Initial structure
This commit is contained in:
@@ -0,0 +1,89 @@
|
||||
project(daydream)
|
||||
|
||||
find_package(OpenGL REQUIRED)
|
||||
find_package(GLEW REQUIRED)
|
||||
find_package(GLFW REQUIRED)
|
||||
find_package(Boost REQUIRED COMPONENTS system filesystem thread chrono)
|
||||
find_package(assimp REQUIRED)
|
||||
find_package(ZLIB REQUIRED)
|
||||
find_package(PNG REQUIRED)
|
||||
# GLM
|
||||
|
||||
set(INCLUDE_PATH ${CMAKE_SOURCE_DIR}/include/dd)
|
||||
include_directories(
|
||||
${INCLUDE_PATH}
|
||||
${OPENGL_INCLUDE_DIR}
|
||||
${GLEW_INCLUDE_DIRS}
|
||||
${GLFW_INCLUDE_DIRS}
|
||||
${Boost_INCLUDE_DIRS}
|
||||
${assimp_INCLUDE_DIRS}
|
||||
${PNG_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
file(GLOB SOURCE_FILES_Core
|
||||
"${INCLUDE_PATH}/Core/*.h"
|
||||
"Core/*.cpp"
|
||||
)
|
||||
file(GLOB SOURCE_FILES_Core_Util
|
||||
"${INCLUDE_PATH}/Core/Util/*.h"
|
||||
"Core/Util/*.cpp"
|
||||
)
|
||||
source_group(Core FILES ${SOURCE_FILES_Core})
|
||||
source_group(Core\\Util FILES ${SOURCE_FILES_Core_Util})
|
||||
|
||||
|
||||
file(GLOB SOURCE_FILES_Input
|
||||
"${INCLUDE_PATH}/Input/*.h"
|
||||
"Input/*.cpp"
|
||||
)
|
||||
source_group(Input FILES ${SOURCE_FILES_Input})
|
||||
|
||||
file(GLOB SOURCE_FILES_Particles
|
||||
"${INCLUDE_PATH}/Particles/*.h"
|
||||
"Particles/*.cpp"
|
||||
)
|
||||
source_group(Particles FILES ${SOURCE_FILES_Particles})
|
||||
|
||||
file(GLOB SOURCE_FILES_Rendering
|
||||
"${INCLUDE_PATH}/Rendering/*.h"
|
||||
)
|
||||
source_group(Rendering FILES ${SOURCE_FILES_Rendering})
|
||||
|
||||
file(GLOB SOURCE_FILES_Timer
|
||||
"${INCLUDE_PATH}/Timer/*.h"
|
||||
"Timer/*.cpp"
|
||||
)
|
||||
source_group(Timer FILES ${SOURCE_FILES_Timer})
|
||||
|
||||
file(GLOB SOURCE_FILES_Transform
|
||||
"${INCLUDE_PATH}/Transform/*.h"
|
||||
"Transform/*.cpp"
|
||||
)
|
||||
source_group(Transform FILES ${SOURCE_FILES_Transform})
|
||||
|
||||
file(GLOB SOURCE_FILES_Trigger
|
||||
"${INCLUDE_PATH}/Trigger/*.h"
|
||||
"Trigger/*.cpp"
|
||||
)
|
||||
source_group(Trigger FILES ${SOURCE_FILES_Trigger})
|
||||
|
||||
set(SOURCE_FILES
|
||||
${SOURCE_FILES_Core}
|
||||
${SOURCE_FILES_Core_Util}
|
||||
${SOURCE_FILES_Input}
|
||||
${SOURCE_FILES_Particles}
|
||||
${SOURCE_FILES_Rendering}
|
||||
${SOURCE_FILES_Timer}
|
||||
${SOURCE_FILES_Transform}
|
||||
${SOURCE_FILES_Trigger}
|
||||
)
|
||||
|
||||
add_library(daydream ${SOURCE_FILES})
|
||||
target_link_libraries(daydream
|
||||
${OPENGL_LIBRARIES}
|
||||
${GLEW_LIBRARIES}
|
||||
${GLFW_LIBRARIES}
|
||||
${Boost_LIBRARIES}
|
||||
${assimp_LIBRARIES}
|
||||
${PNG_LIBRARIES}
|
||||
)
|
||||
@@ -0,0 +1,38 @@
|
||||
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}
|
||||
)
|
||||
@@ -0,0 +1,116 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/Camera.h"
|
||||
|
||||
dd::Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
|
||||
{
|
||||
m_AspectRatio = aspectRatio;
|
||||
m_FOV = yFOV;
|
||||
m_NearClip = nearClip;
|
||||
m_FarClip = farClip;
|
||||
|
||||
m_Position = glm::vec3(0.0);
|
||||
|
||||
UpdateProjectionMatrix();
|
||||
UpdateViewMatrix();
|
||||
}
|
||||
|
||||
glm::vec3 dd::Camera::Forward()
|
||||
{
|
||||
return m_Orientation * glm::vec3(0, 0, -1);
|
||||
}
|
||||
//
|
||||
//glm::vec3 Camera::Right()
|
||||
//{
|
||||
// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
|
||||
//}
|
||||
|
||||
//glm::mat4 Camera::Orientation()
|
||||
//{
|
||||
// glm::mat4 orientation(1.f);
|
||||
// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
|
||||
// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
|
||||
// return orientation;
|
||||
//}
|
||||
|
||||
void dd::Camera::SetPosition(glm::vec3 val)
|
||||
{
|
||||
m_Position = val;
|
||||
UpdateViewMatrix();
|
||||
}
|
||||
|
||||
|
||||
void dd::Camera::SetOrientation(glm::quat val)
|
||||
{
|
||||
m_Orientation = val;
|
||||
UpdateViewMatrix();
|
||||
}
|
||||
|
||||
//void Camera::Pitch(float val)
|
||||
//{
|
||||
// m_Pitch = val;
|
||||
// UpdateViewMatrix();
|
||||
//}
|
||||
//
|
||||
//void Camera::Yaw(float val)
|
||||
//{
|
||||
// m_Yaw = val;
|
||||
// UpdateViewMatrix();
|
||||
//}
|
||||
|
||||
void dd::Camera::UpdateProjectionMatrix()
|
||||
{
|
||||
m_ProjectionMatrix = glm::perspective(
|
||||
m_FOV,
|
||||
m_AspectRatio,
|
||||
m_NearClip,
|
||||
m_FarClip
|
||||
);
|
||||
}
|
||||
|
||||
void dd::Camera::UpdateViewMatrix()
|
||||
{
|
||||
m_ViewMatrix = glm::toMat4(glm::inverse(m_Orientation))
|
||||
* glm::translate(-m_Position);
|
||||
}
|
||||
|
||||
void dd::Camera::SetAspectRatio(float val)
|
||||
{
|
||||
m_AspectRatio = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void dd::Camera::SetFOV(float val)
|
||||
{
|
||||
m_FOV = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void dd::Camera::SetNearClip(float val)
|
||||
{
|
||||
m_NearClip = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void dd::Camera::SetFarClip(float val)
|
||||
{
|
||||
m_FarClip = val;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/EventBroker.h"
|
||||
|
||||
dd::BaseEventRelay::~BaseEventRelay()
|
||||
{
|
||||
if (m_Broker != nullptr)
|
||||
{
|
||||
m_Broker->Unsubscribe(*this);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::EventBroker::Unsubscribe(BaseEventRelay &relay) // ?
