Merge branch 'master' into gui
This commit is contained in:
Regular → Executable
+52
-31
@@ -52,6 +52,8 @@
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#include "Physics/CRectangleShape.h"
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/EGameStart.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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#include "Sound/EPlaySound.h"
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@@ -111,10 +113,6 @@ public:
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m_World->ComponentFactory.Register<Components::PowerUp>();
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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->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::LevelSystem>(
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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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[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->AddSystem<Systems::LevelSystem>();
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@@ -124,11 +122,16 @@ public:
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m_World->SystemFactory.Register<Systems::BallSystem>(
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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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[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->AddSystem<Systems::BallSystem>();
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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->ComponentFactory.Register<Components::Model>();
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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::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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m_World->Initialize();
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@@ -136,7 +139,7 @@ public:
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{
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{
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auto ent = m_World->CreateEntity();
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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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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->Position = glm::vec3(-0.f, 0.26f, -10.f);
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transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
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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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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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@@ -150,8 +153,8 @@ public:
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physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
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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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physics->Calculate = true;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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//auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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//plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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m_World->CommitEntity(ent);
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}
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}
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@@ -165,7 +168,7 @@ public:
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pl->Radius = 20.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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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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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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m_World->CommitEntity(t_Light);
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}
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}
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{
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{
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@@ -176,7 +179,7 @@ public:
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pl->Radius = 15.f;
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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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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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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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m_World->CommitEntity(t_Light);
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}
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}
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@@ -188,7 +191,7 @@ public:
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transform->Scale = glm::vec3(6.f, 6.f, 10.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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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->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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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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m_World->CommitEntity(t_halfPipe);
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}
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}
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@@ -203,6 +206,44 @@ public:
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m_World->CommitEntity(background);
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m_World->CommitEntity(background);
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}
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}
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//ParticleTest
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// {
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||||||
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// auto Pe = m_World->CreateEntity();
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||||||
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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// particleEmitter->SpawnRate = 1.0f;
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//
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// {
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// auto Pt = m_World->CreateEntity(Pe);
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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// PtTransform->Position = transform->Position;
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// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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// PtParticle->LifeTime = 1000.f;
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// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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// }
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// m_World->CommitEntity(Pe);
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// }
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// {
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// auto Pt = m_World->CreateEntity();
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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//
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// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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// PtSprite->SpriteFile = "Textures/Ball.png";
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// }
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//Water test
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//Water test
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{
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{
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auto t_waterBody = m_World->CreateEntity();
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auto t_waterBody = m_World->CreateEntity();
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@@ -213,6 +254,7 @@ public:
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auto body = m_World->AddComponent<Components::RectangleShape>(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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m_World->CommitEntity(t_waterBody);
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}
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}
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//TODO: Why does the ball not collide with these bricks?
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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//BottomBox
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{
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{
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@@ -320,25 +362,6 @@ public:
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m_World->CommitEntity(rightWall);
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m_World->CommitEntity(rightWall);
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}
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}
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
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ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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physics->Category = CollisionLayer::Type::Pad;
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physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::PowerUp;
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physics->Calculate = true;
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auto cModel = m_World->AddComponent<Components::Model>(ent);
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cModel->ModelFile = "Models/Submarine2.obj";
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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m_World->CommitEntity(ent);
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}
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
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@@ -449,7 +472,6 @@ public:
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
|
if (spriteComponent)
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||||||
{
|
{
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||||||
|
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||||||
std::string normal = spriteComponent->NormalTexture;
|
std::string normal = spriteComponent->NormalTexture;
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||||||
std::string spec = spriteComponent->SpecularTexture;
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std::string spec = spriteComponent->SpecularTexture;
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||||||
|
|
||||||
@@ -472,7 +494,6 @@ public:
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|||||||
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
|
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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||||||
}
|
}
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||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
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|
|
||||||
//TODO: Get this out of engine.h
|
//TODO: Get this out of engine.h
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||||||
|
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+26
-38
@@ -16,8 +16,8 @@
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|||||||
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#ifndef Renderer_h__
|
#ifndef DD_RENDERER_H__
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||||||
#define Renderer_h__
|
#define DD_RENDERER_H__
|
||||||
|
|
||||||
#include "Util/Rectangle.h"
|
#include "Util/Rectangle.h"
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||||||
#include "Camera.h"
|
#include "Camera.h"
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||||||
@@ -30,8 +30,6 @@ namespace dd
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|||||||
class Renderer
|
class Renderer
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||||||
{
|
{
|
||||||
public:
|
public:
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||||||
//Render();
|
|
||||||
|
|
||||||
GLFWwindow* Window() const { return m_Window; }
|
GLFWwindow* Window() const { return m_Window; }
|
||||||
Rectangle Resolution() const { return m_Resolution; }
|
Rectangle Resolution() const { return m_Resolution; }
|
||||||
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
|
void SetResolution(const Rectangle& resolution) { m_Resolution = resolution; }
|
||||||
@@ -39,8 +37,6 @@ public:
|
|||||||
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
|
||||||
bool VSYNC() const { return m_VSYNC; }
|
bool VSYNC() const { return m_VSYNC; }
|
||||||
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
|
||||||
//void SetViewport(const Rectangle& viewport) { m_Viewport = viewport; }
|
|
||||||
//void SetScissor(const Rectangle& scissor) { m_Scissor = scissor; }
|
|
||||||
const dd::Camera* Camera() const { return m_Camera; }
|
const dd::Camera* Camera() const { return m_Camera; }
|
||||||
void SetCamera(const dd::Camera* camera)
|
void SetCamera(const dd::Camera* camera)
|
||||||
{
|
{
|
||||||
@@ -50,7 +46,6 @@ public:
|
|||||||
m_Camera = camera;
|
m_Camera = camera;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Initialize();
|
void Initialize();
|
||||||
void Draw(RenderQueueCollection& rq);
|
void Draw(RenderQueueCollection& rq);
|
||||||
|
|
||||||
@@ -58,8 +53,6 @@ private:
|
|||||||
Rectangle m_Resolution = Rectangle(1280, 720);
|
Rectangle m_Resolution = Rectangle(1280, 720);
|
||||||
bool m_Fullscreen = false;
|
bool m_Fullscreen = false;
|
||||||
bool m_VSYNC = false;
|
bool m_VSYNC = false;
|
||||||
//Rectangle m_Viewport;
|
|
||||||
//Rectangle m_Scissor;
|
|
||||||
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
|
||||||
const dd::Camera* m_Camera = nullptr;
|
const dd::Camera* m_Camera = nullptr;
|
||||||
|
|
||||||
@@ -67,42 +60,37 @@ private:
|
|||||||
std::string m_GLVendor;
|
std::string m_GLVendor;
|
||||||
GLFWwindow* m_Window = nullptr;
|
GLFWwindow* m_Window = nullptr;
|
||||||
|
|
||||||
ShaderProgram* m_spDeferred1;
|
ShaderProgram* m_SpDeferred1;
|
||||||
ShaderProgram* m_spDeferred2;
|
ShaderProgram* m_SpDeferred2;
|
||||||
ShaderProgram* m_spDeferred3;
|
ShaderProgram* m_SpDeferred3;
|
||||||
ShaderProgram* m_spForward;
|
ShaderProgram* m_SpForward;
|
||||||
ShaderProgram* m_spScreen;
|
ShaderProgram* m_SpScreen;
|
||||||
ShaderProgram* t_m_spWater;
|
ShaderProgram* m_SpWater;
|
||||||
ShaderProgram* t_m_spWater2;
|
ShaderProgram* m_SpWater2;
|
||||||
|
|
||||||
GLuint m_ScreenQuad = 0;
|
GLuint m_ScreenQuad = 0;
|
||||||
Model* m_UnitSphere = nullptr;
|
Model* m_UnitSphere = nullptr;
|
||||||
Model* m_UnitQuad = nullptr;
|
Model* m_UnitQuad = nullptr;
|
||||||
Texture* m_StandardNormal;
|
Texture* m_StandardNormal;
|
||||||
Texture* m_StandardSpecular;
|
Texture* m_StandardSpecular;
|
||||||
Texture* t_m_WhiteSphereTexture;
|
Texture* m_WhiteSphereTexture;
|
||||||
|
|
||||||
GLuint m_rbDepthBuffer = 0;
|
|
||||||
GLuint m_fbDeferred1 = 0;
|
|
||||||
GLuint m_GDiffuse = 0;
|
|
||||||
GLuint m_GPosition = 0;
|
|
||||||
GLuint m_GNormal = 0;
|
|
||||||
GLuint m_GSpecular = 0;
|
|
||||||
GLuint m_fbDeferred2 = 0;
|
|
||||||
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_RbDepthBuffer = 0; //DepthBuffer Texture
|
||||||
|
GLuint m_FbDeferred1 = 0; //Framebuffer for first pass
|
||||||
|
GLuint m_GDiffuse = 0; //Texture for diffuseColors
|
||||||
|
GLuint m_GPosition = 0; //Texture for positions
|
||||||
|
GLuint m_GNormal = 0; //Texture for normals
|
||||||
|
GLuint m_GSpecular = 0; //Texture for specular
|
||||||
|
GLuint m_FbDeferred2 = 0; //Framebuffer that handles the lighting pass
|
||||||
|
GLuint m_TLighting = 0; //Texture for the lighting pass
|
||||||
|
GLuint m_FbDeferred3 = 0; //Frambuffer for handling the last pass.
|
||||||
|
GLuint m_TFinal = 0; //Final Texture to be printed to screen
|
||||||
|
GLuint m_Gwater = 0; //Water Color Texture
|
||||||
|
GLuint m_BWater; //Water blur texture
|
||||||
|
GLuint m_BWater2; //Water blur texture
|
||||||
|
GLuint m_FbWater; //Waterpass Framebuffer
|
||||||
|
GLuint m_FbWaterBlur; //Waterpass Framebuffer
|
||||||
|
GLuint m_FbWaterBlur2; //Waterpass Framebuffer
|
||||||
|
|
||||||
GLuint m_CurrentScreenBuffer = 0;
|
GLuint m_CurrentScreenBuffer = 0;
|
||||||
void LoadShaders();
|
void LoadShaders();
|
||||||
|
|||||||
@@ -5,15 +5,30 @@
|
|||||||
#include "Core/World.h"
|
#include "Core/World.h"
|
||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
#include "Core/CTransform.h"
|
#include "Core/CTransform.h"
|
||||||
|
#include "Core/CTemplate.h"
|
||||||
|
#include "Physics/CPhysics.h"
|
||||||
|
#include "Physics/CCircleShape.h"
|
||||||
#include "Physics/EContact.h"
|
#include "Physics/EContact.h"
|
||||||
|
#include "Rendering/CModel.h"
|
||||||
|
#include "Rendering/CPointLight.h"
|
||||||
#include "Game/CBall.h"
|
#include "Game/CBall.h"
|
||||||
#include "Game/CPowerUp.h"
|
#include "Game/CPowerUp.h"
|
||||||
|
#include "Game/CLife.h"
|
||||||
|
#include "Game/ELifeLost.h"
|
||||||
|
#include "Game/EComboEvent.h"
|
||||||
|
#include "Game/EResetBall.h"
|
||||||
|
#include "Game/EMultiBall.h"
|
||||||
|
#include "Game/EMultiBallLost.h"
|
||||||
|
#include "Game/EGameOver.h"
|
||||||
|
|
||||||
namespace dd {
|
namespace dd
|
||||||
|
{
|
||||||
|
|
||||||
namespace Systems {
|
namespace Systems
|
||||||
|
{
|
||||||
|
|
||||||
class BallSystem : public System {
|
class BallSystem : public System
|
||||||
|
{
|
||||||
public:
|
public:
|
||||||
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
BallSystem(World *world, std::shared_ptr<dd::EventBroker> eventBroker)
|
||||||
: System(world, eventBroker) { }
|
: System(world, eventBroker) { }
|
||||||
@@ -39,11 +54,53 @@ public:
|
|||||||
// Called when an entity is removed
|
// Called when an entity is removed
|
||||||
void OnEntityRemoved(EntityID entity) override;
|
void OnEntityRemoved(EntityID entity) override;
|
||||||
|
|
||||||
private:
|
EntityID CreateBall();
|
||||||
|
void CreateLife(int);
|
||||||
|
EntityID Ball() { return m_Ball; };
|
||||||
|
void SetBall(const EntityID& ball) { m_Ball = ball; }
|
||||||
|
|
||||||
|
float& XMovementMultiplier() { return m_XMovementMultiplier; }
|
||||||
|
void SetXMovementMultiplier(const float& xMovementMultiplier) { m_XMovementMultiplier = xMovementMultiplier; }
|
||||||
|
float& EdgeX() { return m_EdgeX; }
|
||||||
|
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
||||||
|
float& EdgeY() { return m_EdgeY; }
|
||||||
|
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
||||||
|
int& MultiBalls() { return m_MultiBalls; }
|
||||||
|
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||||
|
int& Lives() { return m_Lives; }
|
||||||
|
void SetLives(const int& lives) { m_Lives = lives; }
|
||||||
|
int& PastLives() { return m_PastLives; }
|
||||||
|
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
||||||
|
bool ReplaceBall() const { return m_ReplaceBall; }
|
||||||
|
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
||||||
|
bool MultiBall() const { return m_MultiBall; }
|
||||||
|
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
float m_XMovementMultiplier = 2.f;
|
||||||
|
float m_EdgeX = 3.2f;
|
||||||
|
float m_EdgeY = 5.2f;
|
||||||
|
int m_MultiBalls = 0;
|
||||||
|
int m_Lives = 3;
|
||||||
|
int m_PastLives = 3;
|
||||||
|
bool m_ReplaceBall = false;
|
||||||
|
bool m_MultiBall = false;
|
||||||
|
|
||||||
|
EntityID m_Ball;
|
||||||
|
|
||||||
|
dd::EventRelay<BallSystem, dd::Events::LifeLost> m_ELifeLost;
|
||||||
|
dd::EventRelay<BallSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||||
|
dd::EventRelay<BallSystem, dd::Events::ResetBall> m_EResetBall;
|
||||||
|
dd::EventRelay<BallSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||||
|
|
||||||
|
bool OnLifeLost(const dd::Events::LifeLost &event);
|
||||||
|
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||||
|
bool OnResetBall(const dd::Events::ResetBall &event);
|
||||||
|
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -17,6 +17,7 @@ struct Ball : Component
|
|||||||
{
|
{
|
||||||
int Number = 0;
|
int Number = 0;
|
||||||
float Speed = 5.f;
|
float Speed = 5.f;
|
||||||
|
int Combo = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
+1
-1
@@ -22,7 +22,7 @@ struct Pad : Component
|
|||||||
|
|
||||||
float SlowdownModifier = 5.f;
|
float SlowdownModifier = 5.f;
|
||||||
float AccelerationSpeed = 40.f;
|
float AccelerationSpeed = 40.f;
|
||||||
float MaxSpeed = 20.f;
|
float MaxSpeed = 5.f;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,27 @@
|
|||||||
|
//
|
||||||
|
// Created by Adniklastrator on 2015-09-29.
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef DAYDREAM_ECOMBOEVENT_H
|
||||||
|
#define DAYDREAM_ECOMBOEVENT_H
|
||||||
|
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
|
||||||
|
namespace dd
|
||||||
|
{
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct ComboEvent : Event
|
||||||
|
{
|
||||||
|
EntityID Ball;
|
||||||
|
int Combo;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif //DAYDREAM_ECOMBOEVENT_H
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
//
|
||||||
|
// Created by Adniklastrator on 2015-09-28.
