Merge remote-tracking branch 'origin/master' into Physics
Conflicts: include/Core/Engine.h include/Physics/PhysicsSystem.h src/game/Game/PadSystem.cpp src/game/Physics/PhysicsSystem.cpp
This commit is contained in:
@@ -94,8 +94,7 @@ set(SOURCE_FILES
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${SOURCE_FILES_Physics}
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${SOURCE_FILES_Game}
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${SOURCE_FILES_Sound}
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${SOURCE_FILES_GUI}
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)
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${SOURCE_FILES_GUI})
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if(CMAKE_COMPILER_IS_GNUCXX)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
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@@ -29,32 +29,26 @@ dd::BaseEventRelay::~BaseEventRelay()
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void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
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{
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auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
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if (contextIt == m_ContextRelays.end())
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return;
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auto eventRelays = contextIt->second;
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auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
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for (auto it = itpair.first; it != itpair.second; ++it)
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{
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if (it->second == &relay)
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{
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relay.m_Broker = nullptr;
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eventRelays.erase(it);
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break;
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}
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if (m_IsProcessing) {
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m_RelaysToUnsubscribe.push_back(&relay);
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} else {
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unsubscribeImmediate(relay);
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}
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}
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void dd::EventBroker::Subscribe(BaseEventRelay &relay)
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{
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relay.m_Broker = this;
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m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
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if (m_IsProcessing) {
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m_RelaysToSubscribe.push_back(&relay);
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} else {
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subscribeImmediate(relay);
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}
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}
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int dd::EventBroker::Process(std::string contextTypeName)
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{
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m_IsProcessing = true;
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auto it = m_ContextRelays.find(contextTypeName);
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if (it == m_ContextRelays.end())
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return 0;
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@@ -68,14 +62,29 @@ int dd::EventBroker::Process(std::string contextTypeName)
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std::shared_ptr<Event> event = pair.second;
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auto itpair = relays.equal_range(eventTypeName);
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for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
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for (auto it2 = itpair.first; it2 != itpair.second; it2++)
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{
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auto relay = it2->second;
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std::string name = it2->first;
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BaseEventRelay* relay = it2->second;
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relay->Receive(event);
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eventsProcessed++;
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}
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}
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m_IsProcessing = false;
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// Process pending subscriptions
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for (auto& r : m_RelaysToSubscribe) {
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subscribeImmediate(*r);
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}
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m_RelaysToSubscribe.clear();
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// Process pending unsubscriptions
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for (auto& r : m_RelaysToUnsubscribe) {
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unsubscribeImmediate(*r);
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}
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m_RelaysToUnsubscribe.clear();
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return eventsProcessed;
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}
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@@ -83,4 +92,29 @@ void dd::EventBroker::Swap()
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{
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std::swap(m_EventQueueRead, m_EventQueueWrite);
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m_EventQueueWrite->clear();
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}
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void dd::EventBroker::subscribeImmediate(dd::BaseEventRelay& relay)
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{
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relay.m_Broker = this;
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m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
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}
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void dd::EventBroker::unsubscribeImmediate(dd::BaseEventRelay& relay)
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{