|
||||
{
|
||||
auto contextIt = m_ContextRelays.find(relay.m_ContextTypeName);
|
||||
if (contextIt == m_ContextRelays.end())
|
||||
return;
|
||||
|
||||
auto eventRelays = contextIt->second;
|
||||
|
||||
auto itpair = eventRelays.equal_range(relay.m_EventTypeName);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
if (it->second == &relay)
|
||||
{
|
||||
eventRelays.erase(it);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::EventBroker::Subscribe(BaseEventRelay &relay)
|
||||
{
|
||||
relay.m_Broker = this;
|
||||
m_ContextRelays[relay.m_ContextTypeName].insert(std::make_pair(relay.m_EventTypeName, &relay));
|
||||
}
|
||||
|
||||
int dd::EventBroker::Process(std::string contextTypeName)
|
||||
{
|
||||
auto it = m_ContextRelays.find(contextTypeName);
|
||||
if (it == m_ContextRelays.end())
|
||||
return 0;
|
||||
|
||||
EventRelays_t &relays = it->second;
|
||||
|
||||
int eventsProcessed = 0;
|
||||
for (auto &pair : *m_EventQueueRead)
|
||||
{
|
||||
std::string &eventTypeName = pair.first;
|
||||
std::shared_ptr<Event> event = pair.second;
|
||||
|
||||
auto itpair = relays.equal_range(eventTypeName);
|
||||
for (auto it2 = itpair.first; it2 != itpair.second; ++it2)
|
||||
{
|
||||
auto relay = it2->second;
|
||||
relay->Receive(event);
|
||||
eventsProcessed++;
|
||||
}
|
||||
}
|
||||
|
||||
return eventsProcessed;
|
||||
}
|
||||
|
||||
void dd::EventBroker::Clear()
|
||||
{
|
||||
std::swap(m_EventQueueRead, m_EventQueueWrite);
|
||||
m_EventQueueWrite->clear();
|
||||
}
|
||||
@@ -0,0 +1,248 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/InputManager.h"
|
||||
|
||||
void dd::InputManager::Initialize()
|
||||
{
|
||||
// TODO: Gamepad
|
||||
//m_LastGamepadAxisState = std::array<GamepadAxisState, XUSER_MAX_COUNT>();
|
||||
//m_LastGamepadButtonState = std::array<GamepadButtonState, XUSER_MAX_COUNT>();
|
||||
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &InputManager::OnLockMouse);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &InputManager::OnUnlockMouse);
|
||||
}
|
||||
|
||||
void dd::InputManager::Update(double dt)
|
||||
{
|
||||
EventBroker->Process<InputManager>();
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
|
||||
// Keyboard input
|
||||
for (int i = 0; i <= GLFW_KEY_LAST; ++i)
|
||||
{
|
||||
m_CurrentKeyState[i] = glfwGetKey(m_GLFWWindow, i);
|
||||
if (m_CurrentKeyState[i] != m_LastKeyState[i])
|
||||
{
|
||||
// Publish key events
|
||||
if (m_CurrentKeyState[i])
|
||||
{
|
||||
Events::KeyDown e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::KeyUp e;
|
||||
e.KeyCode = i;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse buttons
|
||||
for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i)
|
||||
{
|
||||
m_CurrentMouseState[i] = glfwGetMouseButton(m_GLFWWindow, i);
|
||||
if (m_CurrentMouseState[i] != m_LastMouseState[i])
|
||||
{
|
||||
double x, y;
|
||||
glfwGetCursorPos(m_GLFWWindow, &x, &y);
|
||||
// Publish mouse button events
|
||||
if (m_CurrentMouseState[i])
|
||||
{
|
||||
Events::MousePress e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::MouseRelease e;
|
||||
e.Button = i;
|
||||
e.X = x;
|
||||
e.Y = y;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Mouse movement
|
||||
glfwGetCursorPos(m_GLFWWindow, &m_CurrentMouseX, &m_CurrentMouseY);
|
||||
m_CurrentMouseDeltaX = m_CurrentMouseX - m_LastMouseX;
|
||||
m_CurrentMouseDeltaY = m_CurrentMouseY - m_LastMouseY;
|
||||
if (m_CurrentMouseDeltaX != 0 || m_CurrentMouseDeltaY != 0)
|
||||
{
|
||||
// Publish mouse move events
|
||||
Events::MouseMove e;
|
||||
e.X = m_CurrentMouseX;
|
||||
e.Y = m_CurrentMouseY;
|
||||
e.DeltaX = m_CurrentMouseDeltaX;
|
||||
e.DeltaY = m_CurrentMouseDeltaY;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
// // Lock mouse while holding LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// m_LastMouseX = m_Renderer->Width() / 2.f; // xpos;
|
||||
// m_LastMouseY = m_Renderer->Height() / 2.f; // ypos;
|
||||
// glfwSetCursorPos(m_GLFWWindow, m_LastMouseX, m_LastMouseY);
|
||||
// }
|
||||
// // Hide/show cursor with LMB
|
||||
// if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
// }
|
||||
// if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT])
|
||||
// {
|
||||
// glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
// }
|
||||
|
||||
// TODO: Xbox360 controller
|
||||
/*DWORD dwResult;
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
XINPUT_STATE state = { 0 };
|
||||
// Simply get the state of the controller from XInput.
|
||||
dwResult = XInputGetState(i, &state);
|
||||
if (dwResult == 0)
|
||||
{
|
||||
if(std::abs(state.Gamepad.sThumbLX) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbLY) <= XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbLY = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRX) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRX = 0;
|
||||
if(std::abs(state.Gamepad.sThumbRY) <= XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
|
||||
state.Gamepad.sThumbRY = 0;
|
||||
if(std::abs(state.Gamepad.bLeftTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bLeftTrigger = 0;
|
||||
if(std::abs(state.Gamepad.bRightTrigger) <= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
|
||||
state.Gamepad.bRightTrigger = 0;
|
||||
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftX)] = state.Gamepad.sThumbLX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftY)] = state.Gamepad.sThumbLY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightX)] = state.Gamepad.sThumbRX / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightY)] = state.Gamepad.sThumbRY / 32767.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::LeftTrigger)] = state.Gamepad.bLeftTrigger / 255.f;
|
||||
m_CurrentGamepadAxisState[i][static_cast<int>(Gamepad::Axis::RightTrigger)] = state.Gamepad.bRightTrigger / 255.f;
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightX);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightY);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::LeftTrigger);
|
||||
PublishGamepadAxisIfChanged(i, Gamepad::Axis::RightTrigger);
|
||||
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Up)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Down)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Left)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Right)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Start)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_START);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Back)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_BACK);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightThumb)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::LeftShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::RightShoulder)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::A)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_A);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::B)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_B);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::X)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_X);
|
||||
m_CurrentGamepadButtonState[i][static_cast<int>(Gamepad::Button::Y)] = static_cast<bool>(state.Gamepad.wButtons & XINPUT_GAMEPAD_Y);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Up);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Down);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Left);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Right);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Start);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Back);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightThumb);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::LeftShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::RightShoulder);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::A);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::B);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::X);
|
||||
PublishGamepadButtonIfChanged(i, Gamepad::Button::Y);
|
||||
}
|
||||
}*/
|
||||
|
||||
m_LastKeyState = m_CurrentKeyState;
|
||||
m_LastMouseState = m_CurrentMouseState;
|
||||
m_LastMouseX = m_CurrentMouseX;
|
||||
m_LastMouseY = m_CurrentMouseY;
|
||||
m_LastGamepadAxisState = m_CurrentGamepadAxisState;
|
||||
m_LastGamepadButtonState = m_CurrentGamepadButtonState;
|
||||
}
|
||||
|
||||
void dd::InputManager::PublishGamepadAxisIfChanged(int gamepadID, Gamepad::Axis axis)
|
||||
{
|
||||
float currentValue = m_CurrentGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
float lastValue = m_LastGamepadAxisState[gamepadID][static_cast<int>(axis)];
|
||||
if (currentValue != lastValue)
|
||||
{
|
||||
Events::GamepadAxis e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Axis = axis;
|
||||
e.Value = currentValue;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::InputManager::PublishGamepadButtonIfChanged(int gamepadID, Gamepad::Button button)
|
||||
{
|
||||
bool currentState = m_CurrentGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
float lastState = m_LastGamepadButtonState[gamepadID][static_cast<int>(button)];
|
||||
if (currentState != lastState)
|
||||
{
|
||||
if (currentState == true)
|
||||
{
|
||||
Events::GamepadButtonDown e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
else
|
||||
{
|
||||
Events::GamepadButtonUp e;
|
||||
e.GamepadID = gamepadID;
|
||||
e.Button = button;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool dd::InputManager::OnLockMouse(const Events::LockMouse &event)
|
||||
{
|
||||
m_MouseLocked = true;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::InputManager::OnUnlockMouse(const Events::UnlockMouse &event)
|
||||
{
|
||||
m_MouseLocked = false;
|
||||
glfwSetInputMode(m_GLFWWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
