Merge remote-tracking branch 'origin/master' into Sound
Conflicts: src/game/Sound/SoundSystem.cpp
This commit is contained in:
+235
-88
@@ -49,47 +49,60 @@
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CBoxShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "GUI/Frame.h"
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#include "GUI/Button.h"
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#include "Game/MainMenu.h"
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#include "Game/HUD.h"
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namespace dd
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{
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class Engine
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{
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public:
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Engine(int argc, char* argv[]) {
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m_EventBroker = std::make_shared<EventBroker>();
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 675;
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m_FrameStack->Height = 1080;
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auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>(
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[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::CollisionSound>();
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m_World->SystemFactory.Register<Systems::SoundSystem>([this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->SystemFactory.Register<Systems::SoundSystem>(
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[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::SoundSystem>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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@@ -98,116 +111,211 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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m_World->ComponentFactory.Register<Components::PowerUpBrick>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->SystemFactory.Register<Systems::LevelSystem>(
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[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->SystemFactory.Register<Systems::PadSystem>(
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[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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m_World->SystemFactory.Register<Systems::BallSystem>([this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->SystemFactory.Register<Systems::BallSystem>(
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[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::BallSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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/*{
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}*/
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//OctoBall
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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ball->Speed = 5.f;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Ball;
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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physics->Calculate = true;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}
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m_World->CommitEntity(ent);
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}
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//PointLightTest
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(2.f, 1.5f, -9.f);
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transform->Position = glm::vec3(-3.f, 6.f, -5.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 8.f;
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(3.f, -5.f, -5.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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//Halfpipe background test model.
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{
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auto t_halfPipe = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
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transform->Position = glm::vec3(0.f, 0.f, -13.f);
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transform->Scale = glm::vec3(5.f);
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transform->Position = glm::vec3(0.f, 0.f, -15.f);
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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//Background
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{
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auto background = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(background);
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transform->Position = glm::vec3(0.f, 0.f, -30.f);
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transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(background);
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sprite->SpriteFile = "Textures/Background.png";
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m_World->CommitEntity(background);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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auto topWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -6.f, -9.9f);
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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}
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//SideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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// //OtherSideBox
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// {
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// auto topWall = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
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// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
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// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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// topWall);
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// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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// physics->Static = true;
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// m_World->CommitEntity(topWall);
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// }
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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topWall);
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transform->Position = glm::vec3(0.f, 6.f, -10.f);
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transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
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leftWall);
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transform->Position = glm::vec3(-4.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
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leftWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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physics->Category = CollisionLayer::Type::Wall;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
|
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
rightWall);
|
||||
transform->Position = glm::vec3(4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
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||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
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physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
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m_World->CommitEntity(rightWall);
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}
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@@ -216,18 +324,27 @@ public:
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
|
||||
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine.obj";
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
m_LastTime = glfwGetTime();
|
||||
|
||||
//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()); }
|
||||
@@ -238,39 +355,32 @@ public:
|
||||
double dt = currentTime - m_LastTime;
|
||||
m_LastTime = currentTime;
|
||||
|
||||
ResourceManager::Update();
|
||||
|
||||
// Update input
|
||||
m_InputManager->Update(dt);
|
||||
// Swap event queues to get fresh input data in the read queue
|
||||
//m_EventBroker->Swap();
|
||||
|
||||
m_World->Update(dt);
|
||||
|
||||
|
||||
//
|
||||
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
|
||||
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
|
||||
// }
|
||||
//
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
// TEMPAddToRenderQueue();
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
// m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
|
||||
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
|
||||
ResourceManager::Update();
|
||||
if (m_GameIsRunning) {
|
||||
m_World->Update(dt);
|
||||
}
|
||||
m_EventBroker->Process<GUI::Frame>();
|
||||
m_FrameStack->UpdateLayered(dt);
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
m_FrameStack->DrawLayered(m_RendererQueue);
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
TEMPAddToRenderQueue();
|
||||
if (m_GameIsRunning) {
|
||||
TEMPAddToRenderQueue();
|
||||
}
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Clear();
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
@@ -281,12 +391,9 @@ public:
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
@@ -315,8 +422,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: Add LightLoadShit
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent)
|
||||
{
|
||||
@@ -327,6 +432,19 @@ public:
|
||||
pointLightComponent->Radius);
|
||||
}
|
||||
|
||||
auto parent = m_World->GetEntityParent(entity);
|
||||
if(parent != 0) {
|
||||
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(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<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
@@ -355,7 +473,6 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
m_RendererQueue.Sort();
|
||||
}
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
@@ -374,7 +491,6 @@ public:
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
job.Color = color;
|
||||
job.fileName = fileName;
|
||||
|
||||
m_RendererQueue.Deferred.Add(job);
|
||||
}
|
||||
@@ -408,15 +524,46 @@ public:
|
||||
|
||||
}
|
||||
|
||||
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<ResourceManager> m_ResourceManager;
|
||||
std::shared_ptr<EventBroker> m_EventBroker;
|
||||
GUI::Frame* m_FrameStack = nullptr;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
|
||||
//TODO: Redo
|
||||
bool m_GameIsRunning = false;
|
||||
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
||||
bool OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
m_GameIsRunning = true;
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.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);
|
||||
}
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,562 @@
|
||||
/*
|
||||
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 <string>
|
||||
#include <sstream>
|
||||
#include <Sound/CCollisionSound.h>
|
||||
|
||||
#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 "Core/EventBroker.h"
|
||||
#include "Rendering/CModel.h"
|
||||
#include "Rendering/CSprite.h"
|
||||
#include "CTemplate.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/CBrick.h"
|
||||
#include "Game/BallSystem.h"
|
||||
#include "Game/Bricks/CPowerUpBrick.h"
|
||||
|
||||
#include "Physics/PhysicsSystem.h"
|
||||
#include "Physics/CPhysics.h"
|
||||
#include "Physics/CRectangleShape.h"
|
||||
#include "Physics/ESetImpulse.h"
|
||||
#include "Physics/CWaterVolume.h"
|
||||
|
||||
#include "Game/EGameStart.h"
|
||||
#include "Sound/EPlaySound.h"
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/Button.h"
|
||||
#include "Game/MainMenu.h"
|
||||
#include "Game/HUD.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
|
||||
class Engine
|
||||
{
|
||||
|
||||
public:
|
||||
Engine(int argc, char* argv[]) {
|
||||
m_EventBroker = std::make_shared<EventBroker>();
|
||||
|
||||
m_Renderer = std::make_shared<Renderer>();
|
||||
m_Renderer->SetFullscreen(false);
|
||||
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
|
||||
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
|
||||
m_Renderer->Initialize();
|
||||
|
||||
m_FrameStack = new GUI::Frame(m_EventBroker.get());
|
||||
m_FrameStack->Width = 675;
|
||||
m_FrameStack->Height = 1080;
|
||||
auto hud = new GUI::HUD(m_FrameStack, "HUD");
|
||||
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
|
||||
|
||||
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
|
||||
|
||||
m_World = std::make_shared<World>(m_EventBroker);
|
||||
|
||||
//TODO: Move this out of engine.h
|
||||
m_World->ComponentFactory.Register<Components::Transform>();
|
||||
m_World->SystemFactory.Register<Systems::TransformSystem>(
|
||||
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::TransformSystem>();
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::CollisionSound>();
|
||||
m_World->SystemFactory.Register<Systems::SoundSystem>(
|
||||
[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::SoundSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Sprite>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::RectangleShape>();
|
||||
m_World->ComponentFactory.Register<Components::Physics>();
|
||||
m_World->ComponentFactory.Register<Components::Ball>();
|
||||
m_World->ComponentFactory.Register<Components::Brick>();
|
||||
m_World->ComponentFactory.Register<Components::Pad>();
|
||||
m_World->ComponentFactory.Register<Components::Life>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::PowerUp>();
|
||||
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
|
||||
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PhysicsSystem>();
|
||||
|
||||
m_World->SystemFactory.Register<Systems::LevelSystem>(
|
||||
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::LevelSystem>();
|
||||
m_World->SystemFactory.Register<Systems::PadSystem>(
|
||||
[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::PadSystem>();
|
||||
m_World->SystemFactory.Register<Systems::BallSystem>(
|
||||
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
|
||||
m_World->AddSystem<Systems::BallSystem>();
|
||||
|
||||
m_World->ComponentFactory.Register<Components::Model>();
|
||||
m_World->ComponentFactory.Register<Components::Template>();
|
||||
m_World->ComponentFactory.Register<Components::PointLight>();
|
||||
m_World->ComponentFactory.Register<Components::WaterVolume>();
|
||||
m_World->Initialize();
|
||||
|
||||
|
||||
//OctoBall
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
|
||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||
std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
|
||||
ball->Speed = 5.f;
|
||||
<<<<<<< HEAD
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Ball;
|
||||
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||
physics->Calculate = true;
|
||||
=======
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
>>>>>>> origin/master
|
||||
|
||||
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||
plight->Radius = 2.f;
|
||||
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
//PointLightTest
|
||||
{
|
||||
auto t_Light = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
|
||||
transform->Position = glm::vec3(2.f, 1.5f, -9.f);
|
||||
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
|
||||
pl->Radius = 8.f;
|
||||
m_World->CommitEntity(t_Light);
|
||||
}
|
||||
|
||||
//Halfpipe background test model.
