EventRelay m_EScoreEvent; dd::EventRelay m_EMultiBall; + dd::EventRelay m_EMultiBallLost; dd::EventRelay m_ECreatePowerUp; dd::EventRelay m_EPowerUpTaken; dd::EventRelay 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); diff --git a/include/Game/PadSystem.h b/include/Game/PadSystem.h index 4a53907..9a95309 100755 --- a/include/Game/PadSystem.h +++ b/include/Game/PadSystem.h @@ -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 m_EKeyDown; dd::EventRelay m_EKeyUp; dd::EventRelay m_EContact; dd::EventRelay m_EContactPowerUp; - dd::EventRelay m_EResetBall; - dd::EventRelay m_EMultiBall; dd::EventRelay 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; diff --git a/include/Physics/CParticle.h b/include/Physics/CParticle.h new file mode 100755 index 0000000..baec66d --- /dev/null +++ b/include/Physics/CParticle.h @@ -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 \ No newline at end of file diff --git a/include/Physics/CParticleEmitter.h b/include/Physics/CParticleEmitter.h new file mode 100755 index 0000000..a965a84 --- /dev/null +++ b/include/Physics/CParticleEmitter.h @@ -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 \ No newline at end of file diff --git a/include/Physics/CWaterVolume.h b/include/Physics/CWaterVolume.h index 33adcae..29692f6 100755 --- a/include/Physics/CWaterVolume.h +++ b/include/Physics/CWaterVolume.h @@ -9,7 +9,7 @@ namespace Components struct WaterVolume : public Component { - + float Radius; }; } diff --git a/include/Physics/PhysicsSystem.h b/include/Physics/PhysicsSystem.h index 43ca4a0..0d78eda 100644 --- a/include/Physics/PhysicsSystem.h +++ b/include/Physics/PhysicsSystem.h @@ -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 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 eventBroker) + : System(world, eventBroker) { } - std::unordered_map m_EntitiesToBodies; - std::unordered_map m_BodiesToEntities; - std::unordered_map m_EntitiesToParticleHandle; - std::unordered_map m_ParticleHandleToEntities; + ~PhysicsSystem(); - std::list 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 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 m_ParticleSystem; + std::vector t_ParticleGroup; - private: - PhysicsSystem* m_PhysicsSystem; - }; + std::vector> m_EntitiesToParticleHandle; + std::vector> m_ParticleHandleToEntities; + std::unordered_map m_EntitiesToBodies; + std::unordered_map 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 m_SetImpulse; + bool SetImpulse(const Events::SetImpulse &event); + + //TODO: Fill struct with info needed. + struct ParticleEmitter + { + std::vector ParticleSystem; + std::vector ParticleEmitter; + std::vector ParticleTemplate; + }; + ParticleEmitter m_ParticleEmitters; + + std::list 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; + }; + + } } diff --git a/src/game/CMakeLists.txt b/src/game/CMakeLists.txt index 6834897..8a8cca5 100755 --- a/src/game/CMakeLists.txt +++ b/src/game/CMakeLists.txt @@ -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") diff --git a/src/game/Core/EventBroker.cpp b/src/game/Core/EventBroker.cpp index 2c68fd0..ce91fd9 100644 --- a/src/game/Core/EventBroker.cpp +++ b/src/game/Core/EventBroker.cpp @@ -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 = 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; + } + } } diff --git a/src/game/Core/Renderer.cpp b/src/game/Core/Renderer.cpp index 06436f9..6abf221 100755 --- a/src/game/Core/Renderer.cpp +++ b/src/game/Core/Renderer.cpp @@ -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("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("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("Shaders/Deferred/2/"); + m_SpDeferred2 = ResourceManager::Load("Shaders/Deferred/2/"); //glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting"); - m_spDeferred2->Link(); + m_SpDeferred2->Link(); //Water Pass - t_m_spWater = ResourceManager::Load("Shaders/Deferred/water/"); - t_m_spWater->Link(); - t_m_spWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); - t_m_spWater2->Link(); + m_SpWater = ResourceManager::Load("Shaders/Deferred/water/"); + m_SpWater->Link(); + m_SpWater2 = ResourceManager::Load("Shaders/Deferred/water2/"); + m_SpWater2->Link(); // Pass #3: Combining into final image - m_spDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); - m_spDeferred3->Link(); + m_SpDeferred3 = ResourceManager::Load("Shaders/Deferred/3/"); + m_SpDeferred3->Link(); /* Forward rendering */ - m_spForward = ResourceManager::Load("Shaders/Forward/"); - m_spForward->Link(); + m_SpForward = ResourceManager::Load("Shaders/Forward/"); + m_SpForward->Link(); /* Screen draw */ - m_spScreen = ResourceManager::Load("Shaders/Screen/"); - m_spScreen->Link(); + m_SpScreen = ResourceManager::Load("Shaders/Screen/"); + m_SpScreen->Link(); } void dd::Renderer::CreateBuffers() @@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers() m_UnitSphere = ResourceManager::Load("Models/Core/UnitSphere.obj"); m_StandardNormal = ResourceManager::Load("Textures/Core/NeutralNormalMap.png"); m_StandardSpecular = ResourceManager::Load("Textures/Core/NeutralSpecularMap.png"); - t_m_WhiteSphereTexture = ResourceManager::Load("Textures/Test/Water.png"); + m_WhiteSphereTexture = ResourceManager::Load("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(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); diff --git a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl index b82af8f..44beeed 100755 --- a/src/game/Core/Shaders/Deferred/water2/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/water2/Fragment.glsl @@ -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); } diff --git a/src/game/Game/BallSystem.cpp b/src/game/Game/BallSystem.cpp index 6f1b510..e160014 100644 --- a/src/game/Game/BallSystem.cpp +++ b/src/game/Game/BallSystem.cpp @@ -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 transform = m_World->AddComponent(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(ent); + model->ModelFile = "Models/Test/Ball/Ballopus.obj"; + std::shared_ptr circleShape = m_World->AddComponent(ent); + std::shared_ptr ball = m_World->AddComponent(ent); + ball->Speed = 5.f; + std::shared_ptr physics = m_World->AddComponent(ent); + std::shared_ptr ballTemplate = m_World->AddComponent(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(entity); + if (templateCheck != nullptr){ return; } auto ballComponent = m_World->GetComponent(entity); + if (ballComponent != nullptr) { + if (ReplaceBall() == true) { + SetReplaceBall(false); + + auto transform = m_World->GetComponent(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(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(entity); +// m_World->RemoveComponent(entity); +// m_World->RemoveComponent(entity); +// m_World->RemoveComponent(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(entity); + if (life != nullptr) { + if (life->Number + 1 == PastLives()) { + m_World->RemoveComponent(entity); + m_World->RemoveComponent(entity); + m_World->RemoveEntity(entity); + SetPastLives(Lives()); + } + } + } + if (ballComponent != nullptr) { auto transform = m_World->GetComponent(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(otherEntitiy, "Name") == "Pad"){ auto padTransform = m_World->GetComponent(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() / 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(ent); + + /* auto ent = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(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(ent); + model->ModelFile = "Models/Test/Ball/Ballopus.obj"; + //auto pointlight = m_World->AddComponent(ent); + std::shared_ptr circleShape = m_World->AddComponent(ent); + std::shared_ptr cball = m_World->AddComponent(ent); + std::shared_ptr physics = m_World->AddComponent(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(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 transform = m_World->AddComponent(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 lifeNr = m_World->AddComponent(life); + lifeNr->Number = number; + + auto model = m_World->AddComponent(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(ent1); + auto transform2 = m_World->GetComponent(ent2); + auto ball1 = m_World->GetComponent(ent1); + auto ball2 = m_World->GetComponent(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; +} diff --git a/src/game/Game/LevelSystem.cpp b/src/game/Game/LevelSystem.cpp index 095c529..0dbbe56 100755 --- a/src/game/Game/LevelSystem.cpp +++ b/src/game/Game/LevelSystem.cpp @@ -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 transform = m_World->AddComponent(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 lifeNr = m_World->AddComponent(life); - lifeNr->Number = number; - - auto model = m_World->AddComponent(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(entity); + if (templateCheck != nullptr){ return; } + auto ball = m_World->GetComponent(entity); + SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt); - if (ball != nullptr) { - auto transformBall = m_World->GetComponent(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(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(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(entity); - if (life != nullptr) { - if (life->Number + 1 == PastLives()) { -// m_World->RemoveComponent(entity); -// m_World->RemoveComponent(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(entity); m_World->RemoveComponent(entity); m_World->RemoveComponent(entity); m_World->RemoveComponent(entity); m_World->RemoveEntity(entity); - auto transformBall = m_World->GetComponent(entity); } else { auto powerUp = m_World->GetComponent(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 cPow = m_World->AddComponent(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(entity); + /*auto brick = m_World->GetComponent(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(entityBrick); - if (power != nullptr) { + if (power != nullptr && NumberOfBricks() > 1) { Events::CreatePowerUp e; auto transform = m_World->GetComponent(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(entityBall); // m_World->RemoveComponent(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) diff --git a/src/game/Game/PadSystem.cpp b/src/game/Game/PadSystem.cpp index 998819a..9e1c25d 100755 --- a/src/game/Game/PadSystem.cpp +++ b/src/game/Game/PadSystem.cpp @@ -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(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(ent); + rectangleShape->Dimensions = glm::vec3(1.f, 0.5f); + auto physics = m_World->AddComponent(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(ent); + cModel->ModelFile = "Models/Submarine2.obj"; + + auto pad = m_World->AddComponent(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(entity); - if (ball != nullptr) { - if (ReplaceBall() == true) { - SetReplaceBall(false); - - auto transform = m_World->GetComponent(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(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 transform = m_World->AddComponent(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(ent); - model->ModelFile = "Models/Test/Ball/Ballopus.obj"; - //auto pointlight = m_World->AddComponent(ent); - std::shared_ptr circleShape = m_World->AddComponent(ent); - std::shared_ptr cball = m_World->AddComponent(ent); - std::shared_ptr physics = m_World->AddComponent(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(ent1); - auto transform2 = m_World->GetComponent(ent2); - auto ball1 = m_World->GetComponent(ent1); - auto ball2 = m_World->GetComponent(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; } diff --git a/src/game/Physics/PhysicsSystem.cpp b/src/game/Physics/PhysicsSystem.cpp index fc663a3..01ca2c6 100644 --- a/src/game/Physics/PhysicsSystem.cpp +++ b/src/game/Physics/PhysicsSystem.cpp @@ -1,6 +1,7 @@ #include "PrecompiledHeader.h" #include "Physics/PhysicsSystem.h" + void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf) { cf->Register(); @@ -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(entity); - auto transformParent = m_World->GetComponent(entityParent); + EntityID entityParent = m_World->GetEntityParent(entity); + glm::vec3 parentTransform = glm::vec3(0.f); + if (entityParent) { + auto tp = m_World->GetComponent(entityParent); + parentTransform = tp->Position; + } + auto transform = m_World->GetComponent(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(entity); auto waterComponent = m_World->GetComponent(entity); + auto particleEmitterComponent = m_World->GetComponent(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(e); if (!transform) { LOG_ERROR("No Transform component in CreateParticleGroup"); - return; } - b2ParticleGroupDef pd; b2PolygonShape shape; + auto water = m_World->GetComponent(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(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(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(e); + auto particleTemplate = m_World->GetComponent(pt); + emitter->TimeSinceLastSpawn += dt; + if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) { + continue; + } + emitter->TimeSinceLastSpawn -= emitter->SpawnRate; + auto templateTransform = m_World->GetComponent(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(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(c); + auto particleTemplate = m_World->GetComponent(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 m1; + std::unordered_map 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(); } diff --git a/src/tests/EventFixture.h b/src/tests/EventFixture.h index 1548a08..4f78080 100644 --- a/src/tests/EventFixture.h +++ b/src/tests/EventFixture.h @@ -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();