|
||||
return true;
|
||||
}
|
||||
Executable
+113
@@ -0,0 +1,113 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/PNG.h"
|
||||
|
||||
dd::PNG::PNG(std::string path)
|
||||
{
|
||||
FILE* file = fopen(path.c_str(), "rb");
|
||||
if (!file) {
|
||||
LOG_ERROR("Failed to open texture file \"%s\": %s", path.c_str(), const_cast<const char*>(strerror(errno)));
|
||||
return;
|
||||
}
|
||||
|
||||
png_byte header[8];
|
||||
fread(header, 1, 8, file);
|
||||
bool isPNG = !png_sig_cmp(header, 0, 8);
|
||||
if (!isPNG) {
|
||||
LOG_ERROR("Failed to load texture file \"%s\": File isn't PNG", path.c_str());
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
|
||||
// Initialize libpng
|
||||
png_structp png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
|
||||
if (!png_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze png_struct");
|
||||
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
png_infop info_ptr = png_create_info_struct(png_ptr);
|
||||
if (!info_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze png_info");
|
||||
png_destroy_read_struct(&png_ptr, nullptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
png_infop info_end_ptr = png_create_info_struct(png_ptr);
|
||||
if (!info_end_ptr) {
|
||||
LOG_ERROR("libpng: Failed to initialze second png_info");
|
||||
png_destroy_read_struct(&png_ptr, &info_ptr, nullptr);
|
||||
fclose(file);
|
||||
return;
|
||||
}
|
||||
png_init_io(png_ptr, file);
|
||||
|
||||
// We already read the first 8 bytes of the header
|
||||
png_set_sig_bytes(png_ptr, 8);
|
||||
// Read all the info up to the image data
|
||||
png_read_info(png_ptr, info_ptr);
|
||||
|
||||
// Get info
|
||||
int bit_depth, color_type;
|
||||
unsigned int width, height;
|
||||
png_get_IHDR(png_ptr, info_ptr, &width, &height, &bit_depth, &color_type, NULL, NULL, NULL);
|
||||
if (bit_depth != 8) {
|
||||
LOG_ERROR("libpng: Unsupported bit depth \"%i\" of image \"%s\", must be 8", bit_depth, path.c_str());
|
||||
return;
|
||||
}
|
||||
switch (color_type) {
|
||||
case PNG_COLOR_TYPE_RGB:
|
||||
Format = Image::ImageFormat::RGB;
|
||||
break;
|
||||
case PNG_COLOR_TYPE_RGBA:
|
||||
Format = Image::ImageFormat::RGBA;
|
||||
break;
|
||||
default:
|
||||
LOG_ERROR("libpng: Unsupported color format \"%i\" of image \"%s\"", color_type, path.c_str());
|
||||
return;
|
||||
}
|
||||
unsigned int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
|
||||
|
||||
this->Data = new unsigned char[height * row_bytes];
|
||||
png_bytep* row_pointers = new png_bytep[height];
|
||||
|
||||
// Point each row to the continuous data array
|
||||
for (int i = 0; i < height; ++i) {
|
||||
// Invert Y for OpenGL
|
||||
row_pointers[height - 1 - i] = this->Data + i * row_bytes;
|
||||
}
|
||||
|
||||
// Read in the data
|
||||
png_read_image(png_ptr, row_pointers);
|
||||
|
||||
this->Width = width;
|
||||
this->Height = height;
|
||||
|
||||
png_destroy_read_struct(&png_ptr, &info_ptr, &info_end_ptr);
|
||||
fclose(file);
|
||||
}
|
||||
|
||||
dd::PNG::~PNG()
|
||||
{
|
||||
if (Data) {
|
||||
delete[] Data;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,429 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/Renderer.h"
|
||||
|
||||
void dd::Renderer::Initialize()
|
||||
{
|
||||
// Initialize GLFW
|
||||
if (!glfwInit()) {
|
||||
LOG_ERROR("GLFW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Create a window
|
||||
GLFWmonitor* monitor = nullptr;
|
||||
if (m_Fullscreen) {
|
||||
monitor = glfwGetPrimaryMonitor();
|
||||
}
|
||||
glfwWindowHint(GLFW_SAMPLES, 8);
|
||||
m_Window = glfwCreateWindow(m_Resolution.Width, m_Resolution.Height, "daydream", monitor, nullptr);
|
||||
if (!m_Window) {
|
||||
LOG_ERROR("GLFW: Failed to create window");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
glfwMakeContextCurrent(m_Window);
|
||||
|
||||
// GL version info
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &m_GLVersion[0]);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &m_GLVersion[1]);
|
||||
m_GLVendor = (GLchar*)glGetString(GL_VENDOR);
|
||||
std::stringstream ss;
|
||||
ss << m_GLVendor << " OpenGL " << m_GLVersion[0] << "." << m_GLVersion[1];
|
||||
#ifdef DEBUG
|
||||
ss << " DEBUG";
|
||||
#endif
|
||||
LOG_INFO(ss.str().c_str());
|
||||
glfwSetWindowTitle(m_Window, ss.str().c_str());
|
||||
|
||||
// Initialize GLEW
|
||||
if (glewInit() != GLEW_OK) {
|
||||
LOG_ERROR("GLEW: Initialization failed");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Create default camera
|
||||
m_DefaultCamera = std::unique_ptr<dd::Camera>(new dd::Camera((float)m_Resolution.Width / m_Resolution.Height, 45.f, 0.01f, 5000.f));
|
||||
m_DefaultCamera->SetPosition(glm::vec3(0, 0, 0));
|
||||
if (m_Camera == nullptr) {
|
||||
m_Camera = m_DefaultCamera.get();
|
||||
}
|
||||
|
||||
glfwSwapInterval(m_VSYNC);
|
||||
|
||||
LoadShaders();
|
||||
CreateBuffers();
|
||||
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
}
|
||||
void dd::Renderer::LoadShaders()
|
||||
{
|
||||
/*
|
||||
Deferred rendering
|
||||
*/
|
||||
|
||||
// Pass #1: Fill G-buffers
|
||||
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||
m_spDeferred1->BindFragDataLocation(1, "GPosition");
|
||||
m_spDeferred1->BindFragDataLocation(2, "GNormal");
|
||||
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||
m_spDeferred1->Link();
|
||||
|
||||
// Pass #2: Lighting
|
||||
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
||||
m_spDeferred2->Link();
|
||||
|
||||
// Pass #3: Combining into final image
|
||||
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||
m_spDeferred3->Link();
|
||||
|
||||
/*
|
||||
Forward rendering
|
||||
*/
|
||||
|
||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||
m_spForward->Link();
|
||||
|
||||
/*
|
||||
Screen draw
|
||||
*/
|
||||
|
||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||
m_spScreen->Link();
|
||||
}
|
||||
|
||||
void dd::Renderer::CreateBuffers()
|
||||
{
|
||||
m_UnitQuad = CreateQuad();
|
||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||
|
||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||
|
||||
// Generate G-buffer textures
|
||||
glGenTextures(1, &m_GDiffuse);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenTextures(1, &m_GPosition);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenTextures(1, &m_GNormal);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GNormal);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGB, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glGenTextures(1, &m_GSpecular);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GSpecular);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create first pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred1);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, m_GSpecular, 0);
|
||||
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||
glDrawBuffers(4, firstPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate lighting texture
|
||||
glGenTextures(1, &m_tLighting);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// Create second pass framebuffer
|
||||
glGenFramebuffers(1, &m_fbDeferred2);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
|
||||
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||
glDrawBuffers(1, secondPassDrawBuffers);
|
||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Generate final deferred texture
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
// 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);
|
||||
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);
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::Draw(RenderQueueCollection& rq)
|
||||
{
|
||||
DrawDeferred(rq.Deferred, rq.Lights);
|
||||
DrawForward(rq.Forward, rq.Lights);
|
||||
|
||||
// Finally: Draw the deferred+forward combined texture to the screen
|
||||
glCullFace(GL_BACK);
|
||||
glDepthMask(GL_FALSE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glClearColor(1, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spScreen->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||
glBindVertexArray(m_UnitQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
glfwSwapBuffers(m_Window);
|
||||
|
||||
DebugKeys();
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||
{
|
||||
// Pass #1: Fill G-buffers
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
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);
|
||||
|
||||
// Pass #2: Lighting
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_FRONT);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred2->Bind();
|
||||
DrawLightSpheres(lights);
|
||||
|
||||
// Pass #3: Combine into final deferred image
|
||||
glCullFace(GL_BACK);
|
||||
glDisable(GL_BLEND);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
||||
glClearColor(0, 0, 0, 1);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_spDeferred3->Bind();
|
||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.3f)));
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
||||
glBindVertexArray(m_UnitQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
||||
{
|
||||
// Forward-render semi-transparent objects on top of the current framebuffer
|
||||
glDisable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||
|
||||
m_spForward->Bind();
|
||||
DrawScene(objects, *m_spForward);
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
||||
{
|
||||
GLuint shaderProgramHandle = program;
|
||||
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
glm::mat4 PV = m_Camera->ProjectionMatrix() * viewMatrix;
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &job : objects) {
|
||||
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
if (modelJob) {
|
||||
glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
||||
MVP = PV * modelMatrix;
