Merge branch 'master' of github.com:teamfisk/AgileBreakOut

This commit is contained in:
tleety
2015-09-25 04:40:51 +02:00
47 changed files with 1293 additions and 258 deletions
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Executable → Regular
+58 -22
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@@ -53,6 +53,13 @@
#include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h"
#include "Game/EGameStart.h"
#include "Sound/EPlaySound.h"
#include "GUI/Frame.h"
#include "GUI/Button.h"
#include "Game/MainMenu.h"
#include "Game/HUD.h"
namespace dd
{
@@ -70,12 +77,16 @@ public:
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
m_FrameStack->Width = 675;
m_FrameStack->Height = 1080;
auto hud = new GUI::HUD(m_FrameStack, "HUD");
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
@@ -123,7 +134,7 @@ public:
//OctoBall
{
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
@@ -134,14 +145,14 @@ public:
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);
physics->Static = false;
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
physics->Static = false;
auto plight = m_World->AddComponent<Components::PointLight>(ent);
plight->Radius = 2.f;
m_World->CommitEntity(ent);
}
}
//PointLightTest
{
@@ -316,6 +327,11 @@ public:
m_World->CommitEntity(ent);
}
//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EGameStart);
m_LastTime = glfwGetTime();
}
@@ -327,27 +343,32 @@ public:
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
ResourceManager::Update();
// Update input
m_InputManager->Update(dt);
// Swap event queues to get fresh input data in the read queue
//m_EventBroker->Swap();
m_World->Update(dt);
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
ResourceManager::Update();
if (m_GameIsRunning) {
m_World->Update(dt);
}
m_EventBroker->Process<GUI::Frame>();
m_FrameStack->UpdateLayered(dt);
m_RendererQueue.Clear();
m_FrameStack->DrawLayered(m_RendererQueue);
//TODO Fill up the renderQueue with models (Temp fix)
TEMPAddToRenderQueue();
if (m_GameIsRunning) {
TEMPAddToRenderQueue();
}
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
m_EventBroker->Process<Engine>();
// Swap event queues
m_EventBroker->Clear();
m_EventBroker->Swap();
glfwPollEvents();
}
@@ -358,12 +379,9 @@ public:
//TODO: Get this out of engine.h
void TEMPAddToRenderQueue()
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
m_RendererQueue.Clear();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
@@ -443,7 +461,6 @@ public:
}
}
m_RendererQueue.Sort();
}
//TODO: Get this out of engine.h
@@ -462,7 +479,6 @@ public:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.fileName = fileName;
m_RendererQueue.Deferred.Add(job);
}
@@ -508,14 +524,34 @@ public:
}
private:
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
GUI::Frame* m_FrameStack = nullptr;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
//TODO: Redo
bool m_GameIsRunning = false;
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
bool OnGameStart(const dd::Events::GameStart &event)
{
m_GameIsRunning = true;
//Todo: Move this
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
e.isAmbient = true;
m_EventBroker->Publish(e);
}
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/water-flowing.wav";
e.volume = 0.3f;
e.isAmbient = true;
m_EventBroker->Publish(e);
}
};
double m_LastTime;
};
+1 -1
View File
@@ -119,7 +119,7 @@ public:
template <typename ContextType>
int Process();
int Process(std::string contextTypeName);
void Clear();
void Swap();
void Unsubscribe(BaseEventRelay &relay);
private:
-3
View File
@@ -33,9 +33,6 @@ class PNG : public Image
public:
PNG(std::string path);
~PNG();
private:
};
}
+26 -9
View File
@@ -22,8 +22,9 @@
#include <cstdint>
#include <forward_list>
#include "Texture.h"
#include "Model.h"
#include "Core/Util/Rectangle.h"
#include "Core/Texture.h"
#include "Core/Model.h"
namespace dd
{
@@ -52,8 +53,8 @@ struct ModelJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
std::string fileName;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
GLuint DiffuseTexture;
GLuint NormalTexture;
@@ -90,6 +91,8 @@ struct SpriteJob : RenderJob
unsigned int ShaderID;
unsigned int TextureID;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
glm::mat4 ModelMatrix;
GLuint DiffuseTexture;
GLuint NormalTexture;
@@ -115,6 +118,18 @@ struct PointLightJob : RenderJob
}
};
struct FrameJob : SpriteJob
{
Rectangle Scissor;