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef DAYDREAM_EMULTIBALLLOST_H
|
||||||
|
#define DAYDREAM_EMULTIBALLLOST_H
|
||||||
|
|
||||||
|
#include "Core/EventBroker.h"
|
||||||
|
#include "Core/Entity.h"
|
||||||
|
|
||||||
|
namespace dd
|
||||||
|
{
|
||||||
|
|
||||||
|
namespace Events
|
||||||
|
{
|
||||||
|
|
||||||
|
struct MultiBallLost : Event
|
||||||
|
{
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif //DAYDREAM_EMULTIBALLLOST_H
|
||||||
@@ -7,6 +7,7 @@
|
|||||||
|
|
||||||
#include "Core/System.h"
|
#include "Core/System.h"
|
||||||
#include "Core/CTransform.h"
|
#include "Core/CTransform.h"
|
||||||
|
#include "Core/CTemplate.h"
|
||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
#include "Core/World.h"
|
#include "Core/World.h"
|
||||||
#include "Rendering/CSprite.h"
|
#include "Rendering/CSprite.h"
|
||||||
@@ -19,14 +20,16 @@
|
|||||||
#include "Game/ELifeLost.h"
|
#include "Game/ELifeLost.h"
|
||||||
#include "Game/EResetBall.h"
|
#include "Game/EResetBall.h"
|
||||||
#include "Game/EScoreEvent.h"
|
#include "Game/EScoreEvent.h"
|
||||||
#include "Physics/CRectangleShape.h"
|
#include "Game/EComboEvent.h"
|
||||||
#include "Game/EMultiBall.h"
|
#include "Game/EMultiBall.h"
|
||||||
|
#include "Game/EMultiBallLost.h"
|
||||||
#include "Game/EGameOver.h"
|
#include "Game/EGameOver.h"
|
||||||
#include "Game/ECreatePowerUp.h"
|
#include "Game/ECreatePowerUp.h"
|
||||||
#include "Game/EPowerUpTaken.h"
|
#include "Game/EPowerUpTaken.h"
|
||||||
#include "Game/Bricks/CPowerUpBrick.h"
|
#include "Game/Bricks/CPowerUpBrick.h"
|
||||||
#include "Physics/CPhysics.h"
|
#include "Physics/CPhysics.h"
|
||||||
#include "Physics/CCircleShape.h"
|
#include "Physics/CCircleShape.h"
|
||||||
|
#include "Physics/CRectangleShape.h"
|
||||||
#include "Physics/ESetImpulse.h"
|
#include "Physics/ESetImpulse.h"
|
||||||
#include "Physics/EContact.h"
|
#include "Physics/EContact.h"
|
||||||
#include "Sound/CCollisionSound.h"
|
#include "Sound/CCollisionSound.h"
|
||||||
@@ -61,7 +64,6 @@ public:
|
|||||||
void Initialize() override;
|
void Initialize() override;
|
||||||
|
|
||||||
void CreateBasicLevel(int, int, glm::vec2, float);
|
void CreateBasicLevel(int, int, glm::vec2, float);
|
||||||
void CreateLife(int);
|
|
||||||
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
void SaveLevel(int, int, glm::vec2, int); // Shouldn't be here, but I'm experimenting.
|
||||||
void LoadLevel(char[20]);
|
void LoadLevel(char[20]);
|
||||||
void CreateBrick(int, int, glm::vec2, float, int);
|
void CreateBrick(int, int, glm::vec2, float, int);
|
||||||
@@ -78,10 +80,6 @@ public:
|
|||||||
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
|
||||||
bool Initialized() const { return m_Initialized; }
|
bool Initialized() const { return m_Initialized; }
|
||||||
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
void SetInitialized(const bool& initialized) { m_Initialized = initialized; }
|
||||||
int& Lives() { return m_Lives; }
|
|
||||||
void SetLives(const int& lives) { m_Lives = lives; }
|
|
||||||
int& PastLives() { return m_PastLives; }
|
|
||||||
void SetPastLives(const int& pastLives) { m_PastLives = pastLives; }
|
|
||||||
int& MultiBalls() { return m_MultiBalls; }
|
int& MultiBalls() { return m_MultiBalls; }
|
||||||
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
|
||||||
int& PowerUps() { return m_PowerUps; }
|
int& PowerUps() { return m_PowerUps; }
|
||||||
@@ -99,16 +97,12 @@ public:
|
|||||||
|
|
||||||
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
|
||||||
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
|
||||||
float& EdgeX() { return m_EdgeX; }
|
float& NotResettingTheStage() { return m_NotResettingTheStage; }
|
||||||
void SetEdgeX(const float& edgeX) { m_EdgeX = edgeX; }
|
void SetNotResettingTheStage(const float& notResettingTheStage) { m_NotResettingTheStage = notResettingTheStage; }
|
||||||
float& EdgeY() { return m_EdgeY; }
|
|
||||||
void SetEdgeY(const float& edgeY) { m_EdgeY = edgeY; }
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
bool m_Restarting = false;
|
bool m_Restarting = false;
|
||||||
bool m_Initialized = false;
|
bool m_Initialized = false;
|
||||||
int m_Lives = 3;
|
|
||||||
int m_PastLives = 3;
|
|
||||||
int m_MultiBalls = 0;
|
int m_MultiBalls = 0;
|
||||||
int m_PowerUps = 0;
|
int m_PowerUps = 0;
|
||||||
int m_Score = 0;
|
int m_Score = 0;
|
||||||
@@ -117,21 +111,20 @@ private:
|
|||||||
int m_Lines = 7;
|
int m_Lines = 7;
|
||||||
float m_SpaceToEdge = 0.25f;
|
float m_SpaceToEdge = 0.25f;
|
||||||
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
|
||||||
float m_EdgeX = 3.2f;
|
float m_NotResettingTheStage = 5.f;
|
||||||
float m_EdgeY = 5.2f;
|
|
||||||
|
|
||||||
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
dd::EventRelay<LevelSystem, dd::Events::Contact> m_EContact;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::LifeLost> m_ELifeLost;
|
|
||||||
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
dd::EventRelay<LevelSystem, dd::Events::ScoreEvent> m_EScoreEvent;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
dd::EventRelay<LevelSystem, dd::Events::MultiBall> m_EMultiBall;
|
||||||
|
dd::EventRelay<LevelSystem, dd::Events::MultiBallLost> m_EMultiBallLost;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
|
||||||
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||||
|
|
||||||
bool OnContact(const dd::Events::Contact &event);
|
bool OnContact(const dd::Events::Contact &event);
|
||||||
bool OnLifeLost(const dd::Events::LifeLost &event);
|
|
||||||
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
|
||||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
bool OnMultiBall(const dd::Events::MultiBall &event);
|
||||||
|
bool OnMultiBallLost(const dd::Events::MultiBallLost &event);
|
||||||
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
|
||||||
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
|
||||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
#include "Core/System.h"
|
#include "Core/System.h"
|
||||||
#include "Core/Component.h"
|
#include "Core/Component.h"
|
||||||
#include "Core/CTransform.h"
|
#include "Core/CTransform.h"
|
||||||
|
#include "Core/CTemplate.h"
|
||||||
#include "Core/EventBroker.h"
|
#include "Core/EventBroker.h"
|
||||||
#include "Core/EKeyDown.h"
|
#include "Core/EKeyDown.h"
|
||||||
#include "Core/EKeyUp.h"
|
#include "Core/EKeyUp.h"
|
||||||
@@ -45,8 +46,6 @@ public:
|
|||||||
void Update(double dt) override;
|
void Update(double dt) override;
|
||||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||||
|
|
||||||
EntityID CreateBall();
|
|
||||||
|
|
||||||
EntityID& Entity() { return m_Entity; }
|
EntityID& Entity() { return m_Entity; }
|
||||||
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
void SetEntity(const EntityID& ent) { m_Entity = ent; }
|
||||||
glm::vec3 Acceleration() const { return m_Acceleration; }
|
glm::vec3 Acceleration() const { return m_Acceleration; }
|
||||||
@@ -56,10 +55,8 @@ public:
|
|||||||
void SetLeft(const bool& left) { m_Left = left; }
|
void SetLeft(const bool& left) { m_Left = left; }
|
||||||
bool Right() const { return m_Right; }
|
bool Right() const { return m_Right; }
|
||||||
void SetRight(const bool& right) { m_Right = right; }
|
void SetRight(const bool& right) { m_Right = right; }
|
||||||
bool ReplaceBall() const { return m_ReplaceBall; }
|
float Edge() const { return m_Edge; }
|
||||||
void SetReplaceBall(const bool& replaceBall) { m_ReplaceBall = replaceBall; }
|
void SetEdge(const float& edge) { m_Edge = edge; }
|
||||||
bool MultiBall() const { return m_MultiBall; }
|
|
||||||
void SetMultiBall(const bool& multiBall) { m_MultiBall = multiBall; }
|
|
||||||
|
|
||||||
Components::Transform* Transform() const { return m_Transform; }
|
Components::Transform* Transform() const { return m_Transform; }
|
||||||
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
void SetTransform(Components::Transform* transform) { m_Transform = transform; }
|
||||||
@@ -73,6 +70,7 @@ private:
|
|||||||
bool m_Right = false;
|
bool m_Right = false;
|
||||||
bool m_ReplaceBall = false;
|
bool m_ReplaceBall = false;
|
||||||
bool m_MultiBall = false;
|
bool m_MultiBall = false;
|
||||||
|
float m_Edge = 2.8f;
|
||||||
Components::Transform* m_Transform = nullptr;
|
Components::Transform* m_Transform = nullptr;
|
||||||
Components::Pad* m_Pad = nullptr;
|
Components::Pad* m_Pad = nullptr;
|
||||||
|
|
||||||
@@ -80,8 +78,6 @@ private:
|
|||||||
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
dd::EventRelay<PadSystem, dd::Events::KeyUp> m_EKeyUp;
|
||||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContact;
|
||||||
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
dd::EventRelay<PadSystem, dd::Events::Contact> m_EContactPowerUp;
|
||||||
dd::EventRelay<PadSystem, dd::Events::ResetBall> m_EResetBall;
|
|
||||||
dd::EventRelay<PadSystem, dd::Events::MultiBall> m_EMultiBall;
|
|
||||||
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
dd::EventRelay<PadSystem, dd::Events::StageCleared> m_EStageCleared;
|
||||||
|
|
||||||
bool OnKeyDown(const dd::Events::KeyDown &event);
|
bool OnKeyDown(const dd::Events::KeyDown &event);
|
||||||
@@ -89,8 +85,6 @@ private:
|
|||||||
|
|
||||||
bool OnContact(const dd::Events::Contact &event);
|
bool OnContact(const dd::Events::Contact &event);
|
||||||
bool OnContactPowerUp(const dd::Events::Contact &event);
|
bool OnContactPowerUp(const dd::Events::Contact &event);
|
||||||
bool OnResetBall(const dd::Events::ResetBall &event);
|
|
||||||
bool OnMultiBall(const dd::Events::MultiBall &event);
|
|
||||||
bool OnStageCleared(const dd::Events::StageCleared &event);
|
bool OnStageCleared(const dd::Events::StageCleared &event);
|
||||||
|
|
||||||
class PadSteeringInputController;
|
class PadSteeringInputController;
|
||||||
|
|||||||
Executable
+65
@@ -0,0 +1,65 @@
|
|||||||
|
#ifndef COMPONENTS_PARTICLE_H__
|
||||||
|
#define COMPONENTS_PARTICLE_H__
|
||||||
|
#include "Core/Component.h"
|
||||||
|
|
||||||
|
namespace dd {
|
||||||
|
|
||||||
|
namespace ParticleFlags {
|
||||||
|
|
||||||
|
enum Type {
|
||||||
|
waterParticle = 0,
|
||||||
|
zombieParticle = 1 << 1,
|
||||||
|
wallParticle = 1 << 2,
|
||||||
|
springParticle = 1 << 3,
|
||||||
|
elasticParticle = 1 << 4,
|
||||||
|
viscousParticle = 1 << 5,
|
||||||
|
powderParticle = 1 << 6,
|
||||||
|
tensileParticle = 1 << 7,
|
||||||
|
colorMixingParticle = 1 << 8,
|
||||||
|
destructionListenerParticle = 1 << 9,
|
||||||
|
barrierParticle = 1 << 10,
|
||||||
|
staticPressureParticle = 1 << 11,
|
||||||
|
reactiveParticle = 1 << 12,
|
||||||
|
repulsiveParticle = 1 << 13,
|
||||||
|
fixtureContactListenerParticle = 1 << 14,
|
||||||
|
particleContactListenerParticle = 1 << 15,
|
||||||
|
fixtureContactFilterParticle = 1 << 16,
|
||||||
|
particleContactFilterParticle = 1 << 17
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace Components
|
||||||
|
{
|
||||||
|
|
||||||
|
struct Particle : public Component
|
||||||
|
{
|
||||||
|
float Radius = 0.5f;
|
||||||
|
float LifeTime = 5.0f;
|
||||||
|
|
||||||
|
ParticleFlags::Type Flags =
|
||||||
|
ParticleFlags::Type::waterParticle |
|
||||||
|
ParticleFlags::Type::zombieParticle |
|
||||||
|
ParticleFlags::Type::wallParticle |
|
||||||
|
ParticleFlags::Type::springParticle |
|
||||||
|
ParticleFlags::Type::elasticParticle |
|
||||||
|
ParticleFlags::Type::viscousParticle |
|
||||||
|
ParticleFlags::Type::powderParticle |
|
||||||
|
ParticleFlags::Type::tensileParticle |
|
||||||
|
ParticleFlags::Type::colorMixingParticle |
|
||||||
|
ParticleFlags::Type::destructionListenerParticle |
|
||||||
|
ParticleFlags::Type::barrierParticle |
|
||||||
|
ParticleFlags::Type::staticPressureParticle |
|
||||||
|
ParticleFlags::Type::reactiveParticle |
|
||||||
|
ParticleFlags::Type::repulsiveParticle |
|
||||||
|
ParticleFlags::Type::fixtureContactListenerParticle |
|
||||||
|
ParticleFlags::Type::particleContactListenerParticle |
|
||||||
|
ParticleFlags::Type::fixtureContactFilterParticle |
|
||||||
|
ParticleFlags::Type::particleContactFilterParticle;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
Executable
+25
@@ -0,0 +1,25 @@
|
|||||||
|
#ifndef COMPONENTS_PARTICLEEMITTER_H__
|
||||||
|
#define COMPONENTS_PARTICLEEMITTER_H__
|
||||||
|
#include "Core/Component.h"
|
||||||
|
|
||||||
|
namespace dd
|
||||||
|
{
|
||||||
|
namespace Components
|
||||||
|
{
|
||||||
|
|
||||||
|
struct ParticleEmitter : public Component
|
||||||
|
{
|
||||||
|
int Amount = 10.f;
|
||||||
|
float InitialSpeed = 1.f;
|
||||||
|
double SpawnRate = 1.f;
|
||||||
|
double TimeSinceLastSpawn = 0;
|
||||||
|
|
||||||
|
//ParticleSystem variables
|
||||||
|
float GravityScale = 1.0f;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
@@ -9,7 +9,7 @@ namespace Components
|
|||||||
|
|
||||||
struct WaterVolume : public Component
|
struct WaterVolume : public Component
|
||||||
{
|
{
|
||||||
|
float Radius;
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Regular → Executable
+20
-5
@@ -18,6 +18,9 @@
|
|||||||
#include "Physics/CWaterVolume.h"
|
#include "Physics/CWaterVolume.h"
|
||||||
#include "Game/CBall.h"
|
#include "Game/CBall.h"
|
||||||
#include "Rendering/CSprite.h"
|
#include "Rendering/CSprite.h"
|
||||||
|
#include "Physics/CParticle.h"
|
||||||
|
#include "Physics/CParticleEmitter.h"
|
||||||
|
#include "Core/CTemplate.h"
|
||||||
|
|
||||||
|
|
||||||
namespace dd
|
namespace dd
|
||||||
@@ -67,16 +70,28 @@ private:
|
|||||||
|
|
||||||
void CreateBody(EntityID entity);
|
void CreateBody(EntityID entity);
|
||||||
|
|
||||||
b2ParticleSystem *m_ParticleSystem;
|
std::vector<b2ParticleSystem*> m_ParticleSystem;
|
||||||
b2ParticleGroup* t_watergroup;
|
std::vector<b2ParticleGroup*> t_ParticleGroup;
|
||||||
|
|
||||||
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
|
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
|
||||||
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
|
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
|
||||||
|
|
||||||
|
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
|
||||||
void InitializeWater();
|
void InitializeWater();
|
||||||
void SyncWater(); //TODO: Probably remove this
|
|
||||||
void CreateParticleGroup(EntityID entity);
|
void CreateParticleGroup(EntityID entity);
|
||||||
|
void CreateParticleEmitter(EntityID entity);
|
||||||
|
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
|
||||||
|
|
||||||
|
//TODO: Fill struct with info needed.