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "MaterialShininess"), modelJob->Shininess);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
|
||||
if (modelJob->NormalTexture != 0) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
|
||||
}
|
||||
if (modelJob->SpecularTexture != 0) {
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
|
||||
}
|
||||
|
||||
glBindVertexArray(modelJob->VAO);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->ElementBuffer);
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, 0, modelJob->StartIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||
{
|
||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GNormal);
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, m_GSpecular);
|
||||
|
||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||
glm::mat4 PV = projectionMatrix * viewMatrix;
|
||||
glm::mat4 MVP;
|
||||
|
||||
for (auto &job : lights) {
|
||||
auto pointLightJob = std::dynamic_pointer_cast<PointLightJob>(job);
|
||||
if (pointLightJob) {
|
||||
glm::mat4 modelMatrix = glm::translate(pointLightJob->Position) * glm::scale(glm::vec3(pointLightJob->Radius * 2.f));
|
||||
MVP = PV * modelMatrix;
|
||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "ViewportSize"), 1, glm::value_ptr(glm::vec2(m_Resolution.Width, m_Resolution.Height)));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(projectionMatrix));
|
||||
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightPosition"), 1, glm::value_ptr(pointLightJob->Position));
|
||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "LightRadius"), pointLightJob->Radius);
|
||||
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightDiffuse"), 1, glm::value_ptr(pointLightJob->DiffuseColor));
|
||||
glUniform3fv(glGetUniformLocation(shaderProgramHandle, "LightSpecular"), 1, glm::value_ptr(pointLightJob->SpecularColor));
|
||||
|
||||
glBindVertexArray(m_UnitSphere->VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_UnitSphere->m_Vertices.size());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint dd::Renderer::CreateQuad()
|
||||
{
|
||||
float quadVertices[] =
|
||||
{
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
1.0f, -1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.0f,
|
||||
};
|
||||
float quadTexCoords[] =
|
||||
{
|
||||
0.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
0.0f, 1.0f,
|
||||
|
||||
0.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
1.0f, 1.0f,
|
||||
};
|
||||
GLuint vbo[2], vao;
|
||||
glGenBuffers(2, vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 3 * 6 * sizeof(float), quadVertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
|
||||
glBufferData(GL_ARRAY_BUFFER, 2 * 6 * sizeof(float), quadTexCoords, GL_STATIC_DRAW);
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
return vao;
|
||||
}
|
||||
|
||||
void dd::Renderer::DebugKeys()
|
||||
{
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||
m_CurrentScreenBuffer = m_tFinal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||
m_CurrentScreenBuffer = m_GDiffuse;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F3)) {
|
||||
m_CurrentScreenBuffer = m_GPosition;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F4)) {
|
||||
m_CurrentScreenBuffer = m_GNormal;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F5)) {
|
||||
m_CurrentScreenBuffer = m_GSpecular;
|
||||
}
|
||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/ResourceManager.h"
|
||||
|
||||
std::unordered_map<std::string, std::function<dd::Resource*(std::string)>> dd::ResourceManager::m_FactoryFunctions;
|
||||
std::unordered_map<std::pair<std::string, std::string>, dd::Resource*> dd::ResourceManager::m_ResourceCache;
|
||||
std::unordered_map<std::string, dd::Resource*> dd::ResourceManager::m_ResourceFromName;
|
||||
std::unordered_map<dd::Resource*, dd::Resource*> dd::ResourceManager::m_ResourceParents;
|
||||
unsigned int dd::ResourceManager::m_CurrentResourceTypeID = 0;
|
||||
std::unordered_map<std::string, unsigned int> dd::ResourceManager::m_ResourceTypeIDs;
|
||||
std::unordered_map<unsigned int, unsigned int> dd::ResourceManager::m_ResourceCount;
|
||||
bool dd::ResourceManager::m_Preloading = false;
|
||||
dd::FileWatcher dd::ResourceManager::m_FileWatcher;
|
||||
|
||||
unsigned int dd::ResourceManager::GetTypeID(std::string resourceType)
|
||||
{
|
||||
if (m_ResourceTypeIDs.find(resourceType) == m_ResourceTypeIDs.end())
|
||||
{
|
||||
m_ResourceTypeIDs[resourceType] = m_CurrentResourceTypeID++;
|
||||
}
|
||||
return m_ResourceTypeIDs[resourceType];
|
||||
}
|
||||
|
||||
|
||||
void dd::ResourceManager::Reload(std::string resourceName)
|
||||
{
|
||||
auto it = m_ResourceFromName.find(resourceName);
|
||||
if (it != m_ResourceFromName.end()) {
|
||||
LOG_INFO("Reloading resource \"%s\"", resourceName.c_str());
|
||||
Resource* resource = it->second;
|
||||
resource->Reload();
|
||||
|
||||
// Notify parent
|
||||
auto it2 = m_ResourceParents.find(resource);
|
||||
if (it2 != m_ResourceParents.end())
|
||||
{
|
||||
it2->second->OnChildReloaded(resource);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int dd::ResourceManager::GetNewResourceID(unsigned int typeID)
|
||||
{
|
||||
return m_ResourceCount[typeID]++;
|
||||
}
|
||||
|
||||
bool dd::ResourceManager::IsResourceLoaded(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
return m_ResourceCache.find(std::make_pair(resourceType, resourceName)) != m_ResourceCache.end();
|
||||
}
|
||||
|
||||
void dd::ResourceManager::fileWatcherCallback(std::string path, FileWatcher::FileEventFlags flags)
|
||||
{
|
||||
if (flags & FileWatcher::FileEventFlags::SizeChanged
|
||||
|| flags & FileWatcher::FileEventFlags::TimestampChanged)
|
||||
{
|
||||
auto it = m_ResourceFromName.find(path);
|
||||
if (it != m_ResourceFromName.end())
|
||||
{
|
||||
Reload(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::ResourceManager::Update()
|
||||
{
|
||||
m_FileWatcher.Check();
|
||||
}
|
||||
@@ -0,0 +1,192 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/ShaderProgram.h"
|
||||
|
||||
void dd::Shader::Compile()
|
||||
{
|
||||
LOG_INFO("Compiling shader \"%s\"", m_FileName.c_str());
|
||||
|
||||
std::string shaderFile;
|
||||
std::ifstream in(m_FileName, std::ios::in);
|
||||
if (!in)
|
||||
{
|
||||
LOG_ERROR("Error: Failed to open shader file \"%s\"", m_FileName.c_str());
|
||||
return;
|
||||
}
|
||||
in.seekg(0, std::ios::end);
|
||||
shaderFile.resize((int)in.tellg());
|
||||
in.seekg(0, std::ios::beg);
|
||||
in.read(&shaderFile[0], shaderFile.size());
|
||||
in.close();
|
||||
|
||||
const GLchar* shaderFileC = shaderFile.c_str();
|
||||
const GLint length = shaderFile.length();
|
||||
glShaderSource(m_ShaderHandle, 1, &shaderFileC, &length);
|
||||
if(GLERROR("glShaderSource"))
|
||||
return;
|
||||
|
||||
glCompileShader(m_ShaderHandle);
|
||||
|
||||
GLint compileStatus;
|
||||
glGetShaderiv(m_ShaderHandle, GL_COMPILE_STATUS, &compileStatus);
|
||||
if(compileStatus != GL_TRUE)
|
||||
{
|
||||
LOG_ERROR("Shader compilation failed");
|
||||
GLsizei infoLogLength;
|
||||
glGetShaderiv(m_ShaderHandle, GL_INFO_LOG_LENGTH, &infoLogLength);
|
||||
GLchar* infolog = new GLchar[infoLogLength];
|
||||
glGetShaderInfoLog(m_ShaderHandle, infoLogLength, &infoLogLength, infolog);
|
||||
LOG_ERROR(infolog);
|
||||
delete[] infolog;
|
||||
}
|
||||
|
||||
if(GLERROR("glCompileShader"))
|
||||
return;
|
||||
}
|
||||
|
||||
dd::Shader::Shader(GLenum shaderType, std::string resourceName)
|
||||
: m_ShaderType(shaderType)
|
||||
, m_FileName(resourceName)
|
||||
{
|
||||
m_ShaderHandle = glCreateShader(shaderType);
|
||||
if (GLERROR("glCreateShader"))
|
||||
return;
|
||||
|
||||
Compile();
|
||||
}
|
||||
|
||||
dd::Shader::~Shader()
|
||||
{
|
||||
if (m_ShaderHandle != 0)
|
||||
{
|
||||
glDeleteShader(m_ShaderHandle);
|
||||
}
|
||||
}
|
||||
|
||||
GLenum dd::Shader::GetType() const
|
||||
{
|
||||
return m_ShaderType;
|
||||
}
|
||||
|
||||
std::string dd::Shader::GetFileName() const
|
||||
{
|
||||
return m_FileName;
|
||||
}
|
||||
|
||||
GLuint dd::Shader::GetHandle() const
|
||||
{
|
||||
return m_ShaderHandle;
|
||||
}
|
||||
|
||||
dd::ShaderProgram::ShaderProgram(std::string resourceName)
|
||||
{
|
||||
auto path = boost::filesystem::path(resourceName);
|
||||
|
||||
if (!boost::filesystem::is_directory(path))
|
||||
{
|
||||
LOG_ERROR("Failed to load shader program: \"%s\" is not a directory", resourceName.c_str());
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto it = boost::filesystem::directory_iterator(path); it != boost::filesystem::directory_iterator(); it++)
|
||||
{
|
||||
std::string filename = it->path().filename().string();
|
||||
std::string filepath = it->path().string();
|
||||
if (filename == "Vertex.glsl")
|
||||
{
|
||||
m_Shaders.push_back(ResourceManager::Load<VertexShader>(filepath, this));
|
||||
}
|
||||
else if (filename == "Fragment.glsl")
|
||||
{
|
||||
m_Shaders.push_back(ResourceManager::Load<FragmentShader>(filepath, this));
|
||||
}
|
||||
else if (filename == "Geometry.glsl")
|
||||
{
|
||||
m_Shaders.push_back(ResourceManager::Load<GeometryShader>(filepath, this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dd::ShaderProgram::~ShaderProgram()
|
||||
{
|
||||
if (m_ShaderProgramHandle != 0)
|
||||
{
|
||||
glDeleteProgram(m_ShaderProgramHandle);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint dd::ShaderProgram::Link()
|
||||
{
|
||||
if (m_Shaders.size() == 0)
|
||||
{
|
||||
LOG_ERROR("Failed to link shader program: No shaders bound");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
{
|
||||
m_ShaderProgramHandle = glCreateProgram();
|
||||
}
|
||||
|
||||
LOG_INFO("Linking shader program");
|
||||
|
||||
for (auto &shader : m_Shaders)
|
||||
{
|
||||
glAttachShader(m_ShaderProgramHandle, shader->GetHandle());