Rectangle Viewport;
std::string Name;
void CalculateHash() override
{
Hash = 0;
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
@@ -134,7 +149,7 @@ public:
void Add(T &job)
{
job.CalculateHash();
Jobs.push_front(std::shared_ptr<T>(new T(job)));
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
@@ -150,18 +165,17 @@ public:
}
int Size() const { return m_Size; }
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
}
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
{
return Jobs.end();
}
std::forward_list<std::shared_ptr<RenderJob>> Jobs;
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
@@ -172,12 +186,14 @@ struct RenderQueueCollection
RenderQueue Deferred;
RenderQueue Forward;
RenderQueue Lights;
RenderQueue GUI;
void Clear()
{
Deferred.Clear();
Forward.Clear();
Lights.Clear();
GUI.Clear();
}
void Sort()
@@ -185,6 +201,7 @@ struct RenderQueueCollection
Deferred.Sort();
Forward.Sort();
Lights.Sort();
GUI.Sort();
}
};
+1
View File
@@ -117,6 +117,7 @@ private:
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightSpheres(RenderQueue &lights);
void DrawWater(RenderQueue &objects);
void DrawGUI(RenderQueue& rq);
void DebugKeys();
};
+3
View File
@@ -43,6 +43,9 @@ public:
operator GLuint() const { return m_Texture; }
unsigned int Width = 0;
unsigned int Height = 0;
private:
GLuint m_Texture = 0;
};
+8 -7
View File
@@ -44,29 +44,30 @@ struct Rectangle
int Height;
virtual int Left() const { return X; }
void SetLeft(int left)
virtual void SetLeft(int left)
{
Width += X - left;
//Width += X - left;
X = left;
}
virtual int Right() const { return X + Width; }
void SetRight(int right)
virtual void SetRight(int right)
{
Width = right - X;
}
virtual int Top() const { return Y; }
void SetTop(int top)
virtual void SetTop(int top)
{
Height += Y - top;
//Height += Y - top;
Y = top;
}
virtual int Bottom() const { return Y + Height; }
int SetBottom(int bottom)
virtual void SetBottom(int bottom)
{
Height = bottom - Y;
}
Rectangle& operator+=(const Rectangle &rhs) {
Rectangle& operator+=(const Rectangle &rhs)
{
SetLeft(std::min(Left(), rhs.Left()));
SetRight(std::max(Right(), rhs.Right()));
SetTop(std::min(Top(), rhs.Top()));
+147
View File
@@ -0,0 +1,147 @@
#ifndef GUI_BUTTON_H__
#define GUI_BUTTON_H__
#include "GUI/TextureFrame.h"
#include "GUI/EButtonEnter.h"
#include "GUI/EButtonLeave.h"
#include "GUI/EButtonPress.h"
#include "GUI/EButtonRelease.h"
#include "Core/EMouseMove.h"
#include "Core/EMousePress.h"
#include "Core/EMouseRelease.h"
namespace dd
{
namespace GUI
{
class Button : public TextureFrame
{
public:
Button(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Button::OnMouseMove);
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Button::OnMousePress);
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Button::OnMouseRelease);
}
void SetTextureHover(std::string resourceName)
{
m_TextureHover = resourceName;
}
void SetTextureReleased(std::string resourceName)
{
m_TextureReleased = resourceName;
SetTexture(resourceName);
}
void SetTexturePressed(std::string resourceName)
{
m_TexturePressed = resourceName;
}
void Draw(RenderQueueCollection& rq) override
{
if (m_Texture == nullptr && !m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
TextureFrame::Draw(rq);
}
virtual void OnEnter() { }
virtual void OnLeave() { }
virtual void OnPress() { }
virtual void OnRelease() { }
protected:
bool m_MouseIsOver = false;
bool m_IsDown = false;
virtual bool OnMouseMove(const Events::MouseMove& event)
{
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (isOver && !m_MouseIsOver) { // Enter
if (!m_IsDown) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
}
OnEnter();
Events::ButtonEnter e;
e.FrameName = m_Name;
EventBroker->Publish(e);
} else if (!isOver && m_MouseIsOver) { // Leave
if (!m_IsDown) {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
OnLeave();
Events::ButtonLeave e;
e.FrameName = m_Name;
EventBroker->Publish(e);
}
m_MouseIsOver = isOver;
return true;
}
virtual bool OnMousePress(const Events::MousePress& event)
{
if (!Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1))) {
return false;
}
if (!m_TexturePressed.empty()) {
SetTexture(m_TexturePressed);
}
m_IsDown = true;
OnPress();
Events::ButtonPress e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
virtual bool OnMouseRelease(const Events::MouseRelease& event)
{