|
||||||
|
struct ParticleEmitter
|
||||||
|
{
|
||||||
|
std::vector<b2ParticleSystem*> ParticleSystem;
|
||||||
|
std::vector<EntityID> ParticleEmitter;
|
||||||
|
std::vector<EntityID> ParticleTemplate;
|
||||||
|
};
|
||||||
|
ParticleEmitter m_ParticleEmitters;
|
||||||
|
|
||||||
|
//TODO: Struct med listor är bättre än en lista med structs
|
||||||
struct Impulse
|
struct Impulse
|
||||||
{
|
{
|
||||||
b2Body* Body;
|
b2Body* Body;
|
||||||
|
|||||||
@@ -94,8 +94,7 @@ set(SOURCE_FILES
|
|||||||
${SOURCE_FILES_Physics}
|
${SOURCE_FILES_Physics}
|
||||||
${SOURCE_FILES_Game}
|
${SOURCE_FILES_Game}
|
||||||
${SOURCE_FILES_Sound}
|
${SOURCE_FILES_Sound}
|
||||||
${SOURCE_FILES_GUI}
|
${SOURCE_FILES_GUI})
|
||||||
)
|
|
||||||
|
|
||||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||||
|
|||||||
+98
-129
@@ -70,7 +70,7 @@ void dd::Renderer::Initialize()
|
|||||||
LoadShaders();
|
LoadShaders();
|
||||||
CreateBuffers();
|
CreateBuffers();
|
||||||
|
|
||||||
m_CurrentScreenBuffer = m_tFinal;
|
m_CurrentScreenBuffer = m_TFinal;
|
||||||
}
|
}
|
||||||
void dd::Renderer::LoadShaders()
|
void dd::Renderer::LoadShaders()
|
||||||
{
|
{
|
||||||
@@ -79,39 +79,39 @@ void dd::Renderer::LoadShaders()
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
// Pass #1: Fill G-buffers
|
// Pass #1: Fill G-buffers
|
||||||
m_spDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
m_SpDeferred1 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/1/");
|
||||||
m_spDeferred1->BindFragDataLocation(0, "GDiffuse");
|
m_SpDeferred1->BindFragDataLocation(0, "GDiffuse");
|
||||||
m_spDeferred1->BindFragDataLocation(1, "GPosition");
|
m_SpDeferred1->BindFragDataLocation(1, "GPosition");
|
||||||
m_spDeferred1->BindFragDataLocation(2, "GNormal");
|
m_SpDeferred1->BindFragDataLocation(2, "GNormal");
|
||||||
m_spDeferred1->BindFragDataLocation(3, "GSpecular");
|
m_SpDeferred1->BindFragDataLocation(3, "GSpecular");
|
||||||
m_spDeferred1->Link();
|
m_SpDeferred1->Link();
|
||||||
|
|
||||||
// Pass #2: Lighting
|
// Pass #2: Lighting
|
||||||
m_spDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
m_SpDeferred2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/2/");
|
||||||
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
//glBindFragDataLocation(m_SPDeferred2, 0, "FragmentLighting");
|
||||||
m_spDeferred2->Link();
|
m_SpDeferred2->Link();
|
||||||
|
|
||||||
//Water Pass
|
//Water Pass
|
||||||
t_m_spWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
m_SpWater = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water/");
|
||||||
t_m_spWater->Link();
|
m_SpWater->Link();
|
||||||
t_m_spWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
m_SpWater2 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/water2/");
|
||||||
t_m_spWater2->Link();
|
m_SpWater2->Link();
|
||||||
|
|
||||||
// Pass #3: Combining into final image
|
// Pass #3: Combining into final image
|
||||||
m_spDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
m_SpDeferred3 = ResourceManager::Load<ShaderProgram>("Shaders/Deferred/3/");
|
||||||
m_spDeferred3->Link();
|
m_SpDeferred3->Link();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Forward rendering
|
Forward rendering
|
||||||
*/
|
*/
|
||||||
m_spForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
m_SpForward = ResourceManager::Load<ShaderProgram>("Shaders/Forward/");
|
||||||
m_spForward->Link();
|
m_SpForward->Link();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Screen draw
|
Screen draw
|
||||||
*/
|
*/
|
||||||
m_spScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
m_SpScreen = ResourceManager::Load<ShaderProgram>("Shaders/Screen/");
|
||||||
m_spScreen->Link();
|
m_SpScreen->Link();
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Renderer::CreateBuffers()
|
void dd::Renderer::CreateBuffers()
|
||||||
@@ -122,10 +122,10 @@ void dd::Renderer::CreateBuffers()
|
|||||||
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
|
||||||
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
m_StandardNormal = ResourceManager::Load<Texture>("Textures/Core/NeutralNormalMap.png");
|
||||||
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
|
m_StandardSpecular = ResourceManager::Load<Texture>("Textures/Core/NeutralSpecularMap.png");
|
||||||
t_m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
m_WhiteSphereTexture = ResourceManager::Load<Texture>("Textures/Test/Water.png");
|
||||||
|
|
||||||
glGenRenderbuffers(1, &m_rbDepthBuffer);
|
glGenRenderbuffers(1, &m_RbDepthBuffer);
|
||||||
glBindRenderbuffer(GL_RENDERBUFFER, m_rbDepthBuffer);
|
glBindRenderbuffer(GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, m_Resolution.Width, m_Resolution.Height);
|
||||||
|
|
||||||
// Generate G-buffer textures
|
// Generate G-buffer textures
|
||||||
@@ -157,8 +157,8 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
glGenTextures(1, &t_m_Gwater);
|
glGenTextures(1, &m_Gwater);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_FLOAT, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -166,9 +166,9 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
|
||||||
// Create first pass framebuffer
|
// Create first pass framebuffer
|
||||||
glGenFramebuffers(1, &m_fbDeferred1);
|
glGenFramebuffers(1, &m_FbDeferred1);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_GDiffuse, 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, m_GPosition, 0);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, m_GNormal, 0);
|
||||||
@@ -176,13 +176,13 @@ void dd::Renderer::CreateBuffers()
|
|||||||
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
GLenum firstPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
|
||||||
glDrawBuffers(4, firstPassDrawBuffers);
|
glDrawBuffers(4, firstPassDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred1 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred1 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate lighting texture
|
// Generate lighting texture
|
||||||
glGenTextures(1, &m_tLighting);
|
glGenTextures(1, &m_TLighting);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -190,19 +190,19 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
|
||||||
// Create second pass framebuffer
|
// Create second pass framebuffer
|
||||||
glGenFramebuffers(1, &m_fbDeferred2);
|
glGenFramebuffers(1, &m_FbDeferred2);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tLighting, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TLighting, 0);
|
||||||
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum secondPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, secondPassDrawBuffers);
|
glDrawBuffers(1, secondPassDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Fill Water Texture
|
//Fill Water Texture
|
||||||
glGenTextures(1, &t_m_Gwater);
|
glGenTextures(1, &m_Gwater);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -210,19 +210,19 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
|
||||||
//Fill water pass
|
//Fill water pass
|
||||||
glGenFramebuffers(1, &t_m_fbWater);
|
glGenFramebuffers(1, &m_FbWater);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_Gwater, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Gwater, 0);
|
||||||
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum waterPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, waterPassDrawBuffers);
|
glDrawBuffers(1, waterPassDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
//water Blur texture
|
//water Blur texture
|
||||||
glGenTextures(1, &t_m_BWater);
|
glGenTextures(1, &m_BWater);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -230,20 +230,20 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
//Fill waterBlur pass
|
//Fill waterBlur pass
|
||||||
glGenFramebuffers(1, &t_m_fbWaterBlur);
|
glGenFramebuffers(1, &m_FbWaterBlur);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater, 0);
|
||||||
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum waterBlurDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, waterBlurDrawBuffers);
|
glDrawBuffers(1, waterBlurDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
//water Blur texture2
|
//water Blur texture2
|
||||||
glGenTextures(1, &t_m_BWater2);
|
glGenTextures(1, &m_BWater2);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater2);
|
glBindTexture(GL_TEXTURE_2D, m_BWater2);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -251,19 +251,19 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
//Fill waterBlur pass2
|
//Fill waterBlur pass2
|
||||||
glGenFramebuffers(1, &t_m_fbWaterBlur2);
|
glGenFramebuffers(1, &m_FbWaterBlur2);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur2);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur2);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, t_m_BWater2, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_BWater2, 0);
|
||||||
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum waterBlur2DrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, waterBlur2DrawBuffers);
|
glDrawBuffers(1, waterBlur2DrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred2 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred2 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Generate final deferred texture
|
// Generate final deferred texture
|
||||||
glGenTextures(1, &m_tFinal);
|
glGenTextures(1, &m_TFinal);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_tFinal);
|
glBindTexture(GL_TEXTURE_2D, m_TFinal);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_Resolution.Width, m_Resolution.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
@@ -271,14 +271,14 @@ void dd::Renderer::CreateBuffers()
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
// Create third pass framebuffer
|
// Create third pass framebuffer
|
||||||
glGenFramebuffers(1, &m_fbDeferred3);
|
glGenFramebuffers(1, &m_FbDeferred3);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_rbDepthBuffer);
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_RbDepthBuffer);
|
||||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tFinal, 0);
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_TFinal, 0);
|
||||||
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
GLenum thirdPassDrawBuffers[] = { GL_COLOR_ATTACHMENT0 };
|
||||||
glDrawBuffers(1, thirdPassDrawBuffers);
|
glDrawBuffers(1, thirdPassDrawBuffers);
|
||||||
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
if (GLenum fbStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
||||||
LOG_ERROR("m_fbDeferred3 incomplete: 0x%x\n", fbStatus);
|
LOG_ERROR("m_FbDeferred3 incomplete: 0x%x\n", fbStatus);
|
||||||
exit(EXIT_FAILURE);
|
exit(EXIT_FAILURE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -298,7 +298,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
|||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
glClearColor(1, 0, 0, 1);
|
glClearColor(1, 0, 0, 1);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spScreen->Bind();
|
m_SpScreen->Bind();
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
glBindTexture(GL_TEXTURE_2D, m_CurrentScreenBuffer);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
@@ -312,17 +312,17 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
|
|||||||
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
||||||
{
|
{
|
||||||
// Pass #1: Fill G-buffers
|
// Pass #1: Fill G-buffers
|
||||||
glDisable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glDepthMask(GL_TRUE);
|
glDepthMask(GL_TRUE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred1);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred1);
|
||||||
glClearColor(1, 1, 1, 1);
|
glClearColor(1, 1, 1, 1);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
m_spDeferred1->Bind();
|
m_SpDeferred1->Bind();
|
||||||
DrawScene(objects, *m_spDeferred1);
|
DrawScene(objects, *m_SpDeferred1);
|
||||||
|
|
||||||
// Pass #2: Lighting
|
// Pass #2: Lighting
|
||||||
glEnable(GL_CULL_FACE);
|
glEnable(GL_CULL_FACE);
|
||||||
@@ -332,24 +332,24 @@ void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glBlendEquation(GL_FUNC_ADD);
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
glBlendFunc(GL_ONE, GL_ONE);
|
glBlendFunc(GL_ONE, GL_ONE);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred2);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred2);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spDeferred2->Bind();
|
m_SpDeferred2->Bind();
|
||||||
DrawLightSpheres(lights);
|
DrawLightSpheres(lights);
|
||||||
|
|
||||||
// Pass #3: Combine into final deferred image
|
// Pass #3: Combine into final deferred image
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glDisable(GL_BLEND);
|
glDisable(GL_BLEND);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
m_spDeferred3->Bind();
|
m_SpDeferred3->Bind();
|
||||||
glUniform3fv(glGetUniformLocation(*m_spDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
glUniform3fv(glGetUniformLocation(*m_SpDeferred3, "La"), 1, glm::value_ptr(glm::vec3(0.5f)));
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
glBindTexture(GL_TEXTURE_2D, m_GDiffuse);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_tLighting);
|
glBindTexture(GL_TEXTURE_2D, m_TLighting);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
}
|
}
|
||||||
@@ -365,12 +365,12 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
|||||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||||
|
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
// glClearColor(1, 0.9, 0.8f, 1);
|
// glClearColor(1, 0.9, 0.8f, 1);
|
||||||
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
m_spForward->Bind();
|
m_SpForward->Bind();
|
||||||
DrawScene(objects, *m_spForward);
|
DrawScene(objects, *m_SpForward);
|
||||||
|
|
||||||
//WaterPass
|
//WaterPass
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
@@ -379,10 +379,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
|
|||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWater);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWater);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
t_m_spWater->Bind();
|
m_SpWater->Bind();
|
||||||
DrawWater(objects);
|
DrawWater(objects);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
|||||||
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||||
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
|
||||||
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
|
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
|
||||||
glActiveTexture(GL_TEXTURE1);
|
glActiveTexture(GL_TEXTURE1);
|
||||||
@@ -462,7 +463,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
|
|||||||
|
|
||||||
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
||||||
{
|
{
|
||||||
GLuint shaderProgramHandle = *m_spDeferred2;
|
GLuint shaderProgramHandle = *m_SpDeferred2;
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
glBindTexture(GL_TEXTURE_2D, m_GPosition);
|
||||||
@@ -499,7 +500,7 @@ void dd::Renderer::DrawLightSpheres(RenderQueue &lights)
|
|||||||
|
|
||||||
void dd::Renderer::DrawWater(RenderQueue &rq)
|
void dd::Renderer::DrawWater(RenderQueue &rq)
|
||||||
{
|
{
|
||||||
GLuint shaderProgramHandle = *t_m_spWater;
|
GLuint shaderProgramHandle = *m_SpWater;
|
||||||
|
|
||||||
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
glm::mat4 projectionMatrix = m_Camera->ProjectionMatrix();
|
||||||
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
glm::mat4 viewMatrix = m_Camera->ViewMatrix();
|
||||||
@@ -517,7 +518,7 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
|||||||
glm::value_ptr(viewMatrix));
|
glm::value_ptr(viewMatrix));
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, *t_m_WhiteSphereTexture);
|
glBindTexture(GL_TEXTURE_2D, *m_WhiteSphereTexture);
|
||||||
|
|
||||||
glBindVertexArray(m_UnitQuad->VAO);
|
glBindVertexArray(m_UnitQuad->VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
|
||||||
@@ -528,16 +529,17 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
|||||||
|
|
||||||
|
|
||||||
//blur1
|
//blur1
|
||||||
shaderProgramHandle = *t_m_spWater2;
|
shaderProgramHandle = *m_SpWater2;
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, t_m_fbWaterBlur);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbWaterBlur);
|
||||||
glClearColor(0, 0, 0, 0);
|
glClearColor(0, 0, 0, 0);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
t_m_spWater2->Bind();
|
m_SpWater2->Bind();
|
||||||
|
//TODO: Add this in water particle component. Blurradius
|
||||||
float radius = 3.f;
|
float radius = 3.f;
|
||||||
|
|
||||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
|
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(1.0f, 0.0f)));
|
||||||
@@ -545,64 +547,31 @@ void dd::Renderer::DrawWater(RenderQueue &rq)
|
|||||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_Gwater);