|
||||
}
|
||||
glLinkProgram(m_ShaderProgramHandle);
|
||||
if (GLERROR("glLinkProgram"))
|
||||
return 0;
|
||||
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
GLuint dd::ShaderProgram::GetHandle()
|
||||
{
|
||||
return m_ShaderProgramHandle;
|
||||
}
|
||||
|
||||
void dd::ShaderProgram::Bind()
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
return;
|
||||
|
||||
glUseProgram(m_ShaderProgramHandle);
|
||||
}
|
||||
|
||||
void dd::ShaderProgram::Unbind()
|
||||
{
|
||||
glActiveShaderProgram(0, 0);
|
||||
}
|
||||
|
||||
void dd::ShaderProgram::BindFragDataLocation(int colorNumber, std::string name)
|
||||
{
|
||||
if (m_ShaderProgramHandle == 0)
|
||||
return;
|
||||
|
||||
glBindFragDataLocation(m_ShaderProgramHandle, colorNumber, name.c_str());
|
||||
}
|
||||
|
||||
void dd::ShaderProgram::OnChildReloaded(dd::Resource* child) {
|
||||
LOG_INFO("Re-linking shader program");
|
||||
glLinkProgram(m_ShaderProgramHandle);
|
||||
if (GLERROR("glLinkProgram"))
|
||||
return;
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (binding = 0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding = 1) uniform sampler2D NormalMap;
|
||||
layout (binding = 2) uniform sampler2D SpecularMap;
|
||||
|
||||
uniform mat4 V;
|
||||
uniform float MaterialShininess;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoord;
|
||||
vec4 DiffuseColor;
|
||||
vec4 SpecularColor;
|
||||
vec4 BoneIndices1;
|
||||
vec4 BoneIndices2;
|
||||
vec4 BoneWeights1;
|
||||
vec4 BoneWeights2;
|
||||
} Input;
|
||||
|
||||
out vec4 GDiffuse;
|
||||
out vec4 GPosition;
|
||||
out vec4 GNormal;
|
||||
out vec4 GSpecular;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Diffuse Texture
|
||||
GDiffuse = texture(DiffuseTexture, Input.TextureCoord) * Input.DiffuseColor;
|
||||
|
||||
// G-buffer Position
|
||||
GPosition = vec4(Input.Position.xyz, 1.0);
|
||||
|
||||
// G-buffer Normal
|
||||
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||
GNormal = normalize(vec4(TBN * vec3(texture(NormalMap, Input.TextureCoord)), 0.0));
|
||||
|
||||
// G-buffer Specular
|
||||
vec4 specularGloss = texture(SpecularMap, Input.TextureCoord);
|
||||
float specularExponent = MaterialShininess;
|
||||
GSpecular = vec4(specularGloss.rgb, specularExponent);
|
||||
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec3 Normal;
|
||||
layout (location = 2) in vec3 Tangent;
|
||||
layout (location = 3) in vec3 BiTangent;
|
||||
layout (location = 4) in vec2 TextureCoord;
|
||||
layout (location = 5) in vec4 DiffuseColor;
|
||||
layout (location = 6) in vec4 SpecularColor;
|
||||
layout (location = 7) in vec4 BoneIndices1;
|
||||
layout (location = 8) in vec4 BoneIndices2;
|
||||
layout (location = 9) in vec4 BoneWeights1;
|
||||
layout (location = 10) in vec4 BoneWeights2;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoord;
|
||||
vec4 DiffuseColor;
|
||||
vec4 SpecularColor;
|
||||
vec4 BoneIndices1;
|
||||
vec4 BoneIndices2;
|
||||
vec4 BoneWeights1;
|
||||
vec4 BoneWeights2;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if (length(BoneWeights1 + BoneWeights2) > 0) {
|
||||
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
|
||||
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
|
||||
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
|
||||
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
|
||||
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
|
||||
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
|
||||
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
|
||||
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
|
||||
}
|
||||
|
||||
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
|
||||
Output.Tangent = Tangent;
|
||||
Output.BiTangent = BiTangent;
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.DiffuseColor = DiffuseColor;
|
||||
Output.SpecularColor = SpecularColor;
|
||||
Output.BoneIndices1 = BoneIndices1;
|
||||
Output.BoneIndices2 = BoneIndices2;
|
||||
Output.BoneWeights1 = BoneWeights1;
|
||||
Output.BoneWeights2 = BoneWeights2;
|
||||
}
|
||||
@@ -0,0 +1,72 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (binding=0) uniform sampler2D PositionTexture;
|
||||
layout (binding=1) uniform sampler2D NormalTexture;
|
||||
layout (binding=2) uniform sampler2D SpecularTexture;
|
||||
|
||||
uniform vec2 ViewportSize;
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 LightPosition;
|
||||
uniform float LightRadius;
|
||||
uniform vec3 LightSpecular;
|
||||
uniform vec3 LightDiffuse;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
|
||||
vec3 distanceToLight = lightPos - position;
|
||||
vec3 directionToLight = normalize(distanceToLight);
|
||||
float dotProd = dot(directionToLight, normal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
vec3 Idiffuse = LightDiffuse * dotProd;
|
||||
|
||||
// Specular
|
||||
//vec3 reflection = reflect(-directionToLight, normal);
|
||||
vec3 surfaceToViewer = normalize(-position);
|
||||
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
|
||||
float dotSpecular = max(dot(halfWay, normal), 0.0);
|
||||
float specularFactor = pow(dotSpecular, specularExponent);
|
||||
vec3 Ispecular = specular * LightSpecular * specularFactor;
|
||||
|
||||
//Attenuation
|
||||
float dist = distance(lightPos, position);
|
||||
//float attenuation = 1.0 - pow(dist / LightRadius, 2);
|
||||
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
|
||||
|
||||
return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureCoord = gl_FragCoord.xy / ViewportSize;
|
||||
vec4 PositionTexel = texture(PositionTexture, TextureCoord);
|
||||
vec4 NormalTexel = texture(NormalTexture, TextureCoord);
|
||||
vec4 SpecularTexel = texture(SpecularTexture, TextureCoord);
|
||||
|
||||
FragmentColor = phong(PositionTexel.xyz, normalize(NormalTexel.xyz), SpecularTexel.rgb, SpecularTexel.a);
|
||||
//FragmentColor = vec4(1, 1, 1, 1);
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVP * vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
uniform vec3 La;
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D LightingTexture;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Input;
|
||||
|
||||
out vec4 frag_Diffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
|
||||
|
||||
//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
|
||||
frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
|
||||
//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec2 TextureCoord;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
Output.Position = Position;
|
||||
Output.TextureCoord = (vec2(Position) + 1) / 2;
|
||||
}
|
||||
@@ -0,0 +1,89 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
layout (binding=1) uniform sampler2D NormalMap;
|
||||
layout (binding=2) uniform sampler2D SpecularMap;
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform vec3 LightPosition;
|
||||
uniform float LightRadius;
|
||||
uniform vec3 LightSpecular;
|
||||
uniform vec3 LightDiffuse;
|
||||
|
||||
in VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoord;
|
||||
vec4 DiffuseColor;
|
||||
vec4 SpecularColor;
|
||||
vec4 BoneIndices1;
|
||||
vec4 BoneIndices2;
|
||||
vec4 BoneWeights1;
|
||||
vec4 BoneWeights2;
|
||||
} Input;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
vec4 phong(vec3 position, vec3 normal, vec3 specular, float specularExponent)
|
||||
{
|
||||
// Diffuse
|
||||
vec3 lightPos = vec3(V * vec4(LightPosition, 1.0));
|
||||
vec3 distanceToLight = lightPos - position;
|
||||
vec3 directionToLight = normalize(distanceToLight);
|
||||
float dotProd = dot(directionToLight, normal);
|
||||
dotProd = max(dotProd, 0.0);
|
||||
vec3 Idiffuse = LightDiffuse * dotProd;
|
||||
|
||||
// Specular
|
||||
//vec3 reflection = reflect(-directionToLight, normal);
|
||||
vec3 surfaceToViewer = normalize(-position);
|
||||
vec3 halfWay = normalize(surfaceToViewer + directionToLight);
|
||||
float dotSpecular = max(dot(halfWay, normal), 0.0);
|
||||
float specularFactor = pow(dotSpecular, specularExponent);
|
||||
vec3 Ispecular = specular * LightSpecular * specularFactor;
|
||||
|
||||
//Attenuation
|
||||
float dist = distance(lightPos, position);
|
||||
//float attenuation = 1.0 - pow(dist / LightRadius, 2);
|
||||
float attenuation = pow(max(0.0f, 1.0 - (dist / LightRadius)), 2);
|
||||
|
||||
return vec4((Idiffuse + Ispecular) * attenuation, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 normalTexel = texture(NormalMap, Input.TextureCoord);
|
||||
mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
|
||||
vec3 normal = normalize(vec4(TBN * normalTexel.xyz, 0.0).xyz);
|
||||
|
||||
vec4 specularTexel = texture(SpecularMap, Input.TextureCoord);
|
||||
|
||||
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
|
||||
|
||||
//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
|
||||
FragmentColor = diffuseTexel;
|
||||
}
|
||||
@@ -0,0 +1,81 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 P;
|
||||
uniform mat4 Bones[100];
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
layout (location = 1) in vec3 Normal;
|
||||
layout (location = 2) in vec3 Tangent;
|
||||
layout (location = 3) in vec3 BiTangent;
|
||||
layout (location = 4) in vec2 TextureCoord;
|
||||
layout (location = 5) in vec4 DiffuseColor;
|
||||
layout (location = 6) in vec4 SpecularColor;
|
||||
layout (location = 7) in vec4 BoneIndices1;
|
||||
layout (location = 8) in vec4 BoneIndices2;
|
||||
layout (location = 9) in vec4 BoneWeights1;
|
||||
layout (location = 10) in vec4 BoneWeights2;
|
||||
|
||||
out VertexData
|
||||
{
|
||||
vec3 Position;
|
||||
vec3 Normal;
|
||||
vec3 Tangent;
|
||||
vec3 BiTangent;
|
||||
vec2 TextureCoord;
|
||||
vec4 DiffuseColor;
|
||||
vec4 SpecularColor;
|
||||
vec4 BoneIndices1;
|
||||
vec4 BoneIndices2;
|
||||
vec4 BoneWeights1;
|