bool isOver = Rectangle::Intersects(AbsoluteRectangle(), Rectangle(event.X, event.Y, 1, 1));
if (!isOver && !m_IsDown) {
return false;
}
if (m_MouseIsOver) {
if (!m_TextureHover.empty()) {
SetTexture(m_TextureHover);
}
} else {
if (!m_TextureReleased.empty()) {
SetTexture(m_TextureReleased);
}
}
m_IsDown = false;
OnRelease();
Events::ButtonRelease e;
e.FrameName = m_Name;
e.Button = this;
EventBroker->Publish(e);
return true;
}
private:
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
EventRelay<Frame, Events::MousePress> m_EMousePress;
EventRelay<Frame, Events::MouseRelease> m_EMouseRelease;
std::string m_TextureHover;
std::string m_TexturePressed;
std::string m_TextureReleased;
};
}
}
#endif
+40
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@@ -0,0 +1,40 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_ButtonEnter_h__
#define Events_ButtonEnter_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonEnter : Event
{
std::string FrameName;
};
}
}
#endif // Events_ButtonEnter_h__
+40
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@@ -0,0 +1,40 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_ButtonLeave_h__
#define Events_ButtonLeave_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
/** Thrown on GUI button hover. */
struct ButtonLeave : Event
{
std::string FrameName;
};
}
}
#endif // Events_ButtonLeave_h__
+43
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@@ -0,0 +1,43 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_ButtonPress_h__
#define Events_ButtonPress_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button press. */
struct ButtonPress : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
}
#endif // Events_ButtonPress_h__
+43
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@@ -0,0 +1,43 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_ButtonRelease_h__
#define Events_ButtonRelease_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace GUI { class Button; }
namespace Events
{
/** Thrown on GUI button release. */
struct ButtonRelease : Event
{
std::string FrameName;
GUI::Button* Button;
};
}
}
#endif // Events_ButtonRelease_h__
+45
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@@ -0,0 +1,45 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef Events_SliderUpdate_h__
#define Events_SliderUpdate_h__
#include "Core/EventBroker.h"
namespace dd
{
namespace GUI { class Slider; }
namespace Events
{
/** Thrown when GUI slider is moved. */
struct SliderUpdate : Event
{
std::string FrameName;
GUI::Slider* Slider;
float Percentage;
float DeltaPercentage;
};
}
}
#endif // Events_SliderUpdate_h__
+264
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@@ -0,0 +1,264 @@
#ifndef GUI_Frame_h__
#define GUI_Frame_h__
#include <memory>
#include <map>
#include "Core/Util/Rectangle.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Core/ResourceManager.h"
#include "Core/Renderer.h"
#include "Core/RenderQueue.h"
#include "Core/Texture.h"
#include "Input/EInputCommand.h"
namespace dd
{
namespace GUI
{
class Frame : public Rectangle
{
public:
enum class Anchor
{
Left,
Right,
Top,
Bottom
};
static const int BaseWidth = 1280;
static const int BaseHeight = 720;
// Set up a base frame with an event broker
Frame(dd::EventBroker* eventBroker)
: EventBroker(eventBroker)
, BaseFrame(this)
, Rectangle() { }
// Create a frame as a child
Frame(Frame* parent, std::string name)
: m_Name(name)
{
SetParent(parent);
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Frame::OnKeyDown);
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Frame::OnKeyUp);
EVENT_SUBSCRIBE_MEMBER(m_EInputCommand, &Frame::OnCommand);
}
~Frame()
{
/*for (auto layer : m_Children)
{
for (auto child : layer.second)
{
delete child.second;
}
}
if (m_Parent)
{
m_Parent->RemoveChild(this);
}*/
}
Frame* Parent() const { return m_Parent; }
void SetParent(Frame* parent)
{
if (parent == nullptr) {
LOG_ERROR("Failed to parent frame \"%s\": Invalid parent", m_Name.c_str());
return;
}
m_Layer = parent->Layer() + 1;
parent->AddChild(this);
m_Parent = parent;
EventBroker = parent->EventBroker;
BaseFrame = parent->BaseFrame;
}
void AddChild(Frame* child)
{
m_Children[child->m_Layer].insert(std::make_pair(child->Name(), child));
if (m_Parent) {
m_Parent->AddChild(child);
}
}
void RemoveChild(Frame* child)
{
auto it = m_Children.find(child->m_Layer);
if (it != m_Children.end()) {
m_Children.erase(it);
}
if (m_Parent) {
