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+ - LINEAR LINEAR LINEAR + LINEAR LINEAR LINEAR LINEAR LINEAR - + @@ -885,25 +885,25 @@ - 0.04166662 0.3333333 0.625 + 0.04166662 0.25 0.4583333 0.6666667 0.875 - + - 0.9395525 -0.3423207 -0.007596145 0 0.340418 0.9362569 -0.08682405 0.2368225 0.03683361 0.0789899 0.9961947 0 0 0 0 1 0.9396926 0.3420202 -1.14144e-7 0 -0.3420202 0.9396925 -2.17821e-8 0.2368225 9.98105e-8 5.95081e-8 1 0 0 0 0 1 0.9395525 -0.3423207 -0.007596145 0 0.340418 0.9362569 -0.08682405 0.2368225 0.03683361 0.0789899 0.9961947 0 0 0 0 1 + 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 - + - LINEAR LINEAR LINEAR + LINEAR LINEAR LINEAR LINEAR LINEAR - + @@ -917,25 +917,25 @@ - 0.04166662 0.3333333 0.625 + 0.04166662 0.25 0.4583333 0.6666667 0.875 - + - 0.9396926 0.3420202 1.11759e-8 0 -0.3420202 0.9396927 -3.72529e-8 0.2368227 -2.28174e-8 4.47035e-8 1 7.45058e-9 0 0 0 1 0.9396927 -0.3420201 1.00583e-7 0 0.3420201 0.9396927 6.70552e-8 0.2368227 -1.11759e-7 -1.49012e-8 1 7.45058e-9 0 0 0 1 0.9396926 0.3420202 1.11759e-8 0 -0.3420202 0.9396927 -3.72529e-8 0.2368227 -2.28174e-8 4.47035e-8 1 7.45058e-9 0 0 0 1 + 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 - + - LINEAR LINEAR LINEAR + LINEAR LINEAR LINEAR LINEAR LINEAR - + @@ -949,25 +949,25 @@ - 0.04166662 0.3333333 0.625 + 0.04166662 0.25 0.4583333 0.6666667 0.875 - + - 0.9396926 0.3420202 -2.78931e-7 0 -0.3420201 0.9396926 4.47035e-8 0.2368227 2.70084e-7 7.45058e-8 1 0 0 0 0 1 0.9396926 -0.3420202 -1.87196e-7 0 0.3420202 0.9396926 -1.49012e-8 0.2368227 1.86265e-7 -4.47035e-8 1 0 0 0 0 1 0.9396926 0.3420202 -2.78931e-7 0 -0.3420201 0.9396926 4.47035e-8 0.2368227 2.70084e-7 7.45058e-8 1 0 0 0 0 1 + 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 - + - LINEAR LINEAR LINEAR + LINEAR LINEAR LINEAR LINEAR LINEAR - + @@ -981,25 +981,25 @@ - 0.04166662 0.3333333 0.625 + 0.04166662 0.25 0.4583333 0.6666667 0.875 - + - 0.8660253 0.5 -5.58794e-8 -2.98023e-8 -0.5 0.8660254 6.70552e-8 0.147557 7.45058e-8 -1.11759e-8 1 0 0 0 0 1 0.819152 -0.5735765 9.49949e-8 -2.98023e-8 0.5735765 0.819152 -2.98023e-8 0.147557 -5.40167e-8 8.19564e-8 1 0 0 0 0 1 0.8660253 0.5 -5.58794e-8 -2.98023e-8 -0.5 0.8660254 6.70552e-8 0.147557 7.45058e-8 -1.11759e-8 1 0 0 0 0 1 + 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 - + - LINEAR LINEAR LINEAR + LINEAR LINEAR LINEAR LINEAR LINEAR - + diff --git a/include/Core/Engine.h.orig b/include/Core/Engine.h.orig new file mode 100644 index 0000000..92ef3c5 --- /dev/null +++ b/include/Core/Engine.h.orig @@ -0,0 +1,649 @@ +/* + 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 . +*/ + +#include +#include +#include + +#include "ResourceManager.h" +#include "OBJ.h" +#include "Model.h" +#include "Texture.h" +#include "EventBroker.h" +#include "RenderQueue.h" +#include "Renderer.h" +#include "InputManager.h" +//TODO: Remove includes that are only here for the temporary draw solution. +#include "World.h" +#include "CTransform.h" +#include "CTemplate.h" +#include "Core/ConfigFile.h" +#include "Core/EventBroker.h" +#include "Rendering/CModel.h" +#include "Rendering/CSprite.h" +#include "Rendering/CPointLight.h" +#include "Transform/TransformSystem.h" +#include "Sound/SoundSystem.h" +#include "Sound/CCollisionSound.h" + +#include "Game/LevelSystem.h" +#include "Game/PadSystem.h" +#include "Game/CBall.h" +#include "Game/CPad.h" +#include "Game/CLifebuoy.h" +#include "Game/CProjectile.h" +#include "Game/CBrick.h" +#include "Game/CWall.h" +#include "Game/CKraken.h" +#include "Game/CBackground.h" +#include "Game/CTravels.h" +#include "Game/CStickyAim.h" +#include "Game/BallSystem.h" +#include "Game/HitLagSystem.h" +#include "Game/TravellingSystem.h" +#include "Game/LifebuoySystem.h" +#include "Game/ProjectileSystem.h" +#include "Game/KrakenSystem.h" +#include "Game/Bricks/CPowerUpBrick.h" + +#include "Game/BrickComponents.h" + +#include "Game/EScreenShake.h" + +#include "Physics/PhysicsSystem.h" +#include "Physics/CPhysics.h" +#include "Physics/CRectangleShape.h" +#include "Physics/ESetImpulse.h" +#include "Physics/CWaterVolume.h" +#include "Physics/CParticle.h" +#include "Physics/CParticleEmitter.h" + +#include "Rendering/AnimationSystem.h" + +#include "Game/EGameStart.h" +#include "Sound/EPlaySound.h" + +#include "GUI/Frame.h" +#include "GUI/Button.h" +#include "Game/GUI/MainMenu.h" +#include "Game/GUI/HUD.h" + +namespace dd +{ + +class Engine +{ + +public: + Engine(int argc, char* argv[]) { + auto config = ResourceManager::Load("Config.ini"); + + LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue("Debug.LogLevel", 1)); + + m_EventBroker = std::make_shared(); + + m_Renderer = std::make_shared(); + m_Renderer->SetFullscreen(config->GetValue("Video.Fullscreen", false)); + m_Renderer->SetResolution(Rectangle( + 0, + 0, + config->GetValue("Video.Width", 675), + config->GetValue("Video.Height", 1080) + )); + m_Renderer->Initialize(); + + m_FrameStack = new GUI::Frame(m_EventBroker.get()); + m_FrameStack->Width = 675; + m_FrameStack->Height = 1080; + + if (config->GetValue("Debug.SkipStory", false)) { + Events::GameStart e; + m_EventBroker->Publish(e); + auto hud = new GUI::HUD(m_FrameStack, "HUD"); + } + else { + auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu"); + } + + m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker); + + m_World = std::make_shared(m_EventBroker); + + //TODO: Move this out of engine.h + m_World->ComponentFactory.Register(); + m_World->SystemFactory.Register( + [this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + + m_World->ComponentFactory.Register(); + m_World->SystemFactory.Register( + [this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + + m_World->ComponentFactory.Register(); + + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + + m_World->SystemFactory.Register( + [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->SystemFactory.Register( + [this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->Initialize(); + +<<<<<<< HEAD + //PointLightTest + { + auto t_Light = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_Light); + transform->Position = glm::vec3(-3.f, 6.f, -5.f); + transform->Sticky = true; + auto pl = m_World->AddComponent(t_Light); + pl->Radius = 20.f; + pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); + auto model = m_World->AddComponent(t_Light); + model->ModelFile = "Models/Core/UnitSphere.obj"; + m_World->CommitEntity(t_Light); + } + { + auto t_Light = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_Light); + transform->Position = glm::vec3(3.f, -5.f, -5.f); + transform->Sticky = true; + auto pl = m_World->AddComponent(t_Light); + pl->Radius = 15.f; + pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); + auto model = m_World->AddComponent(t_Light); + model->ModelFile = "Models/Core/UnitSphere.obj"; + m_World->CommitEntity(t_Light); + } + + //Halfpipe background test model. + { + auto t_halfPipe = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_halfPipe); + transform->Position = glm::vec3(0.f, 0.f, -15.f); + transform->Scale = glm::vec3(6.f, 6.f, 10.f); + transform->Sticky = false; + auto model = m_World->AddComponent(t_halfPipe); + model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; + model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f); + m_World->CommitEntity(t_halfPipe); + } + { + auto t_halfPipe = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_halfPipe); + transform->Position = glm::vec3(0.f, 34.6f, -15.f); + transform->Scale = glm::vec3(6.f, 6.f, 10.f); + transform->Sticky = false; + auto model = m_World->AddComponent(t_halfPipe); + model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; + model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f); + m_World->CommitEntity(t_halfPipe); + } + + //Background + + { + auto background = m_World->CreateEntity(); + auto transform = m_World->AddComponent(background); + transform->Position = glm::vec3(0.f, 0.f, -30.f); + transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f); + auto sprite = m_World->AddComponent(background); + sprite->SpriteFile = "Textures/Background.png"; + m_World->CommitEntity(background); + } + + // auto particleEmitter= m_World->AddComponent(Pe); + //Water test + { + auto t_waterBody = m_World->CreateEntity(); + auto transform = m_World->AddComponent(t_waterBody); + transform->Position = glm::vec3(0.f, -3.5f, -10.f); + transform->Scale = glm::vec3(7.0f, 1.5f, 1.f); + transform->Sticky = true; + auto water = m_World->AddComponent(t_waterBody); + auto body = m_World->AddComponent(t_waterBody); + m_World->CommitEntity(t_waterBody); + } + + + + + //ParticleTest + + + /*{ + auto Pe = m_World->CreateEntity(); + auto transform = m_World->AddComponent(Pe); + auto particleEmitter= m_World->AddComponent(Pe); + auto emitteSprite = m_World->AddComponent(Pe); + + transform->Position = glm::vec3(0.f, 0.f, -10.f); + emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png"; + particleEmitter->GravityScale = 0.0f; + particleEmitter->SpawnRate = 1.f; + particleEmitter->NumberOfTicks = 2; + particleEmitter->Speed = 1.f; + particleEmitter->ParticlesPerTick = 5; + particleEmitter->Spread = glm::pi()*2; + particleEmitter->EmittingAngle = glm::pi(); + particleEmitter->LifeTime = 50; + + { + auto Pt = m_World->CreateEntity(Pe); + auto PtTransform = m_World->AddComponent(Pt); + auto PtSprite = m_World->AddComponent(Pt); + auto PtParticle = m_World->AddComponent(Pt); + auto PtTemplate = m_World->AddComponent(Pt); + + //PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f); + PtTransform->Position = transform->Position; + PtSprite->SpriteFile = "Textures/Background.png"; + PtParticle->LifeTime = 3.f; + PtParticle->Flags = static_cast(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter); + } + m_World->CommitEntity(Pe); + }*/ + + //TODO: Why does the ball not collide with these bricks? + //BottomBox + { + auto BottomWall = m_World->CreateEntity(); + auto transform = m_World->AddComponent(BottomWall); + transform->Position = glm::vec3(0.f, -6.f, -10.f); + transform->Scale = glm::vec3(20.f, 0.5f, 1.f); + //std::shared_ptr sprite = m_World->AddComponent(BottomWall); + //sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; + std::shared_ptr rectangleShape = m_World->AddComponent(BottomWall); + rectangleShape->Dimensions = glm::vec2(20.f, 0.5f); + std::shared_ptr physics = m_World->AddComponent(BottomWall); + physics->CollisionType = CollisionType::Type::Static; + physics->Category = CollisionLayer::Wall; + physics->Mask = static_cast(CollisionLayer::LifeBuoy); + transform->Sticky = true; + m_World->CommitEntity(BottomWall); + } + + { + auto topWall = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(topWall); + transform->Position = glm::vec3(0.f, 6.f, -10.f); + transform->Scale = glm::vec3(20.f, 0.5f, 1.f); + + //std::shared_ptr sprite = m_World->AddComponent(topWall); + //sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; + + std::shared_ptr rectangleShape = m_World->AddComponent(topWall); + rectangleShape->Dimensions = glm::vec2(20.f, 0.5f); + + std::shared_ptr physics = m_World->AddComponent(topWall); + physics->CollisionType = CollisionType::Type::Static; + physics->Category = CollisionLayer::Wall; + physics->Mask = static_cast(CollisionLayer::Ball | CollisionLayer::Brick); + transform->Sticky = true; + + m_World->CommitEntity(topWall); + } + + { + auto leftWall = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent( + leftWall); + transform->Position = glm::vec3(-4.f, 1.f, -10.f); + transform->Scale = glm::vec3(0.5f, 20.f, 1.f); + + //std::shared_ptr sprite = m_World->AddComponent(leftWall); + //sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; + + std::shared_ptr