||||
vec4 BoneWeights2;
|
||||
} Output;
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 boneTransform = mat4(1);
|
||||
if (length(BoneWeights1 + BoneWeights2) > 0) {
|
||||
boneTransform = BoneWeights1[0] * Bones[int(BoneIndices1[0])]
|
||||
+ BoneWeights1[1] * Bones[int(BoneIndices1[1])]
|
||||
+ BoneWeights1[2] * Bones[int(BoneIndices1[2])]
|
||||
+ BoneWeights1[3] * Bones[int(BoneIndices1[3])]
|
||||
+ BoneWeights2[0] * Bones[int(BoneIndices2[0])]
|
||||
+ BoneWeights2[1] * Bones[int(BoneIndices2[1])]
|
||||
+ BoneWeights2[2] * Bones[int(BoneIndices2[2])]
|
||||
+ BoneWeights2[3] * Bones[int(BoneIndices2[3])];
|
||||
}
|
||||
|
||||
gl_Position = MVP * boneTransform * vec4(Position, 1.0);
|
||||
|
||||
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
|
||||
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
|
||||
Output.Tangent = Tangent;
|
||||
Output.BiTangent = BiTangent;
|
||||
Output.TextureCoord = TextureCoord;
|
||||
Output.DiffuseColor = DiffuseColor;
|
||||
Output.SpecularColor = SpecularColor;
|
||||
Output.BoneIndices1 = BoneIndices1;
|
||||
Output.BoneIndices2 = BoneIndices2;
|
||||
Output.BoneWeights1 = BoneWeights1;
|
||||
Output.BoneWeights2 = BoneWeights2;
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (binding=0) uniform sampler2D DiffuseTexture;
|
||||
|
||||
in vec2 TextureCoord;
|
||||
|
||||
out vec4 FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragmentColor = texture(DiffuseTexture, TextureCoord);
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#version 440
|
||||
|
||||
layout (location = 0) in vec3 Position;
|
||||
|
||||
out vec2 TextureCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(Position, 1.0);
|
||||
TextureCoord = (vec2(Position) + 1.0) / 2.0;
|
||||
}
|
||||
Executable
+65
@@ -0,0 +1,65 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/Texture.h"
|
||||
|
||||
dd::Texture::Texture(std::string path)
|
||||
{
|
||||
std::unique_ptr<Image> image = std::make_unique<PNG>(path);
|
||||
|
||||
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
|
||||
image = std::make_unique<PNG>("Textures/ErrorTexture.png");
|
||||
if (image->Width == 0 && image->Height == 0 || image->Format == Image::ImageFormat::Unknown) {
|
||||
LOG_ERROR("Couldn't even load the error texture. This is a dark day indeed.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
GLint format;
|
||||
switch (image->Format) {
|
||||
case Image::ImageFormat::RGB:
|
||||
format = GL_RGB;
|
||||
break;
|
||||
case Image::ImageFormat::RGBA:
|
||||
format = GL_RGBA;
|
||||
break;
|
||||
}
|
||||
|
||||
// Construct the OpenGL texture
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, image->Width, image->Height, 0, format, GL_UNSIGNED_BYTE, image->Data);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
GLERROR("Texture load");
|
||||
}
|
||||
|
||||
dd::Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &m_Texture);
|
||||
}
|
||||
|
||||
void dd::Texture::Bind(GLenum textureUnit /* = GL_TEXTURE0 */)
|
||||
{
|
||||
glActiveTexture(textureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
}
|
||||
Executable
+135
@@ -0,0 +1,135 @@
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/Util/FileWatcher.h"
|
||||
|
||||
dd::FileWatcher::FileWatcher()
|
||||
{
|
||||
m_Worker = new Worker;
|
||||
}
|
||||
|
||||
dd::FileWatcher::FileWatcher(std::string rootPath)
|
||||
{
|
||||
m_RootPath = rootPath;
|
||||
m_Worker = new Worker;
|
||||
}
|
||||
|
||||
dd::FileWatcher::~FileWatcher()
|
||||
{
|
||||
m_Thread.interrupt();
|
||||
if (m_Worker != nullptr)
|
||||
{
|
||||
delete m_Worker;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::FileWatcher::AddWatch(std::string path, FileEventCallback_t callback)
|
||||
{
|
||||
m_Worker->AddWatch(path, callback);
|
||||
}
|
||||
|
||||
void dd::FileWatcher::Start()
|
||||
{
|
||||
m_Thread.interrupt();
|
||||
m_Thread = boost::thread(boost::ref(*m_Worker));
|
||||
m_IsRunning = true;
|
||||
}
|
||||
|
||||
void dd::FileWatcher::Stop()
|
||||
{
|
||||
m_Thread.interrupt();
|
||||
m_IsRunning = false;
|
||||
}
|
||||
|
||||
void dd::FileWatcher::Check()
|
||||
{
|
||||
m_Worker->Check();
|
||||
}
|
||||
|
||||
|
||||
void dd::FileWatcher::Worker::operator()()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
boost::this_thread::interruption_point();
|
||||
Check();
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(1000));
|
||||
}
|
||||
}
|
||||
|
||||
void dd::FileWatcher::Worker::AddWatch(std::string path, FileEventCallback_t callback)
|
||||
{
|
||||
m_Mutex.lock();
|
||||
boost::filesystem::path bpath(path);
|
||||
m_FileCallbacks[bpath] = callback;
|
||||
if (boost::filesystem::exists(bpath))
|
||||
{
|
||||
m_FileInfo[bpath] = GetFileInfo(bpath);
|
||||
}
|
||||
m_Mutex.unlock();
|
||||
}
|
||||
|
||||
void dd::FileWatcher::Worker::Check()
|
||||
{
|
||||
m_Mutex.lock();
|
||||
for (auto &kv : m_FileCallbacks)
|
||||
{
|
||||
boost::filesystem::path path = kv.first;
|
||||
FileEventCallback_t& callback = kv.second;
|
||||
FileEventFlags flags = UpdateFileInfo(path);
|
||||
if (flags != FileEventFlags::None && callback != nullptr)
|
||||
{
|
||||
callback(path.string(), flags);
|
||||
}
|
||||
}
|
||||
m_Mutex.unlock();
|
||||
}
|
||||
|
||||
dd::FileWatcher::Worker::FileInfo dd::FileWatcher::Worker::GetFileInfo(boost::filesystem::path path)
|
||||
{
|
||||
FileInfo fi;
|
||||
fi.Size = boost::filesystem::file_size(path);
|
||||
fi.Timestamp = boost::filesystem::last_write_time(path);
|
||||
return fi;
|
||||
}
|
||||
|
||||
dd::FileWatcher::FileEventFlags dd::FileWatcher::Worker::UpdateFileInfo(boost::filesystem::path path)
|
||||
{
|
||||
FileEventFlags flags = FileEventFlags::None;
|
||||
if (boost::filesystem::exists(path))
|
||||
{
|
||||
FileInfo fi = GetFileInfo(path);
|
||||
auto lastFileInfoIt = m_FileInfo.find(path);
|
||||
if (lastFileInfoIt != m_FileInfo.end())
|
||||
{
|
||||
FileInfo lastFileInfo = lastFileInfoIt->second;
|
||||
|
||||
if (fi.Size != lastFileInfo.Size)
|
||||
{
|
||||
LOG_DEBUG("FileWatcher: \"%s\" size changed!", path.string().c_str());
|
||||
flags = flags | FileEventFlags::SizeChanged;
|
||||
}
|
||||
if (fi.Timestamp != lastFileInfo.Timestamp)
|
||||
{
|
||||
LOG_DEBUG("FileWatcher: \"%s\" timestamp changed!", path.string().c_str());
|
||||
flags = flags | FileEventFlags::TimestampChanged;
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG_DEBUG("FileWatcher: \"%s\" was created!", path.string().c_str());
|
||||
flags = flags | FileEventFlags::Created;
|
||||
}
|
||||
m_FileInfo[path] = GetFileInfo(path);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto fileInfoIt = m_FileInfo.find(path);
|
||||
if (fileInfoIt != m_FileInfo.end())
|
||||
{
|
||||
m_FileInfo.erase(fileInfoIt);
|
||||
LOG_DEBUG("FileWatcher: \"%s\" was deleted!", path.string().c_str());
|
||||
flags = flags | FileEventFlags::Deleted;
|
||||
}
|
||||
}
|
||||
return flags;
|
||||
}
|
||||
@@ -0,0 +1,232 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void dd::World::RecycleEntityID(EntityID id)
|
||||
{
|
||||
m_RecycledEntityIDs.push(id);
|
||||
}
|
||||
|
||||
EntityID dd::World::GenerateEntityID()
|
||||
{
|
||||
if (!m_RecycledEntityIDs.empty())
|
||||
{
|
||||
EntityID id = m_RecycledEntityIDs.top();
|
||||
m_RecycledEntityIDs.pop();
|
||||
return id;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ++m_LastEntityID;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity)
|
||||
{
|
||||
for (auto &pair : m_EntityParents)
|
||||
{
|
||||
EntityID child = pair.first;
|
||||
EntityID parent = pair.second;
|
||||
|
||||
system->UpdateEntity(dt, child, parent);
|
||||
//RecursiveUpdate(system, dt, child);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::Update(double dt)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
const std::string &type = pair.first;
|
||||
auto system = pair.second;
|
||||
EventBroker->Process(type);
|
||||
system->Update(dt);
|
||||
RecursiveUpdate(system, dt, 0);
|
||||
}
|
||||
|
||||
ProcessEntityRemovals();
|
||||
}
|
||||
|
||||
//std::vector<EntityID> GetEntityChildren(EntityID entity);
|
||||
//{
|
||||
// std::vector<EntityID> children;
|
||||
// auto range = m_SceneGraph.equal_range(entity);
|
||||
// for (auto it = range.first; it != range.second; ++it)
|
||||
// children.push_back(it->second);
|
||||
// return children;
|
||||
//}
|
||||
|
||||
EntityID dd::World::GetEntityParent(EntityID entity)
|
||||
{
|
||||
auto it = m_EntityParents.find(entity);
|
||||
return it == m_EntityParents.end() ? 0 : it->second;
|
||||
}
|
||||
|
||||
EntityID dd::World::GetEntityBaseParent(EntityID entity)
|
||||
{
|
||||
EntityID parent = GetEntityParent(entity);
|
||||
if (parent == 0)
|
||||
return entity;
|
||||
else
|
||||
return GetEntityBaseParent(parent);
|
||||
}
|
||||
|
||||
bool dd::World::ValidEntity(EntityID entity)
|
||||
{
|
||||
return m_EntityParents.find(entity) != m_EntityParents.end()
|
||||
&& m_EntitiesToRemove.find(entity) == m_EntitiesToRemove.end();
|
||||
}
|
||||
|
||||
void dd::World::RemoveEntity(EntityID entity)
|
||||
{
|
||||
m_EntitiesToRemove.insert(entity);
|
||||
|
||||
auto it = m_EntityChildren.find(entity);
|
||||
if (it != m_EntityChildren.end())
|
||||
{
|
||||
for (auto entity : it->second)
|
||||
{
|
||||
RemoveEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::ProcessEntityRemovals()
|
||||
{
|
||||
for (auto entity : m_EntitiesToRemove)
|
||||
{
|
||||
m_EntityParents.erase(entity);
|
||||
m_EntityChildren.erase(entity);
|
||||
// Remove components
|
||||
for (auto pair : m_EntityComponents[entity])
|
||||
{
|
||||
auto type = pair.first;
|
||||
auto component = pair.second;
|
||||
// Trigger events
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
auto system = pair.second;
|
||||
system->OnComponentRemoved(entity, type, component.get());