m_Parent->RemoveChild(child);
}
}
std::string Name() const { return m_Name; }
void SetName(std::string val) { m_Name = val; }
int Layer() const { return m_Layer; }
bool Hidden() const
{
if (m_Parent)
return m_Parent->Hidden() || m_Hidden;
else
return m_Hidden;
}
bool Visible() const
{
return !Hidden();
}
virtual void Hide() { m_Hidden = true; }
virtual void Show() { m_Hidden = false; }
int Left() const override
{
if (m_Parent)
return m_Parent->Left() + X;
else
return X;
}
void SetLeft(int absLeft) override
{
if (m_Parent) {
X = absLeft - m_Parent->Left();
} else {
X = absLeft;
}
}
int Right() const override
{
return Left() + Width;
}
void SetRight(int absRight) override
{
if (m_Parent) {
X = absRight - Width - m_Parent->Left();
} else {
X = absRight - Width;
}
}
int Top() const override
{
if (m_Parent)
return m_Parent->Top() + Y;
else
return Y;
}
void SetTop(int absTop) override
{
if (m_Parent) {
Y = absTop - m_Parent->Top();
} else {
Y = absTop;
}
}
int Bottom() const override
{
return Top() + Height;
}
void SetBottom(int absBottom) override
{
if (m_Parent) {
Y = absBottom - Height - m_Parent->Top();
} else {
Y = absBottom - Height;
}
}
glm::vec2 Scale()
{
if (m_Parent)
return m_Parent->Scale();
else
return glm::vec2(Width, Height) / glm::vec2(BaseWidth, BaseHeight);
}
Rectangle AbsoluteRectangle()
{
int left = Left();
if (m_Parent)
left = std::max(left, m_Parent->Left());
int top = Top();
if (m_Parent)
top = std::max(top, m_Parent->Top());
int width = Right() - left;
int height = Bottom() - top;
return Rectangle(left, top, width, height);
}
void UpdateLayered(double dt)
{
// Update ourselves
this->Update(dt);
// Update children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
child->Update(dt);
}
}
}
virtual void Update(double dt) { }
void DrawLayered(RenderQueueCollection& rq)
{
if (this->Hidden())
return;
// Draw ourselves
this->Draw(rq);
// Draw children
for (auto& pairLayer : m_Children) {
auto children = pairLayer.second;
for (auto& pairChild : children) {
auto child = pairChild.second;
if (child->Hidden())
continue;
child->Draw(rq);
}
}
}
virtual void Draw(RenderQueueCollection& rq) { }
protected:
dd::EventBroker* EventBroker;
Frame* BaseFrame = nullptr;
std::string m_Name = "UIParent";
int m_Layer = 0;
bool m_Hidden = false;
Frame* m_Parent = nullptr;
typedef std::multimap<std::string, Frame*> Children_t; // name -> frame
std::map<int, Children_t> m_Children; // layer -> Children_t
virtual bool OnKeyDown(const Events::KeyDown& event) { return false; }
virtual bool OnKeyUp(const Events::KeyUp& event) { return false; }
virtual bool OnCommand(const Events::InputCommand& event) { return false; }
private:
EventRelay<Frame, Events::KeyDown> m_EKeyDown;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
EventRelay<Frame, Events::InputCommand> m_EInputCommand;
};
}
}
#endif // GUI_Frame_h__
+124
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@@ -0,0 +1,124 @@
#ifndef GUI_SLIDER_H__
#define GUI_SLIDER_H__
#include "GUI/TextureFrame.h"
#include "GUI/Button.h"
#include "GUI/EButtonPress.h"
#include "GUI/EButtonRelease.h"
#include "GUI/ESliderUpdate.h"
#include "Core/EMouseMove.h"
namespace dd
{
namespace GUI
{
class Slider : public TextureFrame
{
public:
Slider(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
m_SliderButton = new GUI::Button(this, "SliderButton");
m_SliderButton->DisableScissor();
EVENT_SUBSCRIBE_MEMBER(m_EButtonPress, &Slider::OnButtonPress);
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &Slider::OnButtonRelease);
EVENT_SUBSCRIBE_MEMBER(m_EMouseMove, &Slider::OnMouseMove);
}
float Percentage() const { return m_Percentage; }
void SetPercentage(const float percentage)
{
m_Percentage = percentage;
m_SliderButton->X = percentage * (Width - m_SliderButton->Width);
}
void SetTextureHover(std::string resourceName)
{
m_SliderButton->SetTextureHover(resourceName);
}
void SetTextureReleased(std::string resourceName)
{
m_SliderButton->SetTextureReleased(resourceName);
}
void SetTexturePressed(std::string resourceName)
{
m_SliderButton->SetTexturePressed(resourceName);
}
void AlignVertically()
{
m_SliderButton->Y = (Height / 2) - (m_SliderButton->Height / 2);
}
~Slider()
{
if (m_SliderButton != nullptr) {
delete m_SliderButton;
m_SliderButton = nullptr;
}
}
virtual void Update(double dt) override
{
}
private:
Button* m_SliderButton = nullptr;
bool m_IsGrabbed = false;