|
glBindTexture(GL_TEXTURE_2D, m_Gwater);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
|
|
||||||
|
|
||||||
//blur2
|
//blur2
|
||||||
shaderProgramHandle = *t_m_spWater2;
|
shaderProgramHandle = *m_SpWater2;
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
glDepthMask(GL_FALSE);
|
glDepthMask(GL_FALSE);
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
t_m_spWater2->Bind();
|
m_SpWater2->Bind();
|
||||||
|
|
||||||
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
glUniform2fv(glGetUniformLocation(shaderProgramHandle, "dir"), 1, glm::value_ptr(glm::vec2(0.0f, 1.0f)));
|
||||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
glUniform1f(glGetUniformLocation(shaderProgramHandle, "res"), m_Resolution.Height);
|
||||||
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
glUniform1f(glGetUniformLocation(shaderProgramHandle, "radius"), radius);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, t_m_BWater);
|
glBindTexture(GL_TEXTURE_2D, m_BWater);
|
||||||
glBindVertexArray(m_ScreenQuad);
|
glBindVertexArray(m_ScreenQuad);
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
GLuint dd::Renderer::CreateWaterParticleVAO(RenderQueue &particles)
|
|
||||||
{
|
|
||||||
float waterVerts[particles.Size()];
|
|
||||||
int i = 0;
|
|
||||||
|
|
||||||
for ( auto &job : particles ) {
|
|
||||||
auto waterJob = std::dynamic_pointer_cast<WaterParticleJob>(job);
|
|
||||||
if (!waterJob)
|
|
||||||
continue;
|
|
||||||
waterVerts[i ] = waterJob->Position.x;
|
|
||||||
waterVerts[i+1] = waterJob->Position.y;
|
|
||||||
waterVerts[i+2] = waterJob->Position.z;
|
|
||||||
i+3;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint vbo[1], vao;
|
|
||||||
glGenBuffers(1, vbo);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, 3 * particles.Size() * sizeof(float), waterVerts, GL_STATIC_DRAW);
|
|
||||||
glGenVertexArrays(1, &vao);
|
|
||||||
glBindVertexArray(vao);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glBindVertexArray(0);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
||||||
|
|
||||||
return vao;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint dd::Renderer::CreateQuad()
|
GLuint dd::Renderer::CreateQuad()
|
||||||
{
|
{
|
||||||
float quadVertices[] =
|
float quadVertices[] =
|
||||||
@@ -649,7 +618,7 @@ GLuint dd::Renderer::CreateQuad()
|
|||||||
void dd::Renderer::DebugKeys()
|
void dd::Renderer::DebugKeys()
|
||||||
{
|
{
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F1)) {
|
||||||
m_CurrentScreenBuffer = m_tFinal;
|
m_CurrentScreenBuffer = m_TFinal;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F2)) {
|
||||||
m_CurrentScreenBuffer = m_GDiffuse;
|
m_CurrentScreenBuffer = m_GDiffuse;
|
||||||
@@ -664,19 +633,19 @@ void dd::Renderer::DebugKeys()
|
|||||||
m_CurrentScreenBuffer = m_GSpecular;
|
m_CurrentScreenBuffer = m_GSpecular;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F6)) {
|
||||||
m_CurrentScreenBuffer = m_tLighting;
|
m_CurrentScreenBuffer = m_TLighting;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F7)) {
|
||||||
m_CurrentScreenBuffer = t_m_Gwater;
|
m_CurrentScreenBuffer = m_Gwater;
|
||||||
}
|
}
|
||||||
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
|
if (glfwGetKey(m_Window, GLFW_KEY_F8)) {
|
||||||
m_CurrentScreenBuffer = t_m_BWater;
|
m_CurrentScreenBuffer = m_BWater;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, m_fbDeferred3);
|
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
|
||||||
glDisable(GL_CULL_FACE);
|
glDisable(GL_CULL_FACE);
|
||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
glDisable(GL_DEPTH_TEST);
|
glDisable(GL_DEPTH_TEST);
|
||||||
@@ -684,7 +653,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
|||||||
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
|
||||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
|
||||||
|
|
||||||
m_spScreen->Bind();
|
m_SpScreen->Bind();
|
||||||
|
|
||||||
glm::mat4 MVP;
|
glm::mat4 MVP;
|
||||||
|
|
||||||
@@ -696,9 +665,9 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
|
|||||||
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
glm::mat4 PV = glm::mat4(1); //frameJob->ProjectionMatrix * viewMatrix;
|
||||||
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
glm::mat4 modelMatrix = glm::mat4(1); //frameJob->ModelMatrix;
|
||||||
MVP = PV * modelMatrix;
|
MVP = PV * modelMatrix;
|
||||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||||
glUniformMatrix4fv(glGetUniformLocation(*m_spScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
|
||||||
|
|||||||
@@ -61,9 +61,9 @@ void main()
|
|||||||
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
sum += texture(WaterTexture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
|
||||||
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
sum += texture(WaterTexture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
|
||||||
|
|
||||||
frag_Diffuse = vec4(sum.rgb, 1.0) * vec4(0.0, 0.6, 1.5, 1.0);
|
float avgColor = sum.r + sum.g + sum.b;
|
||||||
float avgColor = frag_Diffuse.r + frag_Diffuse.g + frag_Diffuse.b;
|
|
||||||
avgColor = avgColor/3;
|
avgColor = avgColor/3;
|
||||||
|
frag_Diffuse = vec4(sum.r, sum.g, sum.b, 1.0);
|
||||||
if ( avgColor*dir.y > Threshhold ){
|
if ( avgColor*dir.y > Threshhold ){
|
||||||
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
frag_Diffuse = vec4(0.0, 0.3, 1.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -14,16 +14,115 @@ void dd::Systems::BallSystem::Initialize()
|
|||||||
{
|
{
|
||||||
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
EVENT_SUBSCRIBE_MEMBER(m_Contact, &BallSystem::Contact);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &BallSystem::OnLifeLost);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &BallSystem::OnMultiBallLost);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &BallSystem::OnResetBall);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &BallSystem::OnMultiBall);
|
||||||
|
|
||||||
|
auto ent = m_World->CreateEntity();
|
||||||
|
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||||
|
transform->Position = glm::vec3(-0.f, 50.f, -10.f);
|
||||||
|
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||||
|
transform->Velocity = glm::vec3(0.0f, 0.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;
|
||||||
|
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
||||||
|
std::shared_ptr<Components::Template> ballTemplate = m_World->AddComponent<Components::Template>(ent);
|
||||||
|
physics->Static = false;
|
||||||
|
physics->Category = CollisionLayer::Type::Ball;
|
||||||
|
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
|
||||||
|
physics->Calculate = true;
|
||||||
|
m_World->CommitEntity(ent);
|
||||||
|
|
||||||
|
SetBall(ent);
|
||||||
|
|
||||||
|
for (int i = 0; i < Lives(); i++) {
|
||||||
|
CreateLife(i);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::BallSystem::Update(double dt)
|
void dd::Systems::BallSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
|
if (Lives() < 0)
|
||||||
|
{
|
||||||
|
SetLives(3);
|
||||||
|
Events::GameOver e;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||||
{
|
{
|
||||||
|
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||||
|
if (templateCheck != nullptr){ return; }
|
||||||
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
auto ballComponent = m_World->GetComponent<Components::Ball>(entity);
|
||||||
|
if (ballComponent != nullptr) {
|
||||||
|
if (ReplaceBall() == true) {
|
||||||
|
SetReplaceBall(false);
|
||||||
|
|
||||||
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
|
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
||||||
|
transform->Velocity = glm::vec3(0.0f, -ballComponent->Speed, 0.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
||||||
|
if (glm::abs(transformBall->Velocity.y) < 2) {
|
||||||
|
if (transformBall->Velocity.y > 0) {
|
||||||
|
transformBall->Velocity.y = 2;
|
||||||
|
} else {
|
||||||
|
transformBall->Velocity.y = -2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (transformBall->Position.y < -EdgeY() - 4) {
|
||||||
|
if (MultiBalls() != 0) {
|
||||||
|
// m_World->RemoveComponent<Components::Ball>(entity);
|
||||||
|
// m_World->RemoveComponent<Components::Transform>(entity);
|
||||||
|
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||||
|
// m_World->RemoveComponent<Components::Physics>(entity);
|
||||||
|
m_World->RemoveEntity(entity);
|
||||||
|
Events::MultiBallLost e;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
} else if (Lives() == PastLives()) {
|
||||||
|
Events::ResetBall be;
|
||||||
|
EventBroker->Publish(be);
|
||||||
|
Events::LifeLost e;
|
||||||
|
e.Entity = entity;
|
||||||
|
EventBroker->Publish(e);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
} else if (transformBall->Position.x > EdgeX()) {
|
||||||
|
if (transformBall->Velocity.x > 0) {
|
||||||
|
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
||||||
|
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||||
|
}
|
||||||
|
} else if (transformBall->Position.x < -EdgeX()) {
|
||||||
|
if (transformBall->Velocity.x < 0) {
|
||||||
|
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
||||||
|
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||||
|
}
|
||||||
|
} else if (transformBall->Position.y > EdgeY()) {
|
||||||
|
if (transformBall->Velocity.y > 0) {
|
||||||
|
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
||||||
|
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Lives() != PastLives()) {
|
||||||
|
auto life = m_World->GetComponent<Components::Life>(entity);
|
||||||
|
if (life != nullptr) {
|
||||||
|
if (life->Number + 1 == PastLives()) {
|
||||||
|
m_World->RemoveComponent<Components::Life>(entity);
|
||||||
|
m_World->RemoveComponent<Components::Transform>(entity);
|
||||||
|
m_World->RemoveEntity(entity);
|
||||||
|
SetPastLives(Lives());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (ballComponent != nullptr) {
|
if (ballComponent != nullptr) {
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
glm::vec2 dir = glm::normalize(glm::vec2(transform->Velocity.x, transform->Velocity.y));
|
||||||
@@ -86,11 +185,17 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
|||||||
|
|
||||||
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
if (m_World->GetProperty<std::string>(otherEntitiy, "Name") == "Pad"){
|
||||||
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
|
||||||
float x = ballTransform->Position.x - padTransform->Position.x;
|
float x = (ballTransform->Position.x - padTransform->Position.x) * XMovementMultiplier();
|
||||||
|
|
||||||
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
|
||||||
|
|
||||||
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;
|
||||||
|
ballComponent->Combo = 0;
|
||||||
|
Events::ComboEvent ec;
|
||||||
|
ec.Combo = ballComponent->Combo;
|
||||||
|
ec.Ball = ballEntity;
|
||||||
|
EventBroker->Publish(ec);
|
||||||
|
//std::cout << "Combo: " << ballComponent->Combo << std::endl;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal);
|
||||||
@@ -99,3 +204,96 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
|
|||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
EntityID dd::Systems::BallSystem::CreateBall()
|
||||||
|
{
|
||||||
|
auto ent = m_World->CloneEntity(Ball());
|
||||||
|
|
||||||
|
m_World->RemoveComponent<Components::Template>(ent);
|
||||||
|
|
||||||
|
/* auto ent = m_World->CreateEntity();
|
||||||
|
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
||||||
|
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
||||||
|
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
||||||
|
auto model = m_World->AddComponent<Components::Model>(ent);
|
||||||
|
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||||
|
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
||||||
|
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
||||||
|
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
||||||
|
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;
|
||||||
|
cball->Speed = 5.f;
|
||||||
|
|
||||||
|
auto plight = m_World->AddComponent<Components::PointLight>(ent);
|
||||||
|
plight->Radius = 2.f;*/
|
||||||
|
|
||||||
|
m_World->CommitEntity(ent);
|
||||||
|
|
||||||
|
return ent;
|
||||||
|
}
|
||||||
|
|
||||||
|
void dd::Systems::BallSystem::CreateLife(int number)
|
||||||
|
{
|
||||||
|
auto life = m_World->CreateEntity();
|
||||||
|
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
||||||
|
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
||||||
|
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
||||||
|
|
||||||
|
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
||||||
|
lifeNr->Number = number;
|
||||||
|
|
||||||
|
auto model = m_World->AddComponent<Components::Model>(life);
|
||||||
|
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
||||||
|
|
||||||
|
|
||||||
|
m_World->CommitEntity(life);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::BallSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
||||||
|
{
|
||||||
|
SetLives(Lives() - 1);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::BallSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||||
|
{
|
||||||
|
SetMultiBalls(MultiBalls()-1);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::BallSystem::OnResetBall(const dd::Events::ResetBall &event)
|
||||||
|
{
|
||||||
|
SetReplaceBall(true);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::BallSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||||
|
{
|
||||||
|
auto ent1 = CreateBall();
|
||||||
|
auto ent2 = CreateBall();
|
||||||
|
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
||||||
|
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
||||||
|
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
||||||
|
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
||||||
|
auto padTransform = event.padTransform;
|
||||||
|
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
||||||
|
if (x1 < -3.1) {
|
||||||
|
x1 = 3;
|
||||||
|
}
|
||||||
|
if (x2 > 3.1) {
|
||||||
|
x2 = -3;
|
||||||
|
}
|
||||||
|
transform1->Position = glm::vec3(x1, -5.5, -10);
|
||||||
|
transform2->Position = glm::vec3(x2, -5.5, -10);
|
||||||
|
|
||||||
|
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
||||||
|
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
||||||
|
|
||||||
|
SetMultiBalls(MultiBalls() + 2);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|||||||
+55
-120
@@ -10,130 +10,54 @@
|
|||||||
void dd::Systems::LevelSystem::Initialize()
|
void dd::Systems::LevelSystem::Initialize()
|
||||||
{
|
{
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
EVENT_SUBSCRIBE_MEMBER(m_EContact, &LevelSystem::OnContact);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, &LevelSystem::OnLifeLost);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, &LevelSystem::OnScoreEvent);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &LevelSystem::OnMultiBall);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, &LevelSystem::OnCreatePowerUp);
|
||||||
|
EVENT_SUBSCRIBE_MEMBER(m_EMultiBallLost, &LevelSystem::OnMultiBallLost);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
|
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, &LevelSystem::OnPowerUpTaken);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
|
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &LevelSystem::OnStageCleared);
|
||||||
|
|
||||||
for (int i = 0; i < Lives(); i++) {
|
|
||||||
CreateLife(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
|
||||||
{
|
|
||||||
auto life = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
|
||||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
|
||||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
|
||||||
|
|
||||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
|
||||||
lifeNr->Number = number;
|
|
||||||
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(life);
|
|
||||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
|
||||||
|
|
||||||
|
|
||||||
m_World->CommitEntity(life);
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::Update(double dt)
|
void dd::Systems::LevelSystem::Update(double dt)
|
||||||
{
|
{
|
||||||
if (!m_Initialized) {
|
if (!m_Initialized) {
|
||||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||||
m_Initialized = true;
|
m_Initialized = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Lives() < 0)
|
|
||||||
{
|
|
||||||
SetLives(3);
|
|
||||||
Events::GameOver e;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||||
{
|
{
|
||||||
|
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||||
|
if (templateCheck != nullptr){ return; }
|
||||||
|
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