|
||||
}
|
||||
m_ComponentsOfType[type].remove(component);
|
||||
}
|
||||
m_EntityComponents.erase(entity);
|
||||
RecycleEntityID(entity);
|
||||
|
||||
// Trigger events
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
auto system = pair.second;
|
||||
system->OnEntityRemoved(entity);
|
||||
}
|
||||
}
|
||||
m_EntitiesToRemove.clear();
|
||||
}
|
||||
|
||||
EntityID dd::World::CreateEntity(EntityID parent /*= 0*/)
|
||||
{
|
||||
EntityID newEntity = GenerateEntityID();
|
||||
m_EntityParents[newEntity] = parent;
|
||||
m_EntityChildren[parent].push_back(newEntity);
|
||||
return newEntity;
|
||||
}
|
||||
|
||||
void dd::World::Initialize()
|
||||
{
|
||||
RegisterSystems();
|
||||
AddSystems();
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
auto system = pair.second;
|
||||
system->RegisterComponents(&ComponentFactory);
|
||||
system->RegisterResourceTypes(ResourceManager);
|
||||
system->Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::CommitEntity(EntityID entity)
|
||||
{
|
||||
for (auto pair : m_Systems)
|
||||
{
|
||||
auto system = pair.second;
|
||||
system->OnEntityCommit(entity);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::AddComponent(EntityID entity, std::string componentType, std::shared_ptr<Component> component)
|
||||
{
|
||||
component->Entity = entity;
|
||||
m_ComponentsOfType[componentType].push_back(component);
|
||||
m_EntityComponents[entity][componentType] = component;
|
||||
|
||||
Events::ComponentCreated e;
|
||||
e.Entity = entity;
|
||||
e.Component = component;
|
||||
EventBroker->Publish(e);
|
||||
}
|
||||
|
||||
EntityID dd::World::CloneEntity(EntityID entity, EntityID parent /* = 0 */)
|
||||
{
|
||||
int clone = CreateEntity(parent);
|
||||
|
||||
for (auto pair : m_EntityComponents[entity])
|
||||
{
|
||||
auto type = pair.first;
|
||||
auto component = std::shared_ptr<Component>(ComponentFactory.Copy(type, pair.second.get()));
|
||||
if (component != nullptr)
|
||||
{
|
||||
AddComponent(clone, type, component);
|
||||
}
|
||||
}
|
||||
|
||||
auto itChildren = m_EntityChildren.find(entity);
|
||||
if (itChildren != m_EntityChildren.end())
|
||||
{
|
||||
for (EntityID child : itChildren->second)
|
||||
{
|
||||
CloneEntity(child, clone);
|
||||
}
|
||||
}
|
||||
|
||||
CommitEntity(clone);
|
||||
|
||||
return clone;
|
||||
}
|
||||
|
||||
std::list<EntityID> dd::World::GetEntityChildren(EntityID entity)
|
||||
{
|
||||
auto it = m_EntityChildren.find(entity);
|
||||
if (it == m_EntityChildren.end())
|
||||
{
|
||||
return std::list<EntityID>();
|
||||
}
|
||||
else
|
||||
{
|
||||
return it->second;
|
||||
}
|
||||
}
|
||||
|
||||
void dd::World::SetEntityParent(EntityID entity, EntityID newParent)
|
||||
{
|
||||
EntityID currentParent = m_EntityParents[entity];
|
||||
m_EntityChildren[currentParent].remove(entity);
|
||||
m_EntityParents[entity] = newParent;
|
||||
m_EntityChildren[newParent].push_back(entity);
|
||||
}
|
||||
@@ -0,0 +1,266 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Input/InputSystem.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void dd::Systems::InputSystem::RegisterComponents(ComponentFactory* cf)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void dd::Systems::InputSystem::Initialize()
|
||||
{
|
||||
// Subscribe to events
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &Systems::InputSystem::OnKeyDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Systems::InputSystem::OnKeyUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &Systems::InputSystem::OnMousePress);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &Systems::InputSystem::OnMouseRelease);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadAxis, &Systems::InputSystem::OnGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonDown, &Systems::InputSystem::OnGamepadButtonDown);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EGamepadButtonUp, &Systems::InputSystem::OnGamepadButtonUp);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindKey, &Systems::InputSystem::OnBindKey);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindMouseButton, &Systems::InputSystem::OnBindMouseButton);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadAxis, &Systems::InputSystem::OnBindGamepadAxis);
|
||||
EVENT_SUBSCRIBE_MEMBER(m_EBindGamepadButton, &Systems::InputSystem::OnBindGamepadButton);
|
||||
}
|
||||
|
||||
void dd::Systems::InputSystem::Update(double dt)
|
||||
{
|
||||
// #ifdef DEBUG
|
||||
// // Wireframe
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F1] && !m_LastKeyState[GLFW_KEY_F1])
|
||||
// {
|
||||
// m_Renderer->DrawWireframe(!m_Renderer->DrawWireframe());
|
||||
// }
|
||||
// // Normals
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F2] && !m_LastKeyState[GLFW_KEY_F2])
|
||||
// {
|
||||
// m_Renderer->DrawNormals(!m_Renderer->DrawNormals());
|
||||
// }
|
||||
// // Bounds
|
||||
// if (m_CurrentKeyState[GLFW_KEY_F3] && !m_LastKeyState[GLFW_KEY_F3])
|
||||
// {
|
||||
// m_Renderer->DrawBounds(!m_Renderer->DrawBounds());
|
||||
// }
|
||||
// #endif
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnKeyDown(const Events::KeyDown &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnKeyUp(const Events::KeyUp &event)
|
||||
{
|
||||
auto range = m_KeyBindings.equal_range(event.KeyCode);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandKeyboardValues[command][event.KeyCode] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnMousePress(const Events::MousePress &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = value;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnMouseRelease(const Events::MouseRelease &event)
|
||||
{
|
||||
auto range = m_MouseButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandMouseButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnGamepadAxis(const Events::GamepadAxis &event)
|
||||
{
|
||||
auto range = m_GamepadAxisBindings.equal_range(event.Axis);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadAxisValues[command][event.Axis] = event.Value * value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnGamepadButtonDown(const Events::GamepadButtonDown &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = value;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnGamepadButtonUp(const Events::GamepadButtonUp &event)
|
||||
{
|
||||
auto range = m_GamepadButtonBindings.equal_range(event.Button);
|
||||
for (auto bindingIt = range.first; bindingIt != range.second; bindingIt++)
|
||||
{
|
||||
std::string command;
|
||||
float value;
|
||||
std::tie(command, value) = bindingIt->second;
|
||||
m_CommandGamepadButtonValues[command][event.Button] = 0;
|
||||
PublishCommand(event.GamepadID + 1, command, GetCommandTotalValue(command));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnBindKey(const Events::BindKey &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
return false;
|
||||
|
||||
m_KeyBindings.insert(std::make_pair(event.KeyCode, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound key %i to %s", event.KeyCode, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnBindMouseButton(const Events::BindMouseButton &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
return false;
|
||||
|
||||
m_MouseButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound mouse button %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnBindGamepadAxis(const Events::BindGamepadAxis &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
return false;
|
||||
|
||||
m_GamepadAxisBindings.insert(std::make_pair(event.Axis, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Axis, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool dd::Systems::InputSystem::OnBindGamepadButton(const Events::BindGamepadButton &event)
|
||||
{
|
||||
if (event.Command.empty())
|
||||
return false;
|
||||
|
||||
m_GamepadButtonBindings.insert(std::make_pair(event.Button, std::make_tuple(event.Command, event.Value)));
|
||||
LOG_DEBUG("Input: Bound gamepad axis %i to %s", event.Button, event.Command.c_str());
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float dd::Systems::InputSystem::GetCommandTotalValue(std::string command)
|
||||
{
|
||||
float value = 0.f;
|
||||
|
||||
auto keyboardIt = m_CommandKeyboardValues.find(command);
|
||||
if (keyboardIt != m_CommandKeyboardValues.end())
|
||||
{
|
||||
for (auto &key : keyboardIt->second)
|
||||
{
|
||||
value += key.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto mouseButtonIt = m_CommandMouseButtonValues.find(command);
|
||||
if (mouseButtonIt != m_CommandMouseButtonValues.end())
|
||||
{
|
||||
for (auto &button : mouseButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadAxisIt = m_CommandGamepadAxisValues.find(command);
|
||||
if (gamepadAxisIt != m_CommandGamepadAxisValues.end())
|
||||
{
|
||||
for (auto &axis : gamepadAxisIt->second)
|
||||
{
|
||||
value += axis.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto gamepadButtonIt = m_CommandGamepadButtonValues.find(command);
|
||||
if (gamepadButtonIt != m_CommandGamepadButtonValues.end())
|
||||
{
|
||||
for (auto &button : gamepadButtonIt->second)
|
||||
{
|
||||
value += button.second;
|
||||
}
|
||||
}
|
||||
|
||||
return std::max(-1.f, std::min(value, 1.f));
|
||||
}
|
||||
|
||||
void dd::Systems::InputSystem::PublishCommand(int playerID, std::string command, float value)
|
||||
{
|
||||
Events::InputCommand e;
|
||||
e.PlayerID = playerID;
|
||||
e.Command = command;
|
||||
e.Value = value;
|
||||
EventBroker->Publish(e);
|
||||
|
||||
LOG_DEBUG("Input: Published command %s=%f for player %i", e.Command.c_str(), e.Value, playerID);
|
||||
}
|
||||
@@ -0,0 +1,19 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
@@ -0,0 +1,105 @@
|
||||
/*
|
||||
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/>.