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auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
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if (contextIt == m_ContextRelays.end()) {
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return;
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}
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auto eventRelays = contextIt->second;
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auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
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for (auto it = itpair.first; it != itpair.second; ++it) {
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if (it->second == &relay) {
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relay.m_Broker = nullptr;
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eventRelays.erase(it);
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break;
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}
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}
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}
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+97
-128
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
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LoadShaders();
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CreateBuffers();
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m_CurrentScreenBuffer = m_tFinal;
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m_CurrentScreenBuffer = m_TFinal;
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}
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void dd::Renderer::LoadShaders()
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{
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@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
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*/
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// Pass #1: Fill G-buffers
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m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
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m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
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m_spDeferred1->BindFragDataLocation(1, "GPosition");
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m_spDeferred1->BindFragDataLocation(2, "GNormal");
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m_spDeferred1->BindFragDataLocation(3, "GSpecular");
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m_spDeferred1->Link();
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m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
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m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
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m_SpDeferred1->BindFragDataLocation(1, "GPosition");
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m_SpDeferred1->BindFragDataLocation(2, "GNormal");
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m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
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m_SpDeferred1->Link();
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// Pass #2: Lighting
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m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
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m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
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//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
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m_spDeferred2->Link();
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m_SpDeferred2->Link();
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//Water Pass
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t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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t_m_spWater->Link();
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t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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t_m_spWater2->Link();
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m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
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m_SpWater->Link();
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m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
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m_SpWater2->Link();
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// Pass #3: Combining into final image
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m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_spDeferred3->Link();
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m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
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m_SpDeferred3->Link();
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/*
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Forward rendering
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*/
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m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_spForward->Link();
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m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
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m_SpForward->Link();
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/*
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Screen draw
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*/
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m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_spScreen->Link();
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m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
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m_SpScreen->Link();
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}
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void dd::Renderer::CreateBuffers()
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@@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers()
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m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
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m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
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m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
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t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
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glGenRenderbuffers(1, &m_rbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
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glGenRenderbuffers(1, &m_RbDepthBuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
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// Generate G-buffer textures