||||||
|
SetNotResettingTheStage(NotResettingTheStage() + 0.01 * dt);
|
||||||
|
|
||||||
if (ball != nullptr) {
|
if (NumberOfBricks() <= 0 && Restarting() == false) {
|
||||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
|
||||||
if (transformBall->Velocity.y > 0) {
|
|
||||||
transformBall->Velocity.y = 2;
|
|
||||||
} else {
|
|
||||||
transformBall->Velocity.y = -2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
|
||||||
if (MultiBalls() != 0) {
|
|
||||||
SetMultiBalls(MultiBalls() - 1);
|
|
||||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
} else if (Lives() == PastLives()) {
|
|
||||||
Events::ResetBall be;
|
|
||||||
EventBroker->Publish(be);
|
|
||||||
Events::LifeLost e;
|
|
||||||
e.Entity = entity;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.x > EdgeX()) {
|
|
||||||
if (transformBall->Velocity.x > 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.x < -EdgeX()) {
|
|
||||||
if (transformBall->Velocity.x < 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.y > EdgeY()) {
|
|
||||||
if (transformBall->Velocity.y > 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Lives() != PastLives()) {
|
|
||||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
|
||||||
if (life != nullptr) {
|
|
||||||
if (life->Number + 1 == PastLives()) {
|
|
||||||
// m_World->RemoveComponent<Components::Life>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
SetPastLives(Lives());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (NumberOfBricks() <= 0) {
|
|
||||||
/*SetRestarting(true);
|
|
||||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
||||||
Events::ResetBall e;
|
if (NotResettingTheStage() > 5) {
|
||||||
EventBroker->Publish(e);
|
SetRestarting(true);
|
||||||
Events::ScoreEvent es;
|
Events::ResetBall e;
|
||||||
es.Score = 500;
|
EventBroker->Publish(e);
|
||||||
EventBroker->Publish(es);
|
Events::ScoreEvent es;
|
||||||
Events::StageCleared ec;
|
es.Score = 500;
|
||||||
EventBroker->Publish(ec);
|
EventBroker->Publish(es);
|
||||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
Events::StageCleared ec;
|
||||||
|
EventBroker->Publish(ec);
|
||||||
|
SetNotResettingTheStage(0);
|
||||||
|
//CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
||||||
|
}
|
||||||
} else {
|
} else {
|
||||||
if (ball != nullptr && MultiBalls() > 0) {
|
if (ball != nullptr && MultiBalls() > 0) {
|
||||||
SetMultiBalls(MultiBalls() - 1);
|
SetMultiBalls(MultiBalls()-1);
|
||||||
m_World->RemoveComponent<Components::Ball>(entity);
|
m_World->RemoveComponent<Components::Ball>(entity);
|
||||||
m_World->RemoveComponent<Components::Transform>(entity);
|
m_World->RemoveComponent<Components::Transform>(entity);
|
||||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
m_World->RemoveComponent<Components::CircleShape>(entity);
|
||||||
m_World->RemoveComponent<Components::Physics>(entity);
|
m_World->RemoveComponent<Components::Physics>(entity);
|
||||||
m_World->RemoveEntity(entity);
|
m_World->RemoveEntity(entity);
|
||||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
} else {
|
} else {
|
||||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
||||||
if (powerUp != nullptr) {
|
if (powerUp != nullptr) {
|
||||||
@@ -143,22 +67,22 @@ void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID
|
|||||||
m_World->RemoveEntity(entity);
|
m_World->RemoveEntity(entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}*/
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
||||||
{
|
{
|
||||||
SetNumberOfBricks(rows * lines);
|
SetNumberOfBricks(rows * lines);
|
||||||
std::cout << "You're only doing this once, right?" << std::endl;
|
//std::cout << "You're only doing this once, right?" << std::endl;
|
||||||
int num = 0;
|
int num = Lines();
|
||||||
for (int i = 0; i < rows; i++) {
|
for (int i = 0; i < rows; i++) {
|
||||||
num++;
|
num--;
|
||||||
for (int j = 0; j < Lines(); j++) {
|
for (int j = 0; j < Lines(); j++) {
|
||||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
||||||
}
|
}
|
||||||
if (num == 7)
|
if (num == 1)
|
||||||
num = 0;
|
num = Lines();
|
||||||
}
|
}
|
||||||
|
|
||||||
SetNumberOfBricks(rows * lines);
|
SetNumberOfBricks(rows * lines);
|
||||||
@@ -179,12 +103,12 @@ void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBe
|
|||||||
cPhys->Category = CollisionLayer::Type::Brick;
|
cPhys->Category = CollisionLayer::Type::Brick;
|
||||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
cPhys->Mask = CollisionLayer::Type::Ball;
|
||||||
|
|
||||||
std::string fileName = "Textures/Bricks/";
|
/*std::string fileName = "Textures/Bricks/";
|
||||||
fileName.append(std::to_string(num));
|
fileName.append(std::to_string(num));
|
||||||
fileName.append(".png");
|
fileName.append(".png");*/
|
||||||
//sprite->SpriteFile = fileName;
|
//sprite->SpriteFile = fileName;
|
||||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
||||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 5 && row == 2)) {
|
||||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
||||||
}
|
}
|
||||||
float x = line * spacesBetweenBricks.x;
|
float x = line * spacesBetweenBricks.x;
|
||||||
@@ -209,17 +133,17 @@ void dd::Systems::LevelSystem::ProcessCollision()
|
|||||||
|
|
||||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
||||||
{
|
{
|
||||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
/*auto brick = m_World->GetComponent<Components::Brick>(entity);
|
||||||
if (brick != nullptr) {
|
if (brick != nullptr) {
|
||||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||||
Events::ScoreEvent es;
|
Events::ScoreEvent es;
|
||||||
es.Score = brick->Score;
|
es.Score = brick->Score;
|
||||||
EventBroker->Publish(es);
|
EventBroker->Publish(es);
|
||||||
/*if (numberOfBricks < 1) {
|
if (numberOfBricks < 1) {
|
||||||
EndLevel();
|
EndLevel();
|
||||||
}*/
|
}
|
||||||
}
|
}
|
||||||
return;
|
return;*/
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
||||||
@@ -255,7 +179,7 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
||||||
if (power != nullptr) {
|
if (power != nullptr && NumberOfBricks() > 1) {
|
||||||
Events::CreatePowerUp e;
|
Events::CreatePowerUp e;
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
||||||
e.Position = transform->Position;
|
e.Position = transform->Position;
|
||||||
@@ -263,6 +187,12 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (ball != nullptr && Restarting() == false) {
|
if (ball != nullptr && Restarting() == false) {
|
||||||
|
ball->Combo += 1;
|
||||||
|
Events::ComboEvent ec;
|
||||||
|
ec.Combo = ball->Combo;
|
||||||
|
ec.Ball = entityBall;
|
||||||
|
EventBroker->Publish(ec);
|
||||||
|
|
||||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
||||||
|
|
||||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
||||||
@@ -289,28 +219,24 @@ bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|||||||
EventBroker->Publish(e);
|
EventBroker->Publish(e);
|
||||||
//TODO: Bricks dont collide with walls D=
|
//TODO: Bricks dont collide with walls D=
|
||||||
|
|
||||||
|
|
||||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
SetNumberOfBricks(NumberOfBricks() - 1);
|
||||||
if (NumberOfBricks() <= 0) {
|
if (NumberOfBricks() <= 0) {
|
||||||
SetMultiBalls(MultiBalls() + 1);
|
//SetMultiBalls(MultiBalls() + 1);
|
||||||
}
|
}
|
||||||
Events::ScoreEvent es;
|
Events::ScoreEvent es;
|
||||||
es.Score = brick->Score;
|
es.Score = brick->Score * ball->Combo;
|
||||||
EventBroker->Publish(es);
|
EventBroker->Publish(es);
|
||||||
|
|
||||||
// std::cout << NumberOfBricks() << std::endl;
|
std::cout << "Combo: " << ball->Combo << std::endl;
|
||||||
//std::cout << "Score: " << Score() << std::endl;
|
//std::cout << NumberOfBricks() << std::endl;
|
||||||
|
//std::cout << "Brick Score: " << brick->Score << std::endl;
|
||||||
|
std::cout << "Score: " << Score() << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
|
||||||
{
|
|
||||||
SetLives(Lives() - 1);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
||||||
{
|
{
|
||||||
SetScore(Score() += event.Score);
|
SetScore(Score() += event.Score);
|
||||||
@@ -321,6 +247,15 @@ bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
|||||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
||||||
{
|
{
|
||||||
SetMultiBalls(MultiBalls()+2);
|
SetMultiBalls(MultiBalls()+2);
|
||||||
|
std::cout << MultiBalls() << std::endl;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool dd::Systems::LevelSystem::OnMultiBallLost(const dd::Events::MultiBallLost &event)
|
||||||
|
{
|
||||||
|
SetMultiBalls(MultiBalls()-1);
|
||||||
|
std::cout << MultiBalls() << std::endl;
|
||||||
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
||||||
|
|||||||
@@ -1,372 +0,0 @@
|
|||||||
//
|
|
||||||
// Created by Adniklastrator on 2015-09-09.
|
|
||||||
//
|
|
||||||
|
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
|
||||||
#include "Game/LevelSystem.h"
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::Initialize()
|
|
||||||
{
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, LevelSystem::OnContact);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ELifeLost, LevelSystem::OnLifeLost);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EScoreEvent, LevelSystem::OnScoreEvent);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, LevelSystem::OnMultiBall);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_ECreatePowerUp, LevelSystem::OnCreatePowerUp);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EPowerUpTaken, LevelSystem::OnPowerUpTaken);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, LevelSystem::OnStageCleared);
|
|
||||||
|
|
||||||
for (int i = 0; i < Lives(); i++) {
|
|
||||||
CreateLife(i);
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::CreateLife(int number)
|
|
||||||
{
|
|
||||||
auto life = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(life);
|
|
||||||
transform->Position = glm::vec3(-1.5f + number * 0.15f, -2.f, -5.f);
|
|
||||||
transform->Scale = glm::vec3(0.1f, 0.1f, 0.1f);
|
|
||||||
|
|
||||||
std::shared_ptr<Components::Life> lifeNr = m_World->AddComponent<Components::Life>(life);
|
|
||||||
lifeNr->Number = number;
|
|
||||||
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(life);
|
|
||||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
|
||||||
|
|
||||||
|
|
||||||
m_World->CommitEntity(life);
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::Update(double dt)
|
|
||||||
{
|
|
||||||
if (!m_Initialized) {
|
|
||||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
|
||||||
m_Initialized = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Lives() < 0)
|
|
||||||
{
|
|
||||||
SetLives(3);
|
|
||||||
Events::GameOver e;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
|
||||||
{
|
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
|
||||||
|
|
||||||
if (ball != nullptr) {
|
|
||||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (glm::abs(transformBall->Velocity.y) < 2) {
|
|
||||||
if (transformBall->Velocity.y > 0) {
|
|
||||||
transformBall->Velocity.y = 2;
|
|
||||||
} else {
|
|
||||||
transformBall->Velocity.y = -2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (transformBall->Position.y < -EdgeY() - 4) {
|
|
||||||
if (MultiBalls() != 0) {
|
|
||||||
SetMultiBalls(MultiBalls() - 1);
|
|
||||||
// m_World->RemoveComponent<Components::Ball>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::CircleShape>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Physics>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
} else if (Lives() == PastLives()) {
|
|
||||||
Events::ResetBall be;
|
|
||||||
EventBroker->Publish(be);
|
|
||||||
Events::LifeLost e;
|
|
||||||
e.Entity = entity;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.x > EdgeX()) {
|
|
||||||
if (transformBall->Velocity.x > 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(1, 0));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.x < -EdgeX()) {
|
|
||||||
if (transformBall->Velocity.x < 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(-1, 0));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
} else if (transformBall->Position.y > EdgeY()) {
|
|
||||||
if (transformBall->Velocity.y > 0) {
|
|
||||||
glm::vec2 reflectedVelocity = glm::reflect(glm::vec2(transformBall->Velocity.x, transformBall->Velocity.y), glm::vec2(0, 1));
|
|
||||||
transformBall->Velocity = glm::vec3(reflectedVelocity, 0.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (Lives() != PastLives()) {
|
|
||||||
auto life = m_World->GetComponent<Components::Life>(entity);
|
|
||||||
if (life != nullptr) {
|
|
||||||
if (life->Number + 1 == PastLives()) {
|
|
||||||
// m_World->RemoveComponent<Components::Life>(entity);
|
|
||||||
// m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
SetPastLives(Lives());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (NumberOfBricks() <= 0) {
|
|
||||||
/*SetRestarting(true);
|
|
||||||
if (MultiBalls() <= 0 && PowerUps() <= 0) {
|
|
||||||
Events::ResetBall e;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
Events::ScoreEvent es;
|
|
||||||
es.Score = 500;
|
|
||||||
EventBroker->Publish(es);
|
|
||||||
Events::StageCleared ec;
|
|
||||||
EventBroker->Publish(ec);
|
|
||||||
CreateBasicLevel(Rows(), Lines(), SpaceBetweenBricks(), SpaceToEdge());
|
|
||||||
} else {
|
|
||||||
if (ball != nullptr && MultiBalls() > 0) {
|
|
||||||
SetMultiBalls(MultiBalls() - 1);
|
|
||||||
m_World->RemoveComponent<Components::Ball>(entity);
|
|
||||||
m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
m_World->RemoveComponent<Components::CircleShape>(entity);
|
|
||||||
m_World->RemoveComponent<Components::Physics>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
auto transformBall = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
} else {
|
|
||||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(entity);
|
|
||||||
if (powerUp != nullptr) {
|
|
||||||
SetPowerUps(PowerUps() - 1);
|
|
||||||
m_World->RemoveComponent<Components::PowerUp>(entity);
|
|
||||||
m_World->RemoveComponent<Components::Transform>(entity);
|
|
||||||
m_World->RemoveEntity(entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::CreateBasicLevel(int rows, int lines, glm::vec2 spacesBetweenBricks, float spaceToEdge)
|
|
||||||
{
|
|
||||||
SetNumberOfBricks(rows * lines);
|
|
||||||
std::cout << "You're only doing this once, right?" << std::endl;
|
|
||||||
int num = 0;
|
|
||||||
for (int i = 0; i < rows; i++) {
|
|
||||||
num++;
|
|
||||||
for (int j = 0; j < Lines(); j++) {
|
|
||||||
CreateBrick(i, j, spacesBetweenBricks, spaceToEdge, num);
|
|
||||||
}
|
|
||||||
if (num == 7)
|
|
||||||
num = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetNumberOfBricks(rows * lines);
|
|
||||||
SetRestarting(false);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::CreateBrick(int row, int line, glm::vec2 spacesBetweenBricks, float spaceToEdge, int num)
|
|
||||||
{
|
|
||||||
auto brick = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(brick);
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(brick);
|
|
||||||
std::shared_ptr<Components::Brick> cBrick = m_World->AddComponent<Components::Brick>(brick);
|
|
||||||
std::shared_ptr<Components::RectangleShape> cRec = m_World->AddComponent<Components::RectangleShape>(brick);
|
|
||||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(brick);
|
|
||||||
cPhys->Static = false;
|
|
||||||
cPhys->GravityScale = 0.f;
|
|
||||||
cPhys->Category = CollisionLayer::Type::Brick;
|
|
||||||
cPhys->Mask = CollisionLayer::Type::Ball;
|
|
||||||
|
|
||||||
std::string fileName = "Textures/Bricks/";
|
|
||||||
fileName.append(std::to_string(num));
|
|
||||||
fileName.append(".png");
|
|
||||||
//sprite->SpriteFile = fileName;
|
|
||||||
model->ModelFile = "Models/Test/Brick/Brick.obj";
|
|
||||||
if ((line == 1 && row == 4) || (line == 3 && row == 2) || (line == 6 && row == 6)) {
|
|
||||||
std::shared_ptr<Components::PowerUpBrick> cPow = m_World->AddComponent<Components::PowerUpBrick>(brick);
|
|
||||||
}
|
|
||||||
float x = line * spacesBetweenBricks.x;
|
|
||||||
float y = row * spacesBetweenBricks.y;
|
|
||||||
transform->Scale = glm::vec3(0.8, 0.2, 0.2);
|
|
||||||
transform->Position = glm::vec3(x - 3, 5 - spaceToEdge - y , -10.f);
|
|
||||||
cBrick->Score = 10 * num;
|
|
||||||
|
|
||||||
//sound
|
|
||||||
auto collisionSound = m_World->AddComponent<Components::CollisionSound>(brick);
|
|
||||||
collisionSound->filePath = "Sounds/Brick/shortbrickbreak.wav";
|
|
||||||
|
|
||||||
m_World->CommitEntity(brick);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::ProcessCollision()
|
|
||||||
{
|
|
||||||
// Like, go into brick component and check what it does upon collision. Maybe not done here?