|
||||
*/
|
||||
|
||||
#include "PrecompiledHeader.h"
|
||||
#include "Transform/TransformSystem.h"
|
||||
#include "Core/World.h"
|
||||
|
||||
void dd::Systems::TransformSystem::Initialize()
|
||||
{
|
||||
}
|
||||
|
||||
glm::vec3 dd::Systems::TransformSystem::AbsolutePosition(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
glm::quat accumulativeOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
//absPosition += transform->Position;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (entity == 0)
|
||||
absPosition += transform->Position;
|
||||
else
|
||||
absPosition = transform2->Orientation * (absPosition + transform->Position);
|
||||
} while (entity != 0);
|
||||
|
||||
return absPosition * accumulativeOrientation;
|
||||
}
|
||||
|
||||
glm::quat dd::Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
|
||||
{
|
||||
glm::quat absOrientation;
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absOrientation = transform->Orientation * absOrientation;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
return absOrientation;
|
||||
}
|
||||
|
||||
glm::vec3 dd::Systems::TransformSystem::AbsoluteScale(EntityID entity)
|
||||
{
|
||||
glm::vec3 absScale(1);
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
absScale *= transform->Scale;
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
} while (entity != 0);
|
||||
|
||||
return absScale;
|
||||
}
|
||||
|
||||
dd::Components::Transform dd::Systems::TransformSystem::AbsoluteTransform(EntityID entity)
|
||||
{
|
||||
glm::vec3 absPosition;
|
||||
glm::quat absOrientation;
|
||||
glm::vec3 absScale(1);
|
||||
|
||||
do
|
||||
{
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
entity = m_World->GetEntityParent(entity);
|
||||
auto transform2 = m_World->GetComponent<Components::Transform>(entity);
|
||||
|
||||
// Position
|
||||
if (entity == 0)
|
||||
absPosition += transform->Position;
|
||||
else
|
||||
absPosition = transform2->Orientation * (absPosition + transform->Position);
|
||||
// Orientation
|
||||
absOrientation = transform->Orientation * absOrientation;
|
||||
// Scale
|
||||
absScale *= transform->Scale;
|
||||
} while (entity != 0);
|
||||
|
||||
Components::Transform transform;
|
||||
transform.Position = absPosition;
|
||||
transform.Orientation = absOrientation;
|
||||
transform.Scale = absScale;
|
||||
|
||||
return transform;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,24 @@
|
||||
project(tests)
|
||||
|
||||
find_package(Boost REQUIRED COMPONENTS chrono thread unit_test_framework)
|
||||
|
||||
include_directories(
|
||||
${CMAKE_SOURCE_DIR}/include/dd
|
||||
${Boost_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
set(SOURCE_FILES
|
||||
main.cpp
|
||||
FileWatcherTest.cpp
|
||||
ComponentCopyTest.cpp
|
||||
)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
endif()
|
||||
|
||||
add_executable(tests ${SOURCE_FILES})
|
||||
target_link_libraries(tests
|
||||
daydream
|
||||
${Boost_LIBRARIES}
|
||||
)
|
||||
Executable
+29
@@ -0,0 +1,29 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
#include "Core/Component.h"
|
||||
using namespace dd;
|
||||
|
||||
struct TestComponent : public Component
|
||||
{
|
||||
int Int = 5;
|
||||
float Float = 1.33333f;
|
||||
double Double = 1.33333;
|
||||
std::string String = "Hello World";
|
||||
};
|
||||
|
||||
BOOST_AUTO_TEST_CASE(component_copy)
|
||||
{
|
||||
auto componentFactory = new Factory<Component>();
|
||||
componentFactory->Register<TestComponent>();
|
||||
|
||||
auto component1 = static_cast<TestComponent*>(componentFactory->Create<TestComponent>());
|
||||
auto component2 = static_cast<TestComponent*>(componentFactory->Copy<TestComponent>(component1));
|
||||
BOOST_CHECK(component1->Int == component2->Int);
|
||||
BOOST_CHECK_CLOSE(component1->Float, component2->Float, 0.00001f);
|
||||
BOOST_CHECK_CLOSE(component1->Double, component2->Double, 0.00001f);
|
||||
BOOST_CHECK(component1->String == component2->String);
|
||||
|
||||
delete component2;
|
||||
delete component1;
|
||||
delete componentFactory;
|
||||
}
|
||||
Executable
+69
@@ -0,0 +1,69 @@
|
||||
#include <chrono>
|
||||
#include <thread>
|
||||
#include <fstream>
|
||||
#include <cstdio>
|
||||
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
#include "Core/Util/FileWatcher.h"
|
||||
using namespace dd;
|
||||
|
||||
const std::string testFileName = "FileWatcherTestFile";
|
||||
|
||||
BOOST_AUTO_TEST_CASE(file_watcher)
|
||||
{
|
||||
auto fw = new FileWatcher("");
|
||||
|
||||
bool f_created = false;
|
||||
bool f_size_changed = false;
|
||||
bool f_timestamp_changed = false;
|
||||
bool f_deleted = false;
|
||||
|
||||
// Make sure the test file doesn't exist
|
||||
remove(testFileName.c_str());
|
||||
|
||||
// Set up the file watcher to watch for changes
|
||||
fw->AddWatch(testFileName,
|
||||
[&f_created, &f_size_changed, &f_timestamp_changed, &f_deleted]
|
||||
(std::string path, FileWatcher::FileEventFlags flags)
|
||||
{
|
||||
if (flags & FileWatcher::FileEventFlags::Created)
|
||||
f_created = true;
|
||||
|
||||
if (flags & FileWatcher::FileEventFlags::SizeChanged)
|
||||
f_size_changed = true;
|
||||
|
||||
if (flags & FileWatcher::FileEventFlags::TimestampChanged)
|
||||
f_timestamp_changed = true;
|
||||
|
||||
if (flags & FileWatcher::FileEventFlags::Deleted)
|
||||
f_deleted = true;
|
||||
});
|
||||
|
||||
// Create the file
|
||||
FILE* testFile = fopen(testFileName.c_str(), "w");
|
||||
fw->Check();
|
||||
|
||||
// Write to the file
|
||||
fputs("test", testFile);
|
||||
fclose(testFile);
|
||||
fw->Check();
|
||||
|
||||
// Change file timestamp
|
||||
std::time_t time;
|
||||
std::localtime(&time);
|
||||
time -= 1;
|
||||
boost::filesystem::last_write_time(testFileName, time);
|
||||
fw->Check();
|
||||
|
||||
// Delete the file;
|
||||
remove(testFileName.c_str());
|
||||
fw->Check();
|
||||
|
||||
BOOST_CHECK(f_created);
|
||||
BOOST_CHECK(f_size_changed);
|
||||
BOOST_CHECK(f_timestamp_changed);
|
||||
BOOST_CHECK(f_deleted);
|
||||
|
||||
delete fw;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
#define BOOST_TEST_MAIN
|
||||
#include <boost/test/unit_test.hpp>
|
||||
Reference in New Issue
Block a user