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@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glGenTextures(1, &m_Gwater);
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glBindTexture(GL_TEXTURE_2D, m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create first pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
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glGenFramebuffers(1, &m_FbDeferred1);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
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@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
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GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, firstPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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// Generate lighting texture
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glGenTextures(1, &m_tLighting);
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glBindTexture(GL_TEXTURE_2D, m_tLighting);
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glGenTextures(1, &m_TLighting);
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glBindTexture(GL_TEXTURE_2D, m_TLighting);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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// Create second pass framebuffer
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glGenFramebuffers(1, &m_fbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
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glGenFramebuffers(1, &m_FbDeferred2);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
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GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, secondPassDrawBuffers);
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if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
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LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
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exit(EXIT_FAILURE);
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}
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//Fill Water Texture
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glGenTextures(1, &t_m_Gwater);
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glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
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glGenTextures(1, &m_Gwater);
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glBindTexture(GL_TEXTURE_2D, m_Gwater);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
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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()
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||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
//Fill water pass
|
||||
glGenFramebuffers(1, &t_m_fbWater);
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glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
|
||||
glGenFramebuffers(1, &m_FbWater);
|
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glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
|
||||
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture
|
||||
glGenTextures(1, &t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glGenTextures(1, &m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
|
||||
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlurDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
//water Blur texture2
|
||||
glGenTextures(1, &t_m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glGenTextures(1, &m_BWater2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater2);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
//Fill waterBlur pass2
|
||||
glGenFramebuffers(1, &t_m_fbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
|
||||
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate final deferred texture
|
||||
glGenTextures(1, &m_tFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tFinal);
|
||||
glGenTextures(1, &m_TFinal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TFinal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Create third pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
||||
glGenFramebuffers(1, &m_FbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
@@ -317,12 +317,12 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||
glClearColor(1, 1, 1, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spDeferred1->Bind();
|
||||
DrawScene(objects, *m_spDeferred1);
|
||||
m_SpDeferred1->Bind();
|
||||
DrawScene(objects, *m_SpDeferred1);
|
||||
|
||||
// Pass #2: Lighting
|
||||
glEnable(GL_CULL_FACE);
|
||||
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred2->Bind();
|
||||
m_SpDeferred2->Bind();
|
||||
DrawLightSpheres(lights);
|
||||
|
||||
// Pass #3: Combine into final deferred image
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
m_SpDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
// glClearColor(1, 0.9, 0.8f, 1);
|
||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
m_spForward->Bind();
|
||||
DrawScene(objects, *m_spForward);
|
||||
m_SpForward->Bind();
|
||||
DrawScene(objects, *m_SpForward);
|
||||
|
||||
//WaterPass
|
||||
glDisable(GL_CULL_FACE);
|
||||
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater->Bind();
|
||||
m_SpWater->Bind();
|
||||
DrawWater(objects);
|
||||
}
|
||||
|
||||
@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
@@ -462,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
|
||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
||||
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
@@ -499,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
|
||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
{
|
||||
GLuint shaderProgramHandle = *t_m_spWater;
|
||||
GLuint shaderProgramHandle = *m_SpWater;
|
||||
|
||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
@@ -517,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
|
||||
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
|
||||
|
||||
glBindVertexArray(m_UnitQuad->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
|
||||
@@ -528,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
|
||||
|
||||
//blur1
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
t_m_spWater2->Bind();
|
||||
m_SpWater2->Bind();
|
||||
//TODO: Add this in water particle component. Blurradius
|
||||
float radius = 3.f;
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
|
||||
@@ -545,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
|
||||
//blur2
|
||||
shaderProgramHandle = *t_m_spWater2;
|
||||
shaderProgramHandle = *m_SpWater2;
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
t_m_spWater2->Bind();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
m_SpWater2->Bind();
|
||||
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
||||
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
|
||||
|
||||
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
|
||||
{
|