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::OnEntityRemoved(EntityID entity)
|
|
||||||
{
|
|
||||||
auto brick = m_World->GetComponent<Components::Brick>(entity);
|
|
||||||
if (brick != nullptr) {
|
|
||||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
|
||||||
Events::ScoreEvent es;
|
|
||||||
es.Score = brick->Score;
|
|
||||||
EventBroker->Publish(es);
|
|
||||||
/*if (numberOfBricks < 1) {
|
|
||||||
EndLevel();
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnContact(const dd::Events::Contact &event)
|
|
||||||
{
|
|
||||||
EntityID entityBrick;
|
|
||||||
EntityID entityBall;
|
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(event.Entity2);
|
|
||||||
auto brick = m_World->GetComponent<Components::Brick>(event.Entity1);
|
|
||||||
if (brick != nullptr) {
|
|
||||||
entityBrick = event.Entity1;
|
|
||||||
} else {
|
|
||||||
brick = m_World->GetComponent<Components::Brick>(event.Entity2);
|
|
||||||
if (brick != nullptr) {
|
|
||||||
entityBrick = event.Entity2;
|
|
||||||
} else {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (ball != nullptr) {
|
|
||||||
entityBall = event.Entity2;
|
|
||||||
} else {
|
|
||||||
ball = m_World->GetComponent<Components::Ball>(event.Entity1);
|
|
||||||
if (ball != nullptr) {
|
|
||||||
entityBall = event.Entity1;
|
|
||||||
} else {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
brick = m_World->GetComponent<Components::Brick>(entityBrick);
|
|
||||||
if (brick == nullptr) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto power = m_World->GetComponent<Components::PowerUpBrick>(entityBrick);
|
|
||||||
if (power != nullptr) {
|
|
||||||
Events::CreatePowerUp e;
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entityBrick);
|
|
||||||
e.Position = transform->Position;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ball != nullptr && Restarting() == false) {
|
|
||||||
auto ballTransform = m_World->GetComponent<Components::Transform>(entityBall);
|
|
||||||
|
|
||||||
// m_World->RemoveComponent<Components::Brick>(entityBrick);
|
|
||||||
// m_World->RemoveComponent<Components::Transform>(entityBrick);
|
|
||||||
// m_World->RemoveComponent<Components::RectangleShape>(entityBrick);
|
|
||||||
// m_World->RemoveComponent<Components::Physics>(entityBrick);
|
|
||||||
// m_World->RemoveEntity(entityBrick);
|
|
||||||
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entityBrick);
|
|
||||||
physicsComponent->GravityScale = 1.f;
|
|
||||||
physicsComponent->Mask = CollisionLayer::Type::Water | CollisionLayer::Type::Wall;
|
|
||||||
|
|
||||||
auto transformComponentBrick = m_World->GetComponent<Components::Transform>(entityBrick);
|
|
||||||
auto transformComponentBall = m_World->GetComponent<Components::Transform>(entityBall);
|
|
||||||
|
|
||||||
Events::SetImpulse e;
|
|
||||||
e.Entity = entityBrick;
|
|
||||||
|
|
||||||
glm::vec2 point = glm::vec2(transformComponentBrick->Position.x + ((transformComponentBrick->Position.x - transformComponentBall->Position.x)/4), transformComponentBrick->Position.y + ((transformComponentBrick->Position.y - transformComponentBall->Position.y )/4));
|
|
||||||
|
|
||||||
e.Impulse = glm::normalize(point)/2.f;
|
|
||||||
e.Point = point;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
//TODO: Bricks dont collide with walls D=
|
|
||||||
|
|
||||||
SetNumberOfBricks(NumberOfBricks() - 1);
|
|
||||||
if (NumberOfBricks() <= 0) {
|
|
||||||
SetMultiBalls(MultiBalls() + 1);
|
|
||||||
}
|
|
||||||
Events::ScoreEvent es;
|
|
||||||
es.Score = brick->Score;
|
|
||||||
EventBroker->Publish(es);
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
// std::cout << NumberOfBricks() << std::endl;
|
|
||||||
=======
|
|
||||||
//std::cout << NumberOfBricks() << std::endl;
|
|
||||||
>>>>>>> origin/master
|
|
||||||
//std::cout << "Score: " << Score() << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnLifeLost(const dd::Events::LifeLost &event)
|
|
||||||
{
|
|
||||||
SetLives(Lives() - 1);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnScoreEvent(const dd::Events::ScoreEvent &event)
|
|
||||||
{
|
|
||||||
SetScore(Score() += event.Score);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
|
||||||
{
|
|
||||||
SetMultiBalls(MultiBalls()+2);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnCreatePowerUp(const dd::Events::CreatePowerUp &event)
|
|
||||||
{
|
|
||||||
SetPowerUps(PowerUps() + 1);
|
|
||||||
auto powerUp = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(powerUp);
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(powerUp);
|
|
||||||
std::shared_ptr<Components::CircleShape> cRec = m_World->AddComponent<Components::CircleShape>(powerUp);
|
|
||||||
std::shared_ptr<Components::Physics> cPhys = m_World->AddComponent<Components::Physics>(powerUp);
|
|
||||||
cPhys->Static = false;
|
|
||||||
cPhys->Category = CollisionLayer::Type::PowerUp;
|
|
||||||
cPhys->Mask = CollisionLayer::Type::Pad;
|
|
||||||
|
|
||||||
std::shared_ptr<Components::PowerUp> cPow = m_World->AddComponent<Components::PowerUp>(powerUp);
|
|
||||||
|
|
||||||
|
|
||||||
transform->Position = event.Position;
|
|
||||||
transform->Scale = glm::vec3(0.2, 0.2, 0.2);
|
|
||||||
transform->Velocity = glm::vec3(0, -4, 0);
|
|
||||||
|
|
||||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
|
||||||
|
|
||||||
m_World->CommitEntity(powerUp);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnPowerUpTaken(const dd::Events::PowerUpTaken &event)
|
|
||||||
{
|
|
||||||
SetPowerUps(PowerUps() - 1);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::LevelSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::LevelSystem::EndLevel()
|
|
||||||
{
|
|
||||||
Events::StageCleared e;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
+37
-79
@@ -26,23 +26,34 @@ void dd::Systems::PadSystem::Initialize()
|
|||||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
||||||
|
|
||||||
|
{
|
||||||
|
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, -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/Submarine2.obj";
|
||||||
|
|
||||||
|
auto pad = m_World->AddComponent<Components::Pad>(ent);
|
||||||
|
m_World->CommitEntity(ent);
|
||||||
|
|
||||||
|
SetEdge(3.2 - (ctransform->Scale.x / 2));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||||
{
|
{
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
auto templateCheck = m_World->GetComponent<Components::Template>(entity);
|
||||||
if (ball != nullptr) {
|
if (templateCheck != nullptr){ return; }
|
||||||
if (ReplaceBall() == true) {
|
|
||||||
SetReplaceBall(false);
|
|
||||||
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
|
||||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::PadSystem::Update(double dt)
|
void dd::Systems::PadSystem::Update(double dt)
|
||||||
@@ -69,9 +80,15 @@ void dd::Systems::PadSystem::Update(double dt)
|
|||||||
transform->Velocity.x = pad->MaxSpeed;
|
transform->Velocity.x = pad->MaxSpeed;
|
||||||
}
|
}
|
||||||
transform->Position += transform->Velocity * (float)dt;
|
transform->Position += transform->Velocity * (float)dt;
|
||||||
|
if (transform->Position.x > Edge()) {
|
||||||
|
transform->Position.x = Edge();
|
||||||
|
} else if (transform->Position.x < -Edge()) {
|
||||||
|
transform->Position.x = -Edge();
|
||||||
|
}
|
||||||
transform->Velocity += acceleration * (float)dt;
|
transform->Velocity += acceleration * (float)dt;
|
||||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
if (glm::abs(transform->Velocity.x) > 1 || (!Left() && !Right())) {
|
||||||
|
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float) dt;
|
||||||
|
}
|
||||||
|
|
||||||
if (Left()) {
|
if (Left()) {
|
||||||
acceleration.x = -pad->AccelerationSpeed;
|
acceleration.x = -pad->AccelerationSpeed;
|
||||||
@@ -85,40 +102,9 @@ void dd::Systems::PadSystem::Update(double dt)
|
|||||||
SetPad(pad);
|
SetPad(pad);
|
||||||
SetAcceleration(acceleration);
|
SetAcceleration(acceleration);
|
||||||
|
|
||||||
if (MultiBall() == true) {
|
|
||||||
SetMultiBall(false);
|
|
||||||
|
|
||||||
Events::MultiBall e;
|
|
||||||
e.padTransform = transform;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
EntityID dd::Systems::PadSystem::CreateBall()
|
|
||||||
{
|
|
||||||
auto ent = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
|
||||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
|
||||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
|
||||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
|
||||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
|
||||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
|
||||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
|
||||||
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;
|
|
||||||
cball->Speed = 5.f;
|
|
||||||
|
|
||||||
m_World->CommitEntity(ent);
|
|
||||||
|
|
||||||
return ent;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
||||||
{
|
{
|
||||||
int val = event.KeyCode;
|
int val = event.KeyCode;
|
||||||
@@ -135,9 +121,12 @@ bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
|||||||
//acceleration.x = 0.01f;
|
//acceleration.x = 0.01f;
|
||||||
SetRight(true);
|
SetRight(true);
|
||||||
} else if (val == GLFW_KEY_R) {
|
} else if (val == GLFW_KEY_R) {
|
||||||
SetReplaceBall(true);
|
Events::ResetBall e;
|
||||||
|
EventBroker->Publish(e);
|
||||||
} else if (val == GLFW_KEY_M) {
|
} else if (val == GLFW_KEY_M) {
|
||||||
SetMultiBall(true);
|
Events::MultiBall e;
|
||||||
|
e.padTransform = Transform();
|
||||||
|
EventBroker->Publish(e);
|
||||||
} else if (val == GLFW_KEY_D) {
|
} else if (val == GLFW_KEY_D) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
@@ -251,40 +240,9 @@ bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
|
||||||
{
|
|
||||||
SetReplaceBall(true);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
|
||||||
{
|
|
||||||
auto ent1 = CreateBall();
|
|
||||||
auto ent2 = CreateBall();
|
|
||||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
|
||||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
|
||||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
|
||||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
|
||||||
auto padTransform = event.padTransform;
|
|
||||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
|
||||||
if (x1 < -3.1) {
|
|
||||||
x1 = 3;
|
|
||||||
}
|
|
||||||
if (x2 > 3.1) {
|
|
||||||
x2 = -3;
|
|
||||||
}
|
|
||||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
|
||||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
|
||||||
|
|
||||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
|
||||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
||||||
{
|
{
|
||||||
auto entity = CreateBall();
|
//auto entity = CreateBall();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1,313 +0,0 @@
|
|||||||
//
|
|
||||||
// Created by Adniklastrator on 2015-09-10.