float m_Percentage = 0.f;
EventRelay<Frame, Events::ButtonPress> m_EButtonPress;
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
EventRelay<Frame, Events::MouseMove> m_EMouseMove;
virtual bool OnButtonPress(const Events::ButtonPress& event)
{
if (event.Button == m_SliderButton) {
m_IsGrabbed = true;
}
return true;
}
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
{
if (event.Button == m_SliderButton) {
m_IsGrabbed = false;
}
return true;
}
virtual bool OnMouseMove(const Events::MouseMove& event)
{
if (m_IsGrabbed) {
// Set horizontal position
m_SliderButton->X += event.DeltaX;
if (m_SliderButton->Left() < Left()) {
m_SliderButton->SetLeft(Left());
} else if (m_SliderButton->Right() > Right()) {
m_SliderButton->SetRight(Right());
}
// Update percentage
float newPercentage = m_SliderButton->X / (float)(Width - m_SliderButton->Width);
Events::SliderUpdate e;
e.FrameName = Name();
e.Slider = this;
e.Percentage = newPercentage;
e.DeltaPercentage = newPercentage - m_Percentage;
EventBroker->Publish(e);
m_Percentage = newPercentage;
}
return true;
}
};
}
}
#endif
+106
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@@ -0,0 +1,106 @@
#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "GUI/Frame.h"
#include "Core/Texture.h"
namespace dd
{
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
void EnableScissor() { m_ScissorEnabled = true; }
void DisableScissor() { m_ScissorEnabled = false; }
void Draw(RenderQueueCollection& rq) override
{
if (m_Texture == nullptr)
return;
// Main texture
{
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
job.Name = Name();
rq.GUI.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
FrameJob job;
job.Scissor = (m_ScissorEnabled) ? m_Parent->AbsoluteRectangle() : Rectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
job.Name = Name();
rq.GUI.Add(job);
}
}
dd::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = ResourceManager::Load<dd::Texture>(resourceName);
if (m_Texture == nullptr) {
m_Texture = ResourceManager::Load<dd::Texture>("Textures/Core/ErrorTexture.png");
}
SizeToTexture();
}
void SizeToTexture()
{
if (m_Texture != nullptr) {
this->Width = m_Texture->Width;
this->Height = m_Texture->Height;
}
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1) {
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1) {
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
bool m_ScissorEnabled = true;
dd::Texture* m_Texture = nullptr;
dd::Texture* m_FadeTexture = nullptr;
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
float m_FadeDuration = 0.f;
float m_CurrentFade = 1.f;
};
}
}
#endif // GUI_TextureFrame_h__
+25
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@@ -0,0 +1,25 @@
//
// Created by Adam on 2015-09-25.
//
#ifndef EVENTS_EGAMESTART_H__
#define EVENTS_EGAMESTART_H__
#include "Core/EventBroker.h"
namespace dd
{
namespace Events
{
struct GameStart : public Event
{
};
}
}
#endif
+37
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@@ -0,0 +1,37 @@
#ifndef GUI_HUD_H__
#define GUI_HUD_H__
#include "GUI/Frame.h"
#include "GUI/TextureFrame.h"
namespace dd
{
namespace GUI
{
class HUD : public Frame
{
public:
HUD(Frame* parent, std::string name)
: Frame(parent, name)
{
Width = parent->Width;
Height = parent->Height;
m_LevelIndicator = new GUI::TextureFrame(this, "HUDLevelIndicator");
m_LevelIndicator->SetTexture("Textures/GUI/HUD/LevelIndicatorBG.png");
m_ScoreIndicator = new GUI::TextureFrame(this, "HUDScoreIndicator");
m_ScoreIndicator->SetTexture("Textures/GUI/HUD/ScoreIndicatorBG.png");
m_ScoreIndicator->SetRight(Right());
}
private:
TextureFrame* m_LevelIndicator = nullptr;
TextureFrame* m_ScoreIndicator = nullptr;
};
}
}
#endif
-149
View File
@@ -1,149 +0,0 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Game/CBrick.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/CPowerUp.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Game/EResetBall.h"
#include "Game/EScoreEvent.h"
<<<<<<< HEAD
#include "Physics/CRectangleShape.h"
=======
#include "Game/EMultiBall.h"
#include "Game/EGameOver.h"
#include "Game/ECreatePowerUp.h"
#include "Game/EPowerUpTaken.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Physics/CBoxShape.h"
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include "Game/PadSystem.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
namespace dd
{
namespace Systems
{
// Me trying things out.