|
||||
{
|
||||
auto t_halfPipe = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
|
||||
transform->Position = glm::vec3(0.f, 0.f, -15.f);
|
||||
transform->Scale = glm::vec3(15.f);
|
||||
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
|
||||
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
|
||||
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
|
||||
m_World->CommitEntity(t_halfPipe);
|
||||
}
|
||||
|
||||
//Background
|
||||
{
|
||||
auto background = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(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<Components::Sprite>(background);
|
||||
sprite->SpriteFile = "Textures/Background.png";
|
||||
m_World->CommitEntity(background);
|
||||
}
|
||||
|
||||
//Water test
|
||||
{
|
||||
auto t_waterBody = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
|
||||
transform->Position = glm::vec3(0.f, -4.5f, -10.f);
|
||||
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
|
||||
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
|
||||
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
|
||||
m_World->CommitEntity(t_waterBody);
|
||||
}
|
||||
//TODO: Why does the ball not collide with these bricks?
|
||||
//BottomBox
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
auto transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
transform->Position = glm::vec3(0.f, -6.f, -9.9f);
|
||||
transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
//SideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
// //OtherSideBox
|
||||
// {
|
||||
// auto topWall = m_World->CreateEntity();
|
||||
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
|
||||
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
|
||||
// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
|
||||
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
// topWall);
|
||||
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
// physics->Static = true;
|
||||
// m_World->CommitEntity(topWall);
|
||||
// }
|
||||
|
||||
{
|
||||
auto topWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
topWall);
|
||||
transform->Position = glm::vec3(0.f, 6.f, -10.f);
|
||||
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
topWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(topWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto leftWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
leftWall);
|
||||
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
leftWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(leftWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto rightWall = m_World->CreateEntity();
|
||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
|
||||
rightWall);
|
||||
transform->Position = glm::vec3(4.f, 1.f, -10.f);
|
||||
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
|
||||
|
||||
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
|
||||
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
|
||||
|
||||
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
|
||||
rightWall);
|
||||
|
||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
|
||||
physics->Static = true;
|
||||
physics->Category = CollisionLayer::Type::Wall;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
|
||||
|
||||
m_World->CommitEntity(rightWall);
|
||||
}
|
||||
|
||||
{
|
||||
auto ent = m_World->CreateEntity();
|
||||
m_World->SetProperty(ent, "Name", "Pad");
|
||||
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
|
||||
ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
|
||||
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
|
||||
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
|
||||
auto physics = m_World->AddComponent<Components::Physics>(ent);
|
||||
physics->Static = false;
|
||||
physics->Category = CollisionLayer::Type::Pad;
|
||||
physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
|
||||
physics->Calculate = true;
|
||||
auto cModel = m_World->AddComponent<Components::Model>(ent);
|
||||
cModel->ModelFile = "Models/Submarine2.obj";
|
||||
|
||||
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||
m_World->CommitEntity(ent);
|
||||
}
|
||||
|
||||
|
||||
//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);
|
||||
}
|
||||
m_EventBroker->Process<GUI::Frame>();
|
||||
m_FrameStack->UpdateLayered(dt);
|
||||
|
||||
m_RendererQueue.Clear();
|
||||
m_FrameStack->DrawLayered(m_RendererQueue);
|
||||
//TODO Fill up the renderQueue with models (Temp fix)
|
||||
if (m_GameIsRunning) {
|
||||
TEMPAddToRenderQueue();
|
||||
}
|
||||
|
||||
// Render scene
|
||||
//TODO send renderqueue to draw.