|
|
||||||
//
|
|
||||||
|
|
||||||
#include "PrecompiledHeader.h"
|
|
||||||
#include "Game/PadSystem.h"
|
|
||||||
#include "Core/World.h"
|
|
||||||
#include <iostream>
|
|
||||||
#include <Game/CPad.h>
|
|
||||||
#include <Rendering/CPointLight.h>
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PadSystem::Initialize()
|
|
||||||
{
|
|
||||||
Events::BindKey r;
|
|
||||||
r.KeyCode = GLFW_KEY_RIGHT;
|
|
||||||
r.Command = "right";
|
|
||||||
EventBroker->Publish(r);
|
|
||||||
|
|
||||||
Events::BindKey l;
|
|
||||||
l.KeyCode = GLFW_KEY_LEFT;
|
|
||||||
l.Command = "left";
|
|
||||||
EventBroker->Publish(l);
|
|
||||||
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyDown, &PadSystem::OnKeyDown);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &PadSystem::OnKeyUp);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContact, &PadSystem::OnContact);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EContactPowerUp, &PadSystem::OnContactPowerUp);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EResetBall, &PadSystem::OnResetBall);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EMultiBall, &PadSystem::OnMultiBall);
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_EStageCleared, &PadSystem::OnStageCleared);
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PadSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
|
||||||
{
|
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(entity);
|
|
||||||
if (ball != nullptr) {
|
|
||||||
if (ReplaceBall() == true) {
|
|
||||||
SetReplaceBall(false);
|
|
||||||
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
transform->Position = glm::vec3(0.0f, 0.26f, -10.f);
|
|
||||||
transform->Velocity = glm::vec3(0.0f, -ball->Speed, 0.f);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PadSystem::Update(double dt)
|
|
||||||
{
|
|
||||||
if (Entity() == 0) {
|
|
||||||
for (auto it = m_World->GetEntities()->begin(); it != m_World->GetEntities()->end(); it++) {
|
|
||||||
if (m_World->GetProperty<std::string>(it->first, "Name") == "Pad") {
|
|
||||||
SetEntity(it->first);
|
|
||||||
SetTransform(m_World->GetComponent<Components::Transform>(Entity()));
|
|
||||||
SetPad(m_World->GetComponent<Components::Pad>(Entity()));
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
auto transform = Transform();
|
|
||||||
auto pad = Pad();
|
|
||||||
auto acceleration = Acceleration();
|
|
||||||
|
|
||||||
if (transform->Velocity.x < -pad->MaxSpeed) {
|
|
||||||
transform->Velocity.x = -pad->MaxSpeed;
|
|
||||||
}
|
|
||||||
else if (transform->Velocity.x > pad->MaxSpeed) {
|
|
||||||
transform->Velocity.x = pad->MaxSpeed;
|
|
||||||
}
|
|
||||||
transform->Position += transform->Velocity * (float)dt;
|
|
||||||
transform->Velocity += acceleration * (float)dt;
|
|
||||||
transform->Velocity -= transform->Velocity * pad->SlowdownModifier * (float)dt;
|
|
||||||
|
|
||||||
|
|
||||||
if (Left()) {
|
|
||||||
acceleration.x = -pad->AccelerationSpeed;
|
|
||||||
<<<<<<< HEAD
|
|
||||||
}
|
|
||||||
else if (Right()) {
|
|
||||||
=======
|
|
||||||
} else if (Right()) {
|
|
||||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
|
||||||
acceleration.x = pad->AccelerationSpeed;
|
|
||||||
} else {
|
|
||||||
acceleration.x = 0.f;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetTransform(transform);
|
|
||||||
SetPad(pad);
|
|
||||||
SetAcceleration(acceleration);
|
|
||||||
|
|
||||||
if (MultiBall() == true) {
|
|
||||||
SetMultiBall(false);
|
|
||||||
|
|
||||||
Events::MultiBall e;
|
|
||||||
e.padTransform = transform;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
}
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
EntityID dd::Systems::PadSystem::CreateBall()
|
|
||||||
{
|
|
||||||
auto ent = m_World->CreateEntity();
|
|
||||||
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
|
|
||||||
transform->Position = glm::vec3(0.5f, 0.26f, -10.f);
|
|
||||||
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
|
|
||||||
auto model = m_World->AddComponent<Components::Model>(ent);
|
|
||||||
model->ModelFile = "Models/Test/Ball/Ballopus.obj";
|
|
||||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
|
||||||
std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
|
|
||||||
std::shared_ptr<Components::Ball> cball = m_World->AddComponent<Components::Ball>(ent);
|
|
||||||
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
|
|
||||||
physics->Static = false;
|
|
||||||
|
|
||||||
cball->Speed = 10;
|
|
||||||
|
|
||||||
m_World->CommitEntity(ent);
|
|
||||||
|
|
||||||
return ent;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnKeyDown(const dd::Events::KeyDown &event)
|
|
||||||
{
|
|
||||||
int val = event.KeyCode;
|
|
||||||
if (val == GLFW_KEY_UP) {
|
|
||||||
//std::cout << "Up!" << std::endl;
|
|
||||||
} else if (val == GLFW_KEY_DOWN) {
|
|
||||||
//std::cout << "Down!" << std::endl;
|
|
||||||
} else if (val == GLFW_KEY_LEFT) {
|
|
||||||
//std::cout << "Left!" << std::endl;
|
|
||||||
//acceleration.x = -0.01f;
|
|
||||||
SetLeft(true);
|
|
||||||
} else if (val == GLFW_KEY_RIGHT) {
|
|
||||||
//std::cout << "Right!" << std::endl;
|
|
||||||
//acceleration.x = 0.01f;
|
|
||||||
SetRight(true);
|
|
||||||
} else if (val == GLFW_KEY_R) {
|
|
||||||
SetReplaceBall(true);
|
|
||||||
} else if (val == GLFW_KEY_M) {
|
|
||||||
SetMultiBall(true);
|
|
||||||
} else if (val == GLFW_KEY_D) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnKeyUp(const dd::Events::KeyUp &event)
|
|
||||||
{
|
|
||||||
int val = event.KeyCode;
|
|
||||||
if (val == GLFW_KEY_UP) {
|
|
||||||
|
|
||||||
} else if (val == GLFW_KEY_DOWN) {
|
|
||||||
|
|
||||||
} else if (val == GLFW_KEY_LEFT) {
|
|
||||||
SetLeft(false);
|
|
||||||
} else if (val == GLFW_KEY_RIGHT) {
|
|
||||||
SetRight(false);
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
|
|
||||||
{
|
|
||||||
/*
|
|
||||||
EntityID entityBall = event.Entity2;
|
|
||||||
auto ball = m_World->GetComponent<Components::Ball>(entityBall);
|
|
||||||
if (ball == NULL) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
EntityID entityPad = event.Entity1;
|
|
||||||
auto pad = m_World->GetComponent<Components::Pad>(entityPad);
|
|
||||||
if (pad == NULL) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
|
|
||||||
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
|
|
||||||
|
|
||||||
float movementMultiplier = 0.5f;
|
|
||||||
|
|
||||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
|
||||||
//float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
|
|
||||||
if (whatX > 0) {
|
|
||||||
movementX = movementMultiplier * whatX;
|
|
||||||
//std::cout << "Right!" << std::endl;
|
|
||||||
} else {
|
|
||||||
movementX = movementMultiplier * whatX;
|
|
||||||
//std::cout << "Left!" << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
// std::cout << movementX << " " << movementY << std::endl;
|
|
||||||
|
|
||||||
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
|
|
||||||
<<<<<<< HEAD
|
|
||||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2) + 1;
|
|
||||||
=======
|
|
||||||
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2)+ 0.2;
|
|
||||||
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
|
|
||||||
|
|
||||||
//std::cout << movementX << " " << movementY << std::endl;
|
|
||||||
|
|
||||||
float len = glm::length<float>(transformBall->Velocity);
|
|
||||||
//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
|
|
||||||
|
|
||||||
|
|
||||||
transformBall->Velocity += glm::vec3(transformPad->Velocity.x, 0, 0);
|
|
||||||
transformBall->Velocity = glm::normalize(transformBall->Velocity) * len;
|
|
||||||
|
|
||||||
|
|
||||||
//transform->Velocity = glm::vec3(movementX, movementY, 0.f);
|
|
||||||
*/
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnContactPowerUp(const dd::Events::Contact &event)
|
|
||||||
{
|
|
||||||
EntityID entityPower;
|
|
||||||
EntityID entityPad;
|
|
||||||
auto powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity1);
|
|
||||||
auto pad = m_World->GetComponent<Components::Pad>(event.Entity2);
|
|
||||||
if (powerUp != nullptr) {
|
|
||||||
entityPower = event.Entity1;
|
|
||||||
} else {
|
|
||||||
powerUp = m_World->GetComponent<Components::PowerUp>(event.Entity2);
|
|
||||||
if (powerUp != nullptr) {
|
|
||||||
entityPower = event.Entity2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (pad != nullptr) {
|
|
||||||
entityPad = event.Entity2;
|
|
||||||
} else {
|
|
||||||
pad = m_World->GetComponent<Components::Pad>(event.Entity1);
|
|
||||||
if (pad != nullptr) {
|
|
||||||
entityPad = event.Entity1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (entityPower == NULL || entityPad == NULL) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
pad = m_World->GetComponent<Components::Pad>(entityPad);
|
|
||||||
if (pad == nullptr) {
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
m_World->RemoveComponent<Components::PowerUp>(entityPower);
|
|
||||||
m_World->RemoveComponent<Components::CircleShape>(entityPower);
|
|
||||||
m_World->RemoveComponent<Components::Physics>(entityPower);
|
|
||||||
m_World->RemoveEntity(entityPower);
|
|
||||||
Events::PowerUpTaken ep;
|
|
||||||
ep.Name = "Something";
|
|
||||||
EventBroker->Publish(ep);
|
|
||||||
|
|
||||||
Events::MultiBall e;
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entityPad);
|
|
||||||
e.padTransform = transform;
|
|
||||||
EventBroker->Publish(e);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnResetBall(const dd::Events::ResetBall &event)
|
|
||||||
{
|
|
||||||
SetReplaceBall(true);
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnMultiBall(const dd::Events::MultiBall &event)
|
|
||||||
{
|
|
||||||
auto ent1 = CreateBall();
|
|
||||||
auto ent2 = CreateBall();
|
|
||||||
auto transform1 = m_World->GetComponent<Components::Transform>(ent1);
|
|
||||||
auto transform2 = m_World->GetComponent<Components::Transform>(ent2);
|
|
||||||
auto ball1 = m_World->GetComponent<Components::Ball>(ent1);
|
|
||||||
auto ball2 = m_World->GetComponent<Components::Ball>(ent2);
|
|
||||||
auto padTransform = event.padTransform;
|
|
||||||
float x1 = padTransform->Position.x - 2, x2 = padTransform->Position.x + 2;
|
|
||||||
if (x1 < -3.1) {
|
|
||||||
x1 = 3;
|
|
||||||
}
|
|
||||||
if (x2 > 3.1) {
|
|
||||||
x2 = -3;
|
|
||||||
}
|
|
||||||
transform1->Position = glm::vec3(x1, -5.5, -10);
|
|
||||||
transform2->Position = glm::vec3(x2, -5.5, -10);
|
|
||||||
|
|
||||||
transform1->Velocity = glm::normalize(glm::vec3(5, 5 ,0.f)) * ball1->Speed;
|
|
||||||
transform2->Velocity = glm::normalize(glm::vec3(-5, 5 ,0.f)) * ball2->Speed;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::OnStageCleared(const dd::Events::StageCleared &event)
|
|
||||||
{
|
|
||||||
auto entity = CreateBall();
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PadSystem::PadSteeringInputController::OnCommand(const Events::InputCommand &event)
|
|
||||||
{
|
|
||||||
std::string command = event.Command;
|
|
||||||
|
|
||||||
std::cout << "Command!" << std::endl;
|
|
||||||
|
|
||||||
if (command == "right") {
|
|
||||||
std::cout << "Right!" << std::endl;
|
|
||||||
} else if (command == "left") {
|
|
||||||
std::cout << "Left!" << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
Regular → Executable
+158
-55
@@ -29,10 +29,9 @@ void dd::Systems::PhysicsSystem::Initialize()
|
|||||||
|
|
||||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
void dd::Systems::PhysicsSystem::InitializeWater()
|
||||||
{
|
{
|
||||||
b2ParticleSystemDef m_ParticleSystemDef;
|
float radius = 0.13f;
|
||||||
m_ParticleSystemDef.radius = 0.13f;
|
float gravityScale = 1.0f;
|
||||||
|
CreateParticleSystem(radius, gravityScale);
|
||||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
||||||
@@ -58,24 +57,22 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
void dd::Systems::PhysicsSystem::Update(double dt) {
|
||||||
{
|
|
||||||
|
|
||||||
m_Accumulator += dt;
|
m_Accumulator += dt;
|
||||||
while(m_Accumulator >= m_TimeStep)
|
while (m_Accumulator >= m_TimeStep) {
|
||||||
{
|
|
||||||
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
for (auto i : m_EntitiesToBodies) {
|
||||||
EntityID entity = i.first;
|
EntityID entity = i.first;
|
||||||
b2Body* body = i.second;
|
b2Body *body = i.second;
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||||
if (! transformComponent) {
|
if (!transformComponent) {
|
||||||
continue;
|
continue;
|
||||||
LOG_ERROR("RigidBody with no TransformComponent");
|
LOG_ERROR("RigidBody with no TransformComponent");
|
||||||
}
|
}
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||||
if (! physicsComponent) {
|
if (!physicsComponent) {
|
||||||
continue;
|
continue;
|
||||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
LOG_ERROR("RigidBody with no PhysicsComponent");
|
||||||
}
|
}
|
||||||
@@ -102,19 +99,19 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
UpdateParticleEmitters(dt);
|
||||||
|
|
||||||
for (auto i : m_Impulses) {
|
for (auto i : m_Impulses) {
|
||||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
||||||
}
|
}
|
||||||
m_Impulses.clear();
|
m_Impulses.clear();
|
||||||
|
|
||||||
|
|
||||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
for (auto i : m_EntitiesToBodies) {
|
||||||
EntityID entity = i.first;
|
EntityID entity = i.first;
|
||||||
b2Body* body = i.second;
|
b2Body *body = i.second;
|
||||||
|
|
||||||
if (body == nullptr) {
|
if (body == nullptr) {
|
||||||
LOG_ERROR("This body should not exist");
|
LOG_ERROR("This body should not exist");
|
||||||
@@ -122,15 +119,17 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
|||||||
}
|
}
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
||||||
if (! transformComponent)
|
if (!transformComponent)
|
||||||
continue;
|
continue;
|
||||||
auto parent = m_World->GetEntityParent(entity);
|
auto parent = m_World->GetEntityParent(entity);
|
||||||
if (parent == 0) {
|
if (parent == 0) {
|
||||||
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||||
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
|
||||||
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
transformComponent->Position.x =
|
||||||
transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
|
transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
|
||||||
|
transformComponent->Position.y =
|
||||||
|
transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
b2Vec2 position = body->GetPosition();
|
b2Vec2 position = body->GetPosition();
|
||||||
@@ -138,36 +137,42 @@ void dd::Systems::PhysicsSystem::Update(double dt)
|
|||||||
transformComponent->Position.y = position.y;
|
transformComponent->Position.y = position.y;
|
||||||
|
|
||||||
float angle = body->GetAngle();
|
float angle = body->GetAngle();
|
||||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
|
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
|
||||||
|
|
||||||
b2Vec2 velocity = body->GetLinearVelocity();
|
b2Vec2 velocity = body->GetLinearVelocity();
|
||||||
transformComponent->Velocity.x = velocity.x;
|
transformComponent->Velocity.x = velocity.x;
|
||||||
transformComponent->Velocity.y = velocity.y;
|
transformComponent->Velocity.y = velocity.y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
|
||||||
for (auto i : m_EntitiesToParticleHandle) {
|
b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
|
||||||
EntityID entity = i.first;
|
for (auto i : m_EntitiesToParticleHandle[e]){
|
||||||
b2ParticleHandle* particleH = i.second;
|
EntityID entity = i.first;
|
||||||
|
b2ParticleHandle *particleH = i.second;
|
||||||
|
|
||||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
||||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
||||||
|
|
||||||
|
EntityID entityParent = m_World->GetEntityParent(entity);
|
||||||
|
glm::vec3 parentTransform = glm::vec3(0.f);
|
||||||
|
if(entityParent) {
|
||||||
|
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
|
||||||
|
parentTransform = tp->Position;
|
||||||
|
}
|
||||||
|
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||||
|
|
||||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
|
||||||
|
|
||||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
m_Accumulator -= dt;
|
m_Accumulator -= dt;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
||||||
{
|
{
|
||||||
|
|
||||||
@@ -177,15 +182,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
|||||||
{
|
{
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
||||||
|
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
|
||||||
|
|
||||||
if (physicsComponent && waterComponent) {
|
if (physicsComponent && waterComponent) {
|
||||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
if (physicsComponent && particleEmitterComponent) {
|
||||||
|
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (physicsComponent) {
|
if (physicsComponent) {
|
||||||
CreateBody(entity);
|
CreateBody(entity);
|
||||||
} else if (waterComponent) {
|
} else if (waterComponent) {
|
||||||
CreateParticleGroup(entity);
|
CreateParticleGroup(entity);
|
||||||
|
} else if (particleEmitterComponent) {
|
||||||
|
CreateParticleEmitter(entity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -208,7 +221,6 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||||
{
|
{
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||||
@@ -289,40 +301,131 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
|||||||
|
|
||||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||||
{
|
{
|
||||||
//TODO: L�gg alla pd i en lista
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||||
if (!transform) {
|
if (!transform) {
|
||||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||||
return;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
b2ParticleGroupDef pd;
|
b2ParticleGroupDef pd;
|
||||||
b2PolygonShape shape;
|
b2PolygonShape shape;
|
||||||
|
auto water = m_World->GetComponent<Components::WaterVolume>(e);
|
||||||
|
if (water) {
|
||||||
|
|
||||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||||
pd.shape = &shape;
|
pd.shape = &shape;
|
||||||
pd.flags = b2_tensileParticle;
|
pd.flags = b2_tensileParticle;
|
||||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||||
//TODO: PUT IN LIST
|
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
{
|
||||||
{
|
auto t_waterparticle = m_World->CreateEntity(e);
|
||||||
auto t_waterparticle = m_World->CreateEntity(e);
|
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
|
||||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
|
||||||
|
|
||||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||||
//sprite->SpriteFile = "Textures/Ball.png";
|
m_World->CommitEntity(t_waterparticle);
|
||||||
m_World->CommitEntity(t_waterparticle);
|
|
||||||
|
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||||
|
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||||
|
}
|
||||||
|
|
||||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
|
||||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
}
|
||||||
|
|
||||||
|
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||||
|
auto e = m_ParticleEmitters.ParticleEmitter[i];
|
||||||
|
auto pt = m_ParticleEmitters.ParticleTemplate[i];
|
||||||
|
auto ps = m_ParticleEmitters.ParticleSystem[i];
|
||||||
|
|
||||||
|
|
||||||
|
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
|
||||||
|
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
|
||||||
|
emitter->TimeSinceLastSpawn += dt;
|
||||||
|
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
|
||||||
|
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
|
||||||
|
|
||||||
|
b2ParticleDef particleDef;
|
||||||
|
particleDef.flags = particleTemplate->Flags;
|
||||||
|
//particleDef.color TODO: Implement this if we want color mixing and shit.