class Level
{
public:
int levelRows;
int levelLines;
int levelSpaceBetweenBricks;
int levelSpaceToEdge;
int bricks[];
};
class LevelSystem : public System
{
public:
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
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);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
void EndLevel();
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool Restarting() const { return m_Restarting; }
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; }
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
int& Score() { return m_Score; }
void SetScore(const int& score) { m_Score = score; }
int& NumberOfBricks() { return m_NumberOfBricks; }
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
int& Rows() { return m_Rows; }
void SetRows(const int& rows) { m_Rows = rows; }
int& Lines() { return m_Lines; }
void SetLines(const int& lines) { m_Lines = lines; }
float& SpaceToEdge() { return m_SpaceToEdge; }
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
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; }
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;
int m_NumberOfBricks;
int m_Rows = 6;
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;
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
bool OnContact(const dd::Events::Contact &event);
bool OnLifeLost(const dd::Events::LifeLost &event);
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
bool OnMultiBall(const dd::Events::MultiBall &event);
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
}
#endif //DAYDREAM_LEVELSYSTEM_H
+59
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@@ -0,0 +1,59 @@
#ifndef GUI_MAINMENU_H__
#define GUI_MAINMENU_H__
#include "GUI/TextureFrame.h"
#include "Game/MainMenuMain.h"
#include "Game/MainMenuOptions.h"
#include "Core/EKeyUp.h"
namespace dd
{
namespace GUI
{
class MainMenu : public TextureFrame
{
public:
MainMenu(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
SetTexture("Textures/GUI/Menu/Background.png");
Width = 675;
Height = 1080;
m_LeftBanner = new GUI::TextureFrame(this, "MainMenuLeftBanner");
m_LeftBanner->SetTexture("Textures/GUI/Menu/Left.png");
m_LeftBanner->Width = 231;
m_LeftBanner->Height = 1080;
m_MainMenuMain = new GUI::MainMenuMain(this, "MainMenuMain");
m_MainMenuMain->SetLeft(m_LeftBanner->Right());
m_MainMenuMain->SetTop(60);
m_MainMenuOptions = new GUI::MainMenuOptions(this, "MainMenuOptions");
m_MainMenuOptions->SetLeft(m_LeftBanner->Right());
m_MainMenuOptions->SetTop(m_MainMenuMain->Bottom());
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &MainMenu::OnKeyUp);
}
private:
TextureFrame* m_LeftBanner;
MainMenuMain* m_MainMenuMain;
MainMenuOptions* m_MainMenuOptions;
EventRelay<Frame, Events::KeyUp> m_EKeyUp;
bool OnKeyUp(const Events::KeyUp& event)
{
if (event.KeyCode == GLFW_KEY_ESCAPE) {
Show();
}
return true;
}
};
}
}
#endif
+70
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@@ -0,0 +1,70 @@
#ifndef GUI_MAINMENUMAIN_H__
#define GUI_MAINMENUMAIN_H__
#include "GUI/TextureFrame.h"
#include "GUI/Button.h"
#include "Game/EGameStart.h"
namespace dd
{
namespace GUI
{
class MainMenuMain : public TextureFrame
{
public:
MainMenuMain(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
Width = 409;
Height = 543;
m_Title = new GUI::TextureFrame(this, "MainMenuMainTitle");
m_Title->SetTexture("Textures/GUI/Menu/MainTitle.png");
m_SquidoutButton = new GUI::Button(this, "MainMenuMainSquidoutButton");
m_SquidoutButton->SetTop(m_Title->Bottom());
m_SquidoutButton->SetTextureReleased("Textures/GUI/Menu/MainSquidout.png");
m_SquidoutButton->SetTextureHover("Textures/GUI/Menu/MainSquidoutHover.png");
m_SquidoutButton->SetTexturePressed("Textures/GUI/Menu/MainSquidoutClick.png");
m_SquidoutButton->SizeToTexture();
m_TimeAttackButton = new GUI::Button(this, "MainMenuMainTimeAttackButton");
