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
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
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@@ -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
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@@ -33,9 +33,6 @@ class PNG : public Image
public:
PNG(std::string path);
~PNG();
private:
};
}
+26 -9
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@@ -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
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@@ -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
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@@ -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()));