Merge remote-tracking branch 'origin/master' into Sound

This commit is contained in:
Stiffly
2015-09-15 16:09:42 +02:00
18 changed files with 491 additions and 102 deletions
+36 -18
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@@ -87,6 +87,7 @@ public:
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->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
@@ -103,22 +104,13 @@ public:
//TODO: Remove tobias light-test code.
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
/*{
}*/
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.5f, 0.f, -10.f);
transform->Position = glm::vec3(0.5f, 0.f, -9.9f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
@@ -142,11 +134,33 @@ public:
m_EventBroker->Publish(e);
}
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Ball.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto t_BrickWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
transform->Position = glm::vec3(0.4f, 0.f, -9.5f);
auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
//TODO: Rename SpriteFile to DiffuseTexture or similar.
sprite->SpriteFile = "Textures/Ball.png";
sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
}
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
transform->Position = glm::vec3(0.f, 5.f, -10.f);
transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
transform->Position = glm::vec3(0.f, 6.f, -10.f);
transform->Scale = glm::vec3(18.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
@@ -196,7 +210,7 @@ public:
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, -3.f, -10.f);
transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
transform->Scale = glm::vec3(8.f, 0.5f, 1.f);
transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
@@ -348,7 +362,7 @@ public:
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
}
}
@@ -371,13 +385,15 @@ public:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
job.Color = color;
//TODO: This Depth is probably wrong.
job.Depth = (glm::vec4(1,1,1,0) * modelMatrix).z;
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)
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
@@ -386,8 +402,10 @@ public:
job.SpecularTexture = *specularTexture;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.Depth = depth;
m_RendererQueue.Deferred.Add(job);
m_RendererQueue.Forward.Add(job);
}
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
+2
View File
@@ -93,6 +93,8 @@ private:
void CreateBuffers();
GLuint CreateQuad();
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
void DrawDeferred(RenderQueue &objects, RenderQueue &lights);
void DrawForward(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
+1 -1
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@@ -15,7 +15,7 @@ namespace Components
struct Ball : Component
{
int number = 0;
};
}
+26
View File
@@ -0,0 +1,26 @@
//
// Created by Administrator on 2015-09-15.
//
#ifndef DAYDREAM_CLIFE_H
#define DAYDREAM_CLIFE_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct Life : Component {
int number = 0;
};
}
}
#endif //DAYDREAM_CLIFE_H
+27
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@@ -0,0 +1,27 @@
//
// Created by Administrator on 2015-09-15.
//
#ifndef DAYDREAM_ELIFELOST_H
#define DAYDREAM_ELIFELOST_H
#include "Core/EventBroker.h"
#include "Core/Entity.h"
namespace dd
{
namespace Events
{
struct LifeLost : Event
{
EntityID entity;
};
}
}
#endif //DAYDREAM_ELIFELOST_H
+14 -2
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@@ -9,13 +9,17 @@
#include "Core/CTransform.h"
#include "Rendering/CSprite.h"
#include "Game/CBrick.h"
#include "Physics/EContact.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Physics/CBoxShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
@@ -47,6 +51,7 @@ public:
void Initialize() override;
void CreateBasicLevel(int, int, glm::vec2, int);
void CreateLife(int);
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
void LoadLevel(char[20]);
void CreateBrick(int, int, glm::vec2, int, int);
@@ -56,12 +61,17 @@ public:
void EndLevel();
void Update(double dt);
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
int lives = 3;
int pastLives = 3;
private:
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
bool OnContact(const dd::Events::Contact &event);
bool LifeLost(const dd::Events::LifeLost &event);
bool m_Initialized = false;
@@ -70,6 +80,8 @@ private:
int tLines = 8;
glm::vec2 tSpaceBetweenBricks = glm::vec2(2, 0.5);
int tSpaceToEdge = 0;
EntityID entityToRemove = NULL;
};
}
+15 -5
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@@ -7,19 +7,22 @@
#include "Core/InputController.h"
#include "Core/System.h"
#include "Core/Component.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/EKeyDown.h"
#include "Core/EKeyUp.h"
#include "Input/EBindKey.h"
#include "Physics/EContact.h"
#include "Core/CTransform.h"
#include "Physics/CBoxShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Rendering/CSprite.h"
#include "Game/CBall.h"
#include "Core/Component.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CCircleShape.h"
#include "Game/ELifeLost.h"
namespace dd
@@ -37,19 +40,26 @@ public:
void Initialize() override;
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
dd::EventRelay<PadSystem, dd::Events::KeyDown> m_EKeyDown;
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
dd::EventRelay<PadSystem, dd::Events::LifeLost> m_ELifeLost;
bool OnKeyDown(const dd::Events::KeyDown &event);
bool OnKeyUp(const dd::Events::KeyUp &event);
bool OnContact(const dd::Events::Contact &event);
bool LifeLost(const dd::Events::LifeLost &event);
EntityID removeThisObject = NULL;
float slowdownModifier = 5.f;
float accelerationSpeed = 80.f;
float maxSpeed = 40.f;
@@ -59,7 +69,7 @@ private:
EntityID ent = 0;
Components::Transform* transform;
glm::vec3 acceleration = glm::vec3(0.f, 0.f, 0.f);
bool left = false, right = false;
bool left = false, right = false, replaceBall = false;
};
class PadSystem::PadSteeringInputController : InputController<PadSystem>
+3
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@@ -55,6 +55,8 @@ private:
b2Vec2 m_Gravity;
b2World* m_PhysicsWorld;
float m_TimeStep;
float m_Accumulator;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
@@ -78,6 +80,7 @@ private:
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)