m_TimeAttackButton->SetTop(m_SquidoutButton->Bottom());
m_TimeAttackButton->SetTextureReleased("Textures/GUI/Menu/MainTimeAttack.png");
m_TimeAttackButton->SetTextureHover("Textures/GUI/Menu/MainTimeAttackHover.png");
m_TimeAttackButton->SetTexturePressed("Textures/GUI/Menu/MainTimeAttackClick.png");
m_TimeAttackButton->SizeToTexture();
m_OptionsButton = new GUI::Button(this, "MainMenuMainOptionsButton");
m_OptionsButton->SetTop(m_TimeAttackButton->Bottom());
m_OptionsButton->SetTextureReleased("Textures/GUI/Menu/MainOptions.png");
m_OptionsButton->SetTextureHover("Textures/GUI/Menu/MainOptionsHover.png");
m_OptionsButton->SetTexturePressed("Textures/GUI/Menu/MainOptionsClick.png");
m_OptionsButton->SizeToTexture();
EVENT_SUBSCRIBE_MEMBER(m_EButtonRelease, &MainMenuMain::OnButtonRelease);
}
private:
TextureFrame* m_Title;
Button* m_SquidoutButton;
Button* m_TimeAttackButton;
Button* m_OptionsButton;
EventRelay<Frame, Events::ButtonRelease> m_EButtonRelease;
virtual bool OnButtonRelease(const Events::ButtonRelease& event)
{
if (event.Button == m_SquidoutButton) {
Events::GameStart e;
EventBroker->Publish(e);
m_Parent->Hide();
}
return true;
}
};
}
}
#endif
+82
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@@ -0,0 +1,82 @@
#ifndef GUI_MAINMENUOPTIONS_H__
#define GUI_MAINMENUOPTIONS_H__
#include "GUI/TextureFrame.h"
#include "GUI/Button.h"
#include "GUI/Slider.h"
#include "GUI/ESliderUpdate.h"
#include "Sound/EMasterVolume.h"
namespace dd
{
namespace GUI
{
class MainMenuOptions : public TextureFrame
{
public:
MainMenuOptions(Frame* parent, std::string name)
: TextureFrame(parent, name)
{
Width = 409;
Height = 1080;
m_Title = new GUI::TextureFrame(this, "MainMenuOptionsTitle");
m_Title->SetTexture("Textures/GUI/Menu/OptionsTitle.png");
m_TitleSFX = new GUI::TextureFrame(this, "MainMenuOptionsSFXTitle");
m_TitleSFX->SetTop(m_Title->Bottom() + 20);
m_TitleSFX->SetTexture("Textures/GUI/Menu/OptionsSFXTitle.png");
m_SFXSlider = new GUI::Slider(this, "MainMenuOptionsSFXSlider");
m_SFXSlider->X = 66;
m_SFXSlider->SetTop(m_TitleSFX->Bottom() + 10);
m_SFXSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
m_SFXSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
m_SFXSlider->AlignVertically();
m_SFXSlider->SetPercentage(1.f);
m_TitleBGM = new GUI::TextureFrame(this, "MainMenuOptionsBGMTitle");
m_TitleBGM->SetTop(m_SFXSlider->Bottom() + 20);
m_TitleBGM->SetTexture("Textures/GUI/Menu/OptionsBGMTitle.png");
m_BGMSlider = new GUI::Slider(this, "MainMenuOptionsBGMSlider");
m_BGMSlider->X = 66;
m_BGMSlider->SetTop(m_TitleBGM->Bottom() + 10);
m_BGMSlider->SetTexture("Textures/GUI/Menu/SliderBackground.png");
m_BGMSlider->SetTextureReleased("Textures/GUI/Menu/SliderHandle.png");
m_BGMSlider->AlignVertically();
m_BGMSlider->SetPercentage(1.f);
EVENT_SUBSCRIBE_MEMBER(m_ESliderUpdate, &MainMenuOptions::OnSliderUpdate);
}
private:
TextureFrame* m_Title = nullptr;
TextureFrame* m_TitleSFX = nullptr;
Slider* m_SFXSlider = nullptr;
Slider* m_BGMSlider = nullptr;
TextureFrame* m_TitleBGM = nullptr;
EventRelay<Frame, Events::SliderUpdate> m_ESliderUpdate;
bool OnSliderUpdate(const Events::SliderUpdate& event)
{
if (event.Slider == m_SFXSlider) {
Events::MasterVolume e;
e.isAmbient = false;
e.gain = event.Percentage;
EventBroker->Publish(e);
}
if (event.Slider == m_BGMSlider) {
Events::MasterVolume e;
e.isAmbient = true;
e.gain = event.Percentage;
EventBroker->Publish(e);
}
return true;
}
};
}
}
#endif
+11 -2
View File
@@ -79,6 +79,12 @@ file(GLOB SOURCE_FILES_Sound
)
source_group(Sound FILES ${SOURCE_FILES_Sound})
file(GLOB SOURCE_FILES_GUI
"${INCLUDE_PATH}/GUI/*.h"
"GUI/*.cpp"
)
source_group(GUI FILES ${SOURCE_FILES_GUI})
set(SOURCE_FILES
${SOURCE_FILES_Core}
${SOURCE_FILES_Core_Util}
@@ -87,11 +93,14 @@ set(SOURCE_FILES
${SOURCE_FILES_Transform}
${SOURCE_FILES_Physics}
${SOURCE_FILES_Game}