||||
float waterVerts[particles.Size()];
|
||||
int i = 0;
|
||||
|
||||
for ( auto &job : particles ) {
|
||||
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
|
||||
if (!waterJob)
|
||||
continue;
|
||||
waterVerts[i ] = waterJob->Position.x;
|
||||
waterVerts[i+1] = waterJob->Position.y;
|
||||
waterVerts[i+2] = waterJob->Position.z;
|
||||
i+3;
|
||||
}
|
||||
|
||||
GLuint vbo[1], vao;
|
||||
glGenBuffers(1, vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
GLuint dd::Renderer::CreateQuad()
|
||||
{
|
||||
float quadVertices[] =
|
||||
@@ -649,7 +618,7 @@ GLuint dd::Renderer::CreateQuad()
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
m_CurrentScreenBuffer = m_TFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
@@ -664,19 +633,19 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
m_CurrentScreenBuffer = m_TLighting;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||
m_CurrentScreenBuffer = t_m_Gwater;
|
||||
m_CurrentScreenBuffer = m_Gwater;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
|
||||
m_CurrentScreenBuffer = t_m_BWater;
|
||||
m_CurrentScreenBuffer = m_BWater;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
@@ -684,7 +653,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spScreen->Bind();
|
||||
m_SpScreen->Bind();
|
||||
|
||||
glm::mat4 MVP;
|
||||
|
||||
@@ -696,9 +665,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||
|
||||
@@ -61,9 +61,9 @@ void main()
|
||||
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||
|
||||
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0);
|
||||
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
|
||||
float avgColor = sum.r + sum.g + sum.b;
|
||||
avgColor = avgColor/3;
|
||||
frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0);
|
||||
if ( avgColor*dir.y > Threshhold ){
|
||||
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -14,16 +14,115 @@ void dd::Systems::BallSystem::Initialize()
|
||||
{
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
|
||||
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 50.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.0f, 0.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetBall(ent);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::Update(double dt)
|
||||
{
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ballComponent != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f);
|
||||
}
|
||||
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
Events::MultiBallLost e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
m_World->RemoveComponent<Components::Life>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (ballComponent != nullptr) {
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
||||
@@ -86,11 +185,17 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
|
||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
||||
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||
|
||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||
|
||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||
ballComponent->Combo = 0;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ballComponent->Combo;
|
||||
ec.Ball = ballEntity;
|
||||
EventBroker->Publish(ec);
|
||||
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
|
||||
}
|
||||
else {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||
@@ -99,3 +204,96 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::BallSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CloneEntity(Ball());
|
||||
|
||||
m_World->RemoveComponent<Components::Template>(ent);
|
||||
|
||||
/* auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
cball->Speed = 5.f;
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;*/
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
void dd::Systems::BallSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
SetMultiBalls(MultiBalls() + 2);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
+55
-120
@@ -10,130 +10,54 @@
|
||||
void dd::Systems::LevelSystem::Initialize()
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &LevelSystem::OnLifeLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
|
||||
|
||||
for (int i = 0; i < Lives(); i++) {
|
||||
CreateLife(i);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
||||
{
|
||||
auto life = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||
|
||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||
lifeNr->Number = number;
|
||||
|
||||
auto model = m_World->AddComponent<Components::Model>(life);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
|
||||
|
||||
m_World->CommitEntity(life);
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::Update(double dt)
|
||||
{
|
||||
if (!m_Initialized) {
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
if (Lives() < 0)
|
||||
{
|
||||
SetLives(3);
|
||||
Events::GameOver e;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
|
||||
|
||||
if (ball != nullptr) {
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
transformBall->Velocity.y = 2;
|
||||
} else {
|
||||
transformBall->Velocity.y = -2;
|
||||
}
|
||||
}
|
||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||
if (MultiBalls() != 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
} else if (Lives() == PastLives()) {
|
||||
Events::ResetBall be;
|
||||
EventBroker->Publish(be);
|
||||
Events::LifeLost e;
|
||||
e.Entity = entity;
|
||||
EventBroker->Publish(e);
|
||||
return;
|
||||
}
|
||||
} else if (transformBall->Position.x > EdgeX()) {
|
||||
if (transformBall->Velocity.x > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.x < -EdgeX()) {
|
||||
if (transformBall->Velocity.x < 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
} else if (transformBall->Position.y > EdgeY()) {
|
||||
if (transformBall->Velocity.y > 0) {
|
||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Lives() != PastLives()) {
|
||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||
if (life != nullptr) {
|
||||
if (life->Number + 1 == PastLives()) {
|
||||
// m_World->RemoveComponent<Components::Life>(entity);
|
||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
SetPastLives(Lives());
|
||||
}
|
||||
}
|
||||
}
|
||||
if (NumberOfBricks() <= 0) {
|
||||
/*SetRestarting(true);
|
||||
if (NumberOfBricks() <= 0 && Restarting() == false) {
|
||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
if (NotResettingTheStage() > 5) {
|
||||
SetRestarting(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = 500;
|
||||
EventBroker->Publish(es);
|
||||
Events::StageCleared ec;
|
||||
EventBroker->Publish(ec);
|
||||
SetNotResettingTheStage(0);
|
||||
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||
}
|
||||
} else {
|
||||
if (ball != nullptr && MultiBalls() > 0) {
|
||||
SetMultiBalls(MultiBalls() - 1);
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
m_World->RemoveComponent<Components::Ball>(entity);
|
||||
m_World->RemoveComponent<Components::Transform>(entity);
|