rectangleShape = m_World->AddComponent(leftWall); + rectangleShape->Dimensions = glm::vec2(0.5f, 20.f); + + std::shared_ptr physics = m_World->AddComponent(leftWall); + physics->CollisionType = CollisionType::Type::Static; + physics->Category = CollisionLayer::Wall; + physics->Mask = static_cast(CollisionLayer::Ball | CollisionLayer::Brick); + transform->Sticky = true; + + m_World->CommitEntity(leftWall); + } + + { + auto rightWall = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent( + rightWall); + transform->Position = glm::vec3(4.f, 1.f, -10.f); + transform->Scale = glm::vec3(0.5f, 20.f, 1.f); + + //std::shared_ptr sprite = m_World->AddComponent(rightWall); + //sprite->SpriteFile = "Textures/Core/ErrorTexture.png"; + + std::shared_ptr rectangleShape = m_World->AddComponent(rightWall); + rectangleShape->Dimensions = glm::vec2(0.5f, 20.f); + + std::shared_ptr physics = m_World->AddComponent(rightWall); + physics->CollisionType = CollisionType::Type::Static; + physics->Category = CollisionLayer::Wall; + physics->Mask = static_cast(CollisionLayer::Ball | CollisionLayer::Brick); + transform->Sticky = true; + + m_World->CommitEntity(rightWall); + } + +======= + //auto particleEmitter= m_World->AddComponent(Pe); +>>>>>>> origin/master + //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart); + m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1)); + m_EventBroker->Subscribe(m_EGameStart); + + m_LastTime = glfwGetTime(); + } + + bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); } + + void Tick() + { + double currentTime = glfwGetTime(); + double dt = currentTime - m_LastTime; + m_LastTime = currentTime; + + // Update input + m_InputManager->Update(dt); + // Swap event queues to get fresh input data in the read queue + //m_EventBroker->Swap(); + + //ResourceManager::Update(); + if (m_GameIsRunning) { + m_World->Update(dt); + } else { + m_EventBroker->Process(); + } + m_EventBroker->Process(); + m_FrameStack->UpdateLayered(dt); + + m_RendererQueue.Clear(); + m_FrameStack->DrawLayered(m_RendererQueue); + //TODO Fill up the renderQueue with models (Temp fix) + if (m_GameIsRunning) { + TEMPAddToRenderQueue(); + } + + std::unique_ptr defaultCamera = nullptr; + + // Render scene + //TODO send renderqueue to draw. + m_Renderer->Draw(m_RendererQueue); + + m_EventBroker->Process(); + // Swap event queues + m_EventBroker->Swap(); + + glfwPollEvents(); + } + + std::shared_ptr m_TransformSystem; + std::shared_ptr m_LevelSystem; + + //TODO: Get this out of engine.h + void TEMPAddToRenderQueue() + { + if (!m_TransformSystem) + m_TransformSystem = m_World->GetSystem(); + + for (auto &pair : *m_World->GetEntities()) + { + EntityID entity = pair.first; + + auto templateComponent = m_World->GetComponent(entity); + if (templateComponent) + continue; + + auto transform = m_World->GetComponent(entity); + if (!transform) + continue; + + auto modelComponent = m_World->GetComponent(entity); + if (modelComponent) + { + Model* modelAsset = nullptr; + modelAsset = ResourceManager::Load(modelComponent->ModelFile); + + if (modelAsset) + { + Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); + glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position) + * glm::toMat4(absoluteTransform.Orientation) + * glm::scale(absoluteTransform.Scale); + Components::Animation* animationComponent = m_World->GetComponent(entity); + EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent); + } + } + + auto pointLightComponent = m_World->GetComponent(entity); + if (pointLightComponent) + { + Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); + EnqueuePointLight(absoluteTransform.Position, + pointLightComponent->Diffuse, + pointLightComponent->Specular, + pointLightComponent->Radius); + } + + auto parent = m_World->GetEntityParent(entity); + if(parent != 0) { + auto waterParticleComponent = m_World->GetComponent(parent); + if (waterParticleComponent) { + //TODO: Remove hardcoded color. + //TODO: Do i even need modelMatrix? + Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); + glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) + * glm::scale(absoluteTransform.Scale); + EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z); + } + } + + + auto spriteComponent = m_World->GetComponent(entity); + if (spriteComponent) + { + std::string normal = spriteComponent->NormalTexture; + std::string spec = spriteComponent->SpecularTexture; + + if (normal.empty()) { + normal = "Textures/Core/NeutralNormalMap.png"; + } + if (spec.empty()) { + spec = "Textures/Core/NeutralSpecularMap.png"; + } + auto texturediff = ResourceManager::Load(spriteComponent->SpriteFile); + auto texturenorm = ResourceManager::Load(normal); + auto texturespec = ResourceManager::Load(spec); + + + Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity); + glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1)); + glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position) + * glm::toMat4(orientation2D) + * glm::scale(absoluteTransform.Scale); + EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); + } + } + } + + //TODO: Get this out of engine.h + void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent) + { + for (auto texGroup : model->TextureGroups) + { + ModelJob job; + job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0; + job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0; + job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0; + job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0; + job.VAO = model->VAO; + job.ElementBuffer = model->ElementBuffer; + job.StartIndex = texGroup.StartIndex; + job.EndIndex = texGroup.EndIndex; + job.ModelMatrix = modelMatrix * model->m_Matrix; + job.Color = modelComponent->Color; + + if (model->m_Skeleton != nullptr) { + job.Skeleton = model->m_Skeleton; + if (animationComponent != nullptr) { + job.AnimationName = animationComponent->Name; + job.AnimationTime = animationComponent->Time; + job.NoRootMotion = animationComponent->NoRootMotion; + } + } + + m_RendererQueue.Deferred.Add(job); + } + } + + // TODO: Get this out of engine.h + void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth) + { + SpriteJob job; + job.TextureID = texture->ResourceID; + job.DiffuseTexture = *texture; + job.NormalTexture = *normalTexture; + job.SpecularTexture = *specularTexture; + job.ModelMatrix = modelMatrix; + job.Color = color; + job.Depth = depth; + + + m_RendererQueue.Forward.Add(job); + } + + void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius) + { + PointLightJob job; + job.Position = position; + job.DiffuseColor = diffuseColor; + job.SpecularColor = specularColor; + job.Radius = radius; + + m_RendererQueue.Lights.Add(job); + + } + + void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth) + { + WaterParticleJob job; + job.Position = position; + job.Color = color; + job.ModelMatrix = modelMatrix; + job.Depth = depth; + + m_RendererQueue.Forward.Add(job); + } + +private: + std::shared_ptr m_EventBroker; + GUI::Frame* m_FrameStack = nullptr; + std::shared_ptr m_Renderer; + RenderQueueCollection m_RendererQueue; + std::shared_ptr m_InputManager; + std::shared_ptr m_World; + glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f); + + //TODO: Redo + bool m_GameIsRunning = false; + dd::EventRelay m_EGameStart; + bool OnGameStart(const dd::Events::GameStart &event) + { + m_GameIsRunning = true; + //Todo: Move this + { +// dd::Events::PlaySound e; +// e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav"; +// e.IsAmbient = true; +// m_EventBroker->Publish(e); + } + { +// dd::Events::PlaySound e; +// e.FilePath = "Sounds/BGM/water-flowing.wav"; +// e.Gain = 0.3f; +// e.IsAmbient = true; +// m_EventBroker->Publish(e); + } + + return true; + }; + double m_LastTime; +}; + +}