|
||||
m_Renderer->Draw(m_RendererQueue);
|
||||
|
||||
m_EventBroker->Process<Engine>();
|
||||
// Swap event queues
|
||||
m_EventBroker->Swap();
|
||||
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
|
||||
|
||||
//TODO: Get this out of engine.h
|
||||
void TEMPAddToRenderQueue()
|
||||
{
|
||||
if (!m_TransformSystem)
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
|
||||
if (templateComponent)
|
||||
continue;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent)
|
||||
{
|
||||
Model* modelAsset = nullptr;
|
||||
modelAsset = ResourceManager::Load<Model>(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);
|
||||
EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(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<Components::WaterVolume>(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<Components::Sprite>(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<Texture>(spriteComponent->SpriteFile);
|
||||
auto texturenorm = ResourceManager::Load<Texture>(normal);
|
||||
auto texturespec = ResourceManager::Load<Texture>(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, float transparent, glm::vec4 color, std::string fileName)
|
||||
{
|
||||
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;
|
||||
job.Color = color;
|
||||
|
||||
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<EventBroker> m_EventBroker;
|
||||
GUI::Frame* m_FrameStack = nullptr;
|
||||
std::shared_ptr<Renderer> m_Renderer;
|
||||
RenderQueueCollection m_RendererQueue;
|
||||
std::shared_ptr<InputManager> m_InputManager;
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
//TODO: Redo
|
||||
bool m_GameIsRunning = false;
|
||||
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
|
||||
bool OnGameStart(const dd::Events::GameStart &event)
|
||||
{
|
||||
m_GameIsRunning = true;
|
||||
//Todo: Move this
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
{
|
||||
dd::Events::PlaySound e;
|
||||
e.path = "Sounds/BGM/water-flowing.wav";
|
||||
e.volume = 0.3f;
|
||||
e.isAmbient = true;
|
||||
m_EventBroker->Publish(e);
|
||||
}
|
||||
};
|
||||
double m_LastTime;
|
||||
};
|
||||
|
||||
}
|
||||
@@ -119,7 +119,7 @@ public:
|
||||
template <typename ContextType>
|
||||
int Process();
|
||||
int Process(std::string contextTypeName);
|
||||
void Clear();
|
||||
void Swap();
|
||||
void Unsubscribe(BaseEventRelay &relay);
|
||||
|
||||
private:
|
||||
|
||||
@@ -33,9 +33,6 @@ class PNG : public Image
|
||||
public:
|
||||
PNG(std::string path);
|
||||
~PNG();
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
@@ -22,8 +22,9 @@
|
||||
#include <cstdint>
|
||||
#include <forward_list>
|
||||
|
||||
#include "Texture.h"
|
||||
#include "Model.h"
|
||||
#include "Core/Util/Rectangle.h"
|
||||
#include "Core/Texture.h"
|
||||
#include "Core/Model.h"
|
||||
|
||||
namespace dd
|
||||
{
|
||||
@@ -52,8 +53,8 @@ struct ModelJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
std::string fileName;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -90,6 +91,8 @@ struct SpriteJob : RenderJob
|
||||
unsigned int ShaderID;
|
||||
unsigned int TextureID;
|
||||
|
||||
glm::mat4 ProjectionMatrix;
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ModelMatrix;
|
||||
GLuint DiffuseTexture;
|
||||
GLuint NormalTexture;
|
||||
@@ -115,6 +118,30 @@ struct PointLightJob : RenderJob
|
||||
}
|
||||
};
|
||||
|
||||
struct FrameJob : SpriteJob
|
||||
{
|
||||
Rectangle Scissor;
|
||||
Rectangle Viewport;
|
||||
std::string Name;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct WaterParticleJob : RenderJob
|
||||
{
|
||||
glm::vec3 Position;
|
||||
glm::vec4 Color;
|
||||
glm::mat4 ModelMatrix;
|
||||
|
||||
void CalculateHash() override
|
||||
{
|
||||
Hash = 0;
|
||||
}
|
||||
};
|
||||
|
||||
class RenderQueue
|
||||
{
|
||||
public:
|
||||
@@ -122,7 +149,8 @@ public:
|
||||
void Add(T &job)
|
||||
{
|
||||
job.CalculateHash();
|
||||
Jobs.push_front(std::shared_ptr<T>(new T(job)));
|
||||
Jobs.push_back(std::shared_ptr<T>(new T(job)));
|
||||
m_Size++;
|
||||
}
|
||||
|
||||
void Sort()
|
||||