||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||
m_World->RemoveComponent<Components::Physics>(entity);
|
||||
m_World->RemoveEntity(entity);
|
||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||
} else {
|
||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||
if (powerUp != nullptr) {
|
||||
@@ -143,22 +67,22 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
||||
m_World->RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||
{
|
||||
SetNumberOfBricks(rows * lines);
|
||||
std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = 0;
|
||||
//std::cout << "You're only doing this once, right?" << std::endl;
|
||||
int num = Lines();
|
||||
for (int i = 0; i < rows; i++) {
|
||||
num++;
|
||||
num--;
|
||||
for (int j = 0; j < Lines(); j++) {
|
||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||
}
|
||||
if (num == 7)
|
||||
num = 0;
|
||||
if (num == 1)
|
||||
num = Lines();
|
||||
}
|
||||
|
||||
SetNumberOfBricks(rows * lines);
|
||||
@@ -179,12 +103,12 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
||||
cPhys->Category = CollisionLayer::Type::Brick;
|
||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||
|
||||
std::string fileName = "Textures/Bricks/";
|
||||
/*std::string fileName = "Textures/Bricks/";
|
||||
fileName.append(std::to_string(num));
|
||||
fileName.append(".png");
|
||||
fileName.append(".png");*/
|
||||
//sprite->SpriteFile = fileName;
|
||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||
model->ModelFile = "Models/Brick/IceBrick.obj";
|
||||
}
|
||||
@@ -210,17 +134,17 @@ void dd::Systems::LevelSystem::ProcessCollision()
|
||||
|
||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||
{
|
||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||
if (brick != nullptr) {
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
EventBroker->Publish(es);
|
||||
/*if (numberOfBricks < 1) {
|
||||
if (numberOfBricks < 1) {
|
||||
EndLevel();
|
||||
}*/
|
||||
}
|
||||
}
|
||||
return;
|
||||
return;*/
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
@@ -256,7 +180,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||
if (power != nullptr) {
|
||||
if (power != nullptr && NumberOfBricks() > 1) {
|
||||
Events::CreatePowerUp e;
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||
e.Position = transform->Position;
|
||||
@@ -264,6 +188,12 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
}
|
||||
|
||||
if (ball != nullptr && Restarting() == false) {
|
||||
ball->Combo += 1;
|
||||
Events::ComboEvent ec;
|
||||
ec.Combo = ball->Combo;
|
||||
ec.Ball = entityBall;
|
||||
EventBroker->Publish(ec);
|
||||
|
||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||
|
||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||
@@ -290,28 +220,24 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||
EventBroker->Publish(e);
|
||||
//TODO: Bricks dont collide with walls D=
|
||||
|
||||
|
||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||
if (NumberOfBricks() <= 0) {
|
||||
SetMultiBalls(MultiBalls() + 1);
|
||||
//SetMultiBalls(MultiBalls() + 1);
|
||||
}
|
||||
Events::ScoreEvent es;
|
||||
es.Score = brick->Score;
|
||||
es.Score = brick->Score * ball->Combo;
|
||||
EventBroker->Publish(es);
|
||||
|
||||
// std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Score: " << Score() << std::endl;
|
||||
std::cout << "Combo: " << ball->Combo << std::endl;
|
||||
//std::cout << NumberOfBricks() << std::endl;
|
||||
//std::cout << "Brick Score: " << brick->Score << std::endl;
|
||||
std::cout << "Score: " << Score() << std::endl;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||
{
|
||||
SetLives(Lives() - 1);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
{
|
||||
SetScore(Score() += event.Score);
|
||||
@@ -322,6 +248,15 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()+2);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||
{
|
||||
SetMultiBalls(MultiBalls()-1);
|
||||
std::cout << MultiBalls() << std::endl;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||
|
||||
+38
-79
@@ -26,23 +26,35 @@ void dd::Systems::PadSystem::Initialize()
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangleShape = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
rectangleShape->Dimensions = glm::vec3(1.f, 0.5f);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
SetEdge(3.2 - (ctransform->Scale.x / 2));
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||
{
|
||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||
if (ball != nullptr) {
|
||||
if (ReplaceBall() == true) {
|
||||
SetReplaceBall(false);
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
||||
}
|
||||
}
|
||||
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateCheck != nullptr){ return; }
|
||||
}
|
||||
|
||||
void dd::Systems::PadSystem::Update(double dt)
|
||||
@@ -69,9 +81,15 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
transform->Velocity.x = pad->MaxSpeed;
|
||||
}
|
||||
transform->Position += transform->Velocity * (float)dt;
|
||||
if (transform->Position.x > Edge()) {
|
||||
transform->Position.x = Edge();
|
||||
} else if (transform->Position.x < -Edge()) {
|
||||
transform->Position.x = -Edge();
|
||||
}
|
||||
transform->Velocity += acceleration * (float)dt;
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
||||
|
||||
if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) {
|
||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt;
|
||||
}
|
||||
|
||||
if (Left()) {
|
||||
acceleration.x = -pad->AccelerationSpeed;
|
||||
@@ -85,40 +103,9 @@ void dd::Systems::PadSystem::Update(double dt)
|
||||
SetPad(pad);
|
||||
SetAcceleration(acceleration);
|
||||
|
||||
if (MultiBall() == true) {
|
||||
SetMultiBall(false);
|
||||
|
||||
Events::MultiBall e;
|
||||
e.padTransform = transform;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
EntityID dd::Systems::PadSystem::CreateBall()
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->CollisionType = CollisionType::Type::Dynamic;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
cball->Speed = 5.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
|
||||
return ent;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
{
|
||||
int val = event.KeyCode;
|
||||
@@ -135,9 +122,12 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||
//acceleration.x = 0.01f;
|
||||
SetRight(true);
|
||||
} else if (val == GLFW_KEY_R) {
|
||||
SetReplaceBall(true);
|
||||
Events::ResetBall e;
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_M) {
|
||||
SetMultiBall(true);
|
||||
Events::MultiBall e;
|
||||
e.padTransform = Transform();
|
||||
EventBroker->Publish(e);
|
||||
} else if (val == GLFW_KEY_D) {
|
||||
return false;
|
||||
}
|
||||
@@ -251,40 +241,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||
{
|
||||
SetReplaceBall(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||
{
|
||||
auto ent1 = CreateBall();
|
||||
auto ent2 = CreateBall();
|
||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||