${SOURCE_FILES_Sound} ../../include/Game/EGameOver.h ../../include/Game/Bricks/CPowerUpBrick.h ../../include/Game/CPowerUp.h ../../include/Game/ECreatePowerUp.h ../../include/Game/EPowerUpTaken.h)
${SOURCE_FILES_Sound}
${SOURCE_FILES_GUI}
)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -w")
set(STATIC_LIBRARY_FLAGS "${STATIC_LIBRARY_FLAGS}")
endif()
add_library(game ${SOURCE_FILES})
-38
View File
@@ -1,38 +0,0 @@
project(game)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(GLFW REQUIRED)
find_package(Boost REQUIRED)
find_package(assimp REQUIRED)
find_package(ZLIB REQUIRED)
find_package(PNG REQUIRED)
include_directories(
${CMAKE_SOURCE_DIR}/include/dd
${OPENGL_INCLUDE_DIR}
${GLEW_INCLUDE_DIRS}
${GLFW_INCLUDE_DIRS}
${Boost_INCLUDE_DIRS}
${assimp_INCLUDE_DIRS}
${PNG_INCLUDE_DIRS}
)
set(SOURCE_FILES
main.cpp
)
if(CMAKE_COMPILER_IS_GNUCXX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
endif()
add_executable(game ${SOURCE_FILES})
target_link_libraries(game
daydream
${OPENGL_LIBRARIES}
${GLEW_LIBRARIES}
${GLFW_LIBRARIES}
${Boost_LIBRARIES}
${assimp_LIBRARIES}
${PNG_LIBRARIES}
)
+1 -1
View File
@@ -79,7 +79,7 @@ int dd::EventBroker::Process(std::string contextTypeName)
return eventsProcessed;
}
void dd::EventBroker::Clear()
void dd::EventBroker::Swap()
{
std::swap(m_EventQueueRead, m_EventQueueWrite);
m_EventQueueWrite->clear();
+55
View File
@@ -288,6 +288,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
rq.Forward.Jobs.sort(dd::Renderer::DepthSort);
DrawDeferred(rq.Deferred, rq.Lights);
DrawForward(rq.Forward, rq.Lights);
DrawGUI(rq.GUI);
// Finally: Draw the deferred+forward combined texture to the screen
glDisable(GL_CULL_FACE);
@@ -672,3 +673,57 @@ void dd::Renderer::DebugKeys()
m_CurrentScreenBuffer = t_m_BWater;
}
}
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
m_spScreen->Bind();
glm::mat4 MVP;
for (auto &job : rq) {
auto frameJob = std::dynamic_pointer_cast<FrameJob>(job);
if (frameJob) {
FrameJob jobCopy = *(frameJob.get());
glm::mat4 viewMatrix = glm::mat4(1); //frameJob->ViewMatrix;
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));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
//glActiveTexture(GL_TEXTURE1);
//glBindTexture(GL_TEXTURE_2D, frameJob->NormalTexture);
//glActiveTexture(GL_TEXTURE2);
//glBindTexture(GL_TEXTURE_2D, frameJob->SpecularTexture);
Rectangle& vp = frameJob->Viewport;
glViewport(vp.X, m_Resolution.Height - vp.Y - vp.Height, vp.Width, vp.Height);
Rectangle& sc = frameJob->Scissor;
if (sc == Rectangle()) {
glDisable(GL_SCISSOR_TEST);
} else {
glEnable(GL_SCISSOR_TEST);
glScissor(sc.X, m_Resolution.Height - sc.Y - sc.Height, sc.Width, sc.Height);
}
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
continue;
}
}
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, m_Resolution.Width, m_Resolution.Height);
}
+3
View File
@@ -31,6 +31,9 @@ dd::Texture::Texture(std::string path)
}
}
this->Width = image->Width;
this->Height = image->Height;
GLint format;
switch (image->Format) {
case Image::ImageFormat::RGB:
+1 -26
View File
@@ -36,26 +36,7 @@ void dd::Systems::SoundSystem::Initialize()
EVENT_SUBSCRIBE_MEMBER(m_EMasterVolume, &SoundSystem::OnMasterVolume);
//Todo: Move this
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
e.isAmbient = true;
EventBroker->Publish(e);
}
{
dd::Events::PlaySound e;
e.path = "Sounds/BGM/water-flowing.wav";
e.volume = 0.3f;
e.isAmbient = true;
EventBroker->Publish(e);
}
{
dd::Events::MasterVolume e;
e.isAmbient = true;
e.gain = 1.f;
EventBroker->Publish(e);
}
}
void dd::Systems::SoundSystem::Update(double dt)
@@ -182,12 +163,6 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
}
}
{
dd::Events::StopSound e;
e.path = "Sounds/BGM/water-flowing.wav";
EventBroker->Publish(e);
}
//Send play-sound event
dd::Events::PlaySound e;
e.path = collisionSound->filePath;