@@ -133,19 +161,24 @@ public:
|
||||
void Clear()
|
||||
{
|
||||
Jobs.clear();
|
||||
m_Size = 0;
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
int Size() const { return m_Size; }
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
|
||||
{
|
||||
return Jobs.begin();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
std::list<std::shared_ptr<RenderJob>>::const_iterator end()
|
||||
{
|
||||
return Jobs.end();
|
||||
}
|
||||
|
||||
std::forward_list<std::shared_ptr<RenderJob>> Jobs;
|
||||
std::list<std::shared_ptr<RenderJob>> Jobs;
|
||||
|
||||
private:
|
||||
int m_Size = 0;
|
||||
};
|
||||
|
||||
struct RenderQueueCollection
|
||||
@@ -153,12 +186,14 @@ struct RenderQueueCollection
|
||||
RenderQueue Deferred;
|
||||
RenderQueue Forward;
|
||||
RenderQueue Lights;
|
||||
RenderQueue GUI;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Deferred.Clear();
|
||||
Forward.Clear();
|
||||
Lights.Clear();
|
||||
GUI.Clear();
|
||||
}
|
||||
|
||||
void Sort()
|
||||
@@ -166,6 +201,7 @@ struct RenderQueueCollection
|
||||
Deferred.Sort();
|
||||
Forward.Sort();
|
||||
Lights.Sort();
|
||||
GUI.Sort();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
@@ -72,12 +72,15 @@ private:
|
||||
ShaderProgram* m_spDeferred3;
|
||||
ShaderProgram* m_spForward;
|
||||
ShaderProgram* m_spScreen;
|
||||
ShaderProgram* t_m_spWater;
|
||||
ShaderProgram* t_m_spWater2;
|
||||
|
||||
GLuint m_ScreenQuad = 0;
|
||||
Model* m_UnitSphere = nullptr;
|
||||
Model* m_UnitQuad = nullptr;
|
||||
Texture* m_StandardNormal;
|
||||
Texture* m_StandardSpecular;
|
||||
Texture* t_m_WhiteSphereTexture;
|
||||
|
||||
GLuint m_rbDepthBuffer = 0;
|
||||
GLuint m_fbDeferred1 = 0;
|
||||
@@ -89,11 +92,23 @@ private:
|
||||
GLuint m_tLighting = 0;
|
||||
GLuint m_fbDeferred3 = 0;
|
||||
GLuint m_tFinal = 0;
|
||||
//Water GTexture
|
||||
GLuint t_m_Gwater = 0;
|
||||
//Water blur texture
|
||||
GLuint t_m_BWater;
|
||||
GLuint t_m_BWater2;
|
||||
//WAterpass Framebuffer
|
||||
GLuint t_m_fbWater;
|
||||
//Waterpass Framebuffer
|
||||
GLuint t_m_fbWaterBlur;
|
||||
GLuint t_m_fbWaterBlur2;
|
||||
|
||||
|
||||
GLuint m_CurrentScreenBuffer = 0;
|
||||
void LoadShaders();
|
||||
void CreateBuffers();
|
||||
GLuint CreateQuad();
|
||||
GLuint CreateWaterParticleVAO(RenderQueue &particles);
|
||||
|
||||
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
|
||||
|
||||
@@ -101,6 +116,8 @@ private:
|
||||
void DrawForward(RenderQueue &objects, RenderQueue &lights);
|
||||
void DrawScene(RenderQueue &objects, ShaderProgram &program);
|
||||
void DrawLightSpheres(RenderQueue &lights);
|
||||
void DrawWater(RenderQueue &objects);
|
||||
void DrawGUI(RenderQueue& rq);
|
||||
void DebugKeys();
|
||||
};
|
||||
|
||||
|
||||
@@ -43,6 +43,9 @@ public:
|
||||
|
||||
operator GLuint() const { return m_Texture; }
|
||||
|
||||
unsigned int Width = 0;
|
||||
unsigned int Height = 0;
|
||||
|
||||
private:
|
||||
GLuint m_Texture = 0;
|
||||
};
|
||||
|
||||
@@ -44,29 +44,30 @@ struct Rectangle
|
||||
int Height;
|
||||
|
||||
virtual int Left() const { return X; }
|
||||
void SetLeft(int left)
|
||||
virtual void SetLeft(int left)
|
||||
{
|
||||
Width += X - left;
|
||||
//Width += X - left;
|
||||
X = left;
|
||||
}
|
||||
virtual int Right() const { return X + Width; }
|
||||
void SetRight(int right)
|
||||
virtual void SetRight(int right)
|
||||
{
|
||||
Width = right - X;
|
||||
}
|
||||
virtual int Top() const { return Y; }
|
||||
void SetTop(int top)
|
||||
virtual void SetTop(int top)
|
||||
{
|
||||
Height += Y - top;
|
||||
//Height += Y - top;
|
||||
Y = top;
|
||||
}
|
||||
virtual int Bottom() const { return Y + Height; }
|
||||
int SetBottom(int bottom)
|
||||
virtual void SetBottom(int bottom)
|
||||
{
|
||||
Height = bottom - Y;
|
||||
}
|
||||
|
||||
Rectangle& operator+=(const Rectangle &rhs) {
|
||||
Rectangle& operator+=(const Rectangle &rhs)
|
||||
{
|
||||
SetLeft(std::min(Left(), rhs.Left()));
|
||||
SetRight(std::max(Right(), rhs.Right()));
|
||||
SetTop(std::min(Top(), rhs.Top()));
|
||||
|
||||
Reference in New Issue
Block a user