auto padTransform = event.padTransform;
|
||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||
if (x1 < -3.1) {
|
||||
x1 = 3;
|
||||
}
|
||||
if (x2 > 3.1) {
|
||||
x2 = -3;
|
||||
}
|
||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||
|
||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||
{
|
||||
auto entity = CreateBall();
|
||||
//auto entity = CreateBall();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
|
||||
|
||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
cf->Register<Components::CircleShape>();
|
||||
@@ -18,9 +19,9 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
|
||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||
{
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = 0.13f;
|
||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
||||
float radius = 0.13f;
|
||||
float gravityScale = 1.0f;
|
||||
CreateParticleSystem(radius, gravityScale);
|
||||
}
|
||||
|
||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||
@@ -140,10 +141,16 @@ void dd::Systems::PhysicsSystem::SyncBodiesWithEntities()
|
||||
|
||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
{
|
||||
if (m_Pause) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_Accumulator += dt;
|
||||
|
||||
while(m_Accumulator >= m_TimeStep)
|
||||
{
|
||||
|
||||
UpdateParticleEmitters(dt);
|
||||
SyncEntitiesWithBodies();
|
||||
|
||||
//Apply Impulses Must be done after SyncEntitiesWithBodies
|
||||
@@ -152,25 +159,33 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
||||
}
|
||||
m_Impulses.clear();
|
||||
|
||||
|
||||
//Update the PhysicsWorld
|
||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||
|
||||
SyncBodiesWithEntities();
|
||||
|
||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle* particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
|
||||
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
|
||||
for (auto i : m_EntitiesToParticleHandle[e]) {
|
||||
EntityID entity = i.first;
|
||||
b2ParticleHandle *particleH = i.second;
|
||||
|
||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||
glm::vec3 parentTransform = glm::vec3(0.f);
|
||||
if (entityParent) {
|
||||
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
|
||||
parentTransform = tp->Position;
|
||||
}
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
||||
transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
m_Accumulator -= dt;
|
||||
@@ -186,15 +201,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||
|
||||
if (physicsComponent && waterComponent) {
|
||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
if (physicsComponent && particleEmitterComponent) {
|
||||
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (physicsComponent) {
|
||||
CreateBody(entity);
|
||||
} else if (waterComponent) {
|
||||
CreateParticleGroup(entity);
|
||||
} else if (particleEmitterComponent) {
|
||||
CreateParticleEmitter(entity);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -291,40 +314,133 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
{
|
||||
//TODO: Lägg alla pd i en lista
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
auto water = m_World->GetComponent<Components::WaterVolume>(e);
|
||||
if (water) {
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
//TODO: PUT IN LIST
|
||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||
{
|
||||
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||
auto e = m_ParticleEmitters.ParticleEmitter[i];
|
||||
auto pt = m_ParticleEmitters.ParticleTemplate[i];
|
||||
auto ps = m_ParticleEmitters.ParticleSystem[i];
|
||||
|
||||
|
||||
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
|
||||
emitter->TimeSinceLastSpawn += dt;
|
||||
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
|
||||
continue;
|
||||
}
|
||||
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
|
||||
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
|
||||
|
||||
b2ParticleDef particleDef;
|
||||
particleDef.flags = particleTemplate->Flags;
|
||||
//particleDef.color TODO: Implement this if we want color mixing and shit.
|
||||
particleDef.lifetime = particleTemplate->LifeTime;
|
||||
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
|
||||
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
|
||||
|
||||
auto particle = m_World->CloneEntity(pt, 0);
|
||||
m_World->RemoveComponent<Components::Template>(particle);
|
||||
|
||||
auto b2Particle = ps->CreateParticle(particleDef);
|
||||
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
|
||||
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
|
||||
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
|
||||
|
||||
//TODO: Ta bort detta
|
||||
int particles = 0;
|
||||
for (auto i : m_EntitiesToParticleHandle)
|
||||
{
|
||||
particles += i.size();
|
||||
}
|
||||
LOG_INFO("--I have %i particles.", particles);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
|
||||
{
|
||||
auto childEntities = m_World->GetEntityChildren(entity);
|
||||
if (childEntities.empty()) {
|
||||
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
|
||||
return;
|
||||
}
|
||||
int pf = 0;
|
||||
dd::Components::Particle* particle;
|
||||
EntityID childEntity;
|
||||
for ( auto c : childEntities ) {
|
||||
auto p = m_World->GetComponent<Components::Particle>(c);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
|
||||
if (!p) {
|
||||
continue;
|
||||
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
|
||||
}
|
||||
if(!particleTemplate) {
|
||||
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
|
||||
continue;
|
||||
}
|
||||
if (pf != 0) {
|
||||
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
|
||||
break;
|
||||
}
|
||||
childEntity = c;
|
||||
particle = p;
|
||||
pf++;
|
||||
}
|
||||
//TODO: Skicka med fler flaggor till particlesystemet;
|
||||
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
|
||||
m_ParticleEmitters.ParticleEmitter.push_back(entity);
|
||||
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
|
||||
}
|
||||
|
||||
|
||||
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
|
||||
{
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
|
||||
m_EntitiesToParticleHandle.push_back(m1);
|
||||
m_ParticleHandleToEntities.push_back(m2);
|
||||
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = radius;
|
||||
m_ParticleSystemDef.gravityScale = gravityScale;
|
||||
|
||||
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||
|
||||
return m_ParticleSystem.back();
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@ struct EventFixture
|
||||
EventFixture()
|
||||
{
|
||||
this->EventBroker = new dd::EventBroker();
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&OnEvent, this, std::placeholders::_1));
|
||||
m_EEventType = decltype(m_EEventType)(std::bind(&EventFixture::OnEvent, this, std::placeholders::_1));
|
||||
this->EventBroker->Subscribe(m_EEventType);
|
||||
Run();
|
||||
Check();
|
||||
|
||||
Reference in New Issue
Block a user