|
||||||
|
particleDef.lifetime = particleTemplate->LifeTime;
|
||||||
|
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
|
||||||
|
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
|
||||||
|
|
||||||
|
auto particle = m_World->CloneEntity(pt, 0);
|
||||||
|
m_World->RemoveComponent<Components::Template>(particle);
|
||||||
|
|
||||||
|
auto b2Particle = ps->CreateParticle(particleDef);
|
||||||
|
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
|
||||||
|
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
|
||||||
|
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
|
||||||
|
|
||||||
|
//TODO: Ta bort detta
|
||||||
|
int particles = 0;
|
||||||
|
for (auto i : m_EntitiesToParticleHandle)
|
||||||
|
{
|
||||||
|
particles += i.size();
|
||||||
|
}
|
||||||
|
LOG_INFO("--I have %i particles.", particles);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
|
||||||
|
{
|
||||||
|
auto childEntities = m_World->GetEntityChildren(entity);
|
||||||
|
if (childEntities.empty()) {
|
||||||
|
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
int pf = 0;
|
||||||
|
dd::Components::Particle* particle;
|
||||||
|
EntityID childEntity;
|
||||||
|
for ( auto c : childEntities ) {
|
||||||
|
auto p = m_World->GetComponent<Components::Particle>(c);
|
||||||
|
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
|
||||||
|
if (!p) {
|
||||||
|
continue;
|
||||||
|
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
|
||||||
|
}
|
||||||
|
if(!particleTemplate) {
|
||||||
|
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (pf != 0) {
|
||||||
|
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
childEntity = c;
|
||||||
|
particle = p;
|
||||||
|
pf++;
|
||||||
|
}
|
||||||
|
//TODO: Skicka med fler flaggor till particlesystemet;
|
||||||
|
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
|
||||||
|
m_ParticleEmitters.ParticleEmitter.push_back(entity);
|
||||||
|
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
|
||||||
|
{
|
||||||
|
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
|
||||||
|
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
|
||||||
|
m_EntitiesToParticleHandle.push_back(m1);
|
||||||
|
m_ParticleHandleToEntities.push_back(m2);
|
||||||
|
|
||||||
|
b2ParticleSystemDef m_ParticleSystemDef;
|
||||||
|
m_ParticleSystemDef.radius = radius;
|
||||||
|
m_ParticleSystemDef.gravityScale = gravityScale;
|
||||||
|
|
||||||
|
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||||
|
|
||||||
|
return m_ParticleSystem.back();
|
||||||
}
|
}
|
||||||
|
|
||||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||||
|
|||||||
@@ -1,363 +0,0 @@
|
|||||||
#include "PrecompiledHeader.h"
|
|
||||||
#include "Physics/PhysicsSystem.h"
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::RegisterComponents(ComponentFactory* cf)
|
|
||||||
{
|
|
||||||
cf->Register<Components::CircleShape>();
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::Initialize()
|
|
||||||
{
|
|
||||||
m_ContactListener = new ContactListener(this);
|
|
||||||
|
|
||||||
m_Gravity = b2Vec2(0.f, -9.82f);
|
|
||||||
m_PhysicsWorld = new b2World(m_Gravity);
|
|
||||||
|
|
||||||
m_TimeStep = 1.f/60.f;
|
|
||||||
m_VelocityIterations = 6;
|
|
||||||
m_PositionIterations = 2;
|
|
||||||
m_Accumulator = 0.f;
|
|
||||||
|
|
||||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
|
||||||
|
|
||||||
InitializeWater();
|
|
||||||
|
|
||||||
EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::InitializeWater()
|
|
||||||
{
|
|
||||||
b2ParticleSystemDef m_ParticleSystemDef;
|
|
||||||
m_ParticleSystemDef.radius = 0.13f;
|
|
||||||
|
|
||||||
m_ParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
|
|
||||||
{
|
|
||||||
b2Body* body = m_EntitiesToBodies[event.Entity];
|
|
||||||
|
|
||||||
b2Vec2 impulse;
|
|
||||||
impulse.x = event.Impulse.x;
|
|
||||||
impulse.y = event.Impulse.y;
|
|
||||||
|
|
||||||
b2Vec2 point;
|
|
||||||
point.x = event.Point.x;
|
|
||||||
point.y = event.Point.y;
|
|
||||||
|
|
||||||
|
|
||||||
Impulse i;
|
|
||||||
i.Body = body;
|
|
||||||
i.Impulse = impulse;
|
|
||||||
i.Point = point;
|
|
||||||
|
|
||||||
m_Impulses.push_back(i);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::Update(double dt)
|
|
||||||
{
|
|
||||||
|
|
||||||
m_Accumulator += dt;
|
|
||||||
while(m_Accumulator >= m_TimeStep)
|
|
||||||
{
|
|
||||||
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
|
||||||
EntityID entity = i.first;
|
|
||||||
b2Body* body = i.second;
|
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (! transformComponent) {
|
|
||||||
continue;
|
|
||||||
LOG_ERROR("RigidBody with no TransformComponent");
|
|
||||||
}
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
|
||||||
if (! physicsComponent) {
|
|
||||||
continue;
|
|
||||||
LOG_ERROR("RigidBody with no PhysicsComponent");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if (body == nullptr) {
|
|
||||||
LOG_ERROR("This body should not exist");
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (m_World->GetEntityParent(entity) == 0) { //TODO: Make this work with childs too
|
|
||||||
b2Vec2 position;
|
|
||||||
position.x = transformComponent->Position.x;
|
|
||||||
position.y = transformComponent->Position.y;
|
|
||||||
float angle = -glm::eulerAngles(transformComponent->Orientation).z;
|
|
||||||
body->SetTransform(position, angle);
|
|
||||||
body->SetLinearVelocity(b2Vec2(transformComponent->Velocity.x, transformComponent->Velocity.y));
|
|
||||||
|
|
||||||
body->SetGravityScale(physicsComponent->GravityScale);
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
|
|
||||||
b2Filter filter;
|
|
||||||
filter.categoryBits = physicsComponent->Category;
|
|
||||||
filter.maskBits = physicsComponent->Mask;
|
|
||||||
body->GetFixtureList()->SetFilterData(filter);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
for (auto i : m_Impulses) {
|
|
||||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
|
||||||
=======
|
|
||||||
>>>>>>> origin/master
|
|
||||||
}
|
|
||||||
m_Impulses.clear();
|
|
||||||
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
|
|
||||||
|
|
||||||
=======
|
|
||||||
for (auto i : m_Impulses) {
|
|
||||||
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
|
|
||||||
}
|
|
||||||
m_Impulses.clear();
|
|
||||||
m_Accumulator += dt;
|
|
||||||
while(m_Accumulator >= m_TimeStep)
|
|
||||||
{
|
|
||||||
>>>>>>> origin/master
|
|
||||||
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
|
|
||||||
m_Accumulator -= dt;
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
|
|
||||||
=======
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
|
||||||
EntityID entity = i.first;
|
|
||||||
b2Body* body = i.second;
|
|
||||||
>>>>>>> origin/master
|
|
||||||
|
|
||||||
for (auto i : m_EntitiesToBodies) {
|
|
||||||
EntityID entity = i.first;
|
|
||||||
b2Body* body = i.second;
|
|
||||||
|
|
||||||
if (body == nullptr) {
|
|
||||||
LOG_ERROR("This body should not exist");
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (! transformComponent)
|
|
||||||
continue;
|
|
||||||
if (m_World->GetEntityParent(entity) == 0) {
|
|
||||||
b2Vec2 position = body->GetPosition();
|
|
||||||
transformComponent->Position.x = position.x;
|
|
||||||
transformComponent->Position.y = position.y;
|
|
||||||
=======
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if (! transformComponent)
|
|
||||||
continue;
|
|
||||||
auto parent = m_World->GetEntityParent(entity);
|
|
||||||
if (parent == 0) {
|
|
||||||
b2Vec2 position = body->GetPosition();
|
|
||||||
transformComponent->Position.x = position.x;
|
|
||||||
transformComponent->Position.y = position.y;
|
|
||||||
>>>>>>> origin/master
|
|
||||||
|
|
||||||
float angle = body->GetAngle();
|
|
||||||
|
|
||||||
|
|
||||||
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, -angle));
|
|
||||||
|
|
||||||
<<<<<<< HEAD
|
|
||||||
b2Vec2 velocity = body->GetLinearVelocity();
|
|
||||||
transformComponent->Velocity.x = velocity.x;
|
|
||||||
transformComponent->Velocity.y = velocity.y;
|
|
||||||
|
|
||||||
}
|
|
||||||
=======
|
|
||||||
>>>>>>> origin/master
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
b2Vec2* positionBuffer = m_ParticleSystem->GetPositionBuffer();
|
|
||||||
for (auto i : m_EntitiesToParticleHandle) {
|
|
||||||
EntityID entity = i.first;
|
|
||||||
b2ParticleHandle* particleH = i.second;
|
|
||||||
|
|
||||||
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
|
|
||||||
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
|
|
||||||
|
|
||||||
|
|
||||||
EntityID entityParent = m_World->GetEntityParent(entity);
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
|
|
||||||
|
|
||||||
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
|
|
||||||
{
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
|
||||||
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
|
|
||||||
|
|
||||||
if (physicsComponent && waterComponent) {
|
|
||||||
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (physicsComponent) {
|
|
||||||
CreateBody(entity);
|
|
||||||
} else if (waterComponent) {
|
|
||||||
CreateParticleGroup(entity);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
|
|
||||||
{
|
|
||||||
auto physics = m_World->GetComponent<Components::Physics>(entity);
|
|
||||||
if (physics == nullptr) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
b2Body* body = m_EntitiesToBodies[entity];
|
|
||||||
|
|
||||||
if (body != nullptr) {
|
|
||||||
m_EntitiesToBodies.erase(entity);
|
|
||||||
m_BodiesToEntities.erase(body);
|
|
||||||
|
|
||||||
m_PhysicsWorld->DestroyBody(body);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
|
||||||
{
|
|
||||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
|
||||||
if(!physicsComponent){
|
|
||||||
LOG_ERROR("No PhysicsComponent in CreateBody");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
|
|
||||||
if(!transformComponent) {
|
|
||||||
LOG_ERROR("No TransformComponent in CreateBody");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto absoluteTransform = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(entity);
|
|
||||||
|
|
||||||
b2BodyDef bodyDef;
|
|
||||||
bodyDef.position.Set(absoluteTransform.Position.x, absoluteTransform.Position.y);
|
|
||||||
bodyDef.angle = -glm::eulerAngles(absoluteTransform.Orientation).z;
|
|
||||||
|
|
||||||
if (physicsComponent->Static) {
|
|
||||||
bodyDef.type = b2_staticBody;
|
|
||||||
} else {
|
|
||||||
bodyDef.type = b2_dynamicBody;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
b2Body* body = m_PhysicsWorld->CreateBody(&bodyDef);
|
|
||||||
|
|
||||||
b2Shape* pShape;
|
|
||||||
|
|
||||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
|
||||||
if (boxComponent) {
|
|
||||||
b2PolygonShape* bShape = new b2PolygonShape();
|
|
||||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2);
|
|
||||||
pShape = bShape;
|
|
||||||
} else {
|
|
||||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
|
||||||
if (circleComponent) {
|
|
||||||
pShape = new b2CircleShape();
|
|
||||||
pShape->m_radius = absoluteTransform.Scale.x;
|
|
||||||
|
|
||||||
|
|
||||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
|
||||||
LOG_WARNING("Circles has to be of uniform scale.");
|
|
||||||
}
|
|
||||||
pShape->m_radius = absoluteTransform.Scale.x/2;
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
b2FixtureDef fixtureDef;
|
|
||||||
fixtureDef.shape = pShape;
|
|
||||||
fixtureDef.filter.categoryBits = physicsComponent->Category;
|
|
||||||
fixtureDef.filter.maskBits = physicsComponent->Mask;
|
|
||||||
|
|
||||||
|
|
||||||
if(physicsComponent->Static) {
|
|
||||||
body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
fixtureDef.shape = pShape;
|
|
||||||
fixtureDef.density = 1.f;
|
|
||||||
fixtureDef.restitution = 1.0f;
|
|
||||||
fixtureDef.friction = 0.0f;
|
|
||||||
body->CreateFixture(&fixtureDef);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
delete pShape;
|
|
||||||
|
|
||||||
|
|
||||||
body->SetGravityScale(physicsComponent->GravityScale);
|
|
||||||
m_EntitiesToBodies.insert(std::make_pair(entity, body));
|
|
||||||
m_BodiesToEntities.insert(std::make_pair(body, entity));
|
|
||||||
}
|
|
||||||
|
|
||||||
void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
|
||||||
{
|
|
||||||
//TODO: Lägg alla pd i en lista
|
|
||||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
|
||||||
if (!transform) {
|
|
||||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
b2ParticleGroupDef pd;
|
|
||||||
b2PolygonShape shape;
|
|
||||||
|
|
||||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
|
||||||
pd.shape = &shape;
|
|
||||||
pd.flags = b2_tensileParticle;
|
|
||||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
|
||||||
//TODO: PUT IN LIST
|
|
||||||
t_watergroup = m_ParticleSystem->CreateParticleGroup(pd);
|
|
||||||
b2Vec2* t_ParticlePositions = m_ParticleSystem->GetPositionBuffer();
|
|
||||||
for(int i = 0; i < m_ParticleSystem->GetParticleCount(); i++){
|
|
||||||
{
|
|
||||||
auto t_waterparticle = m_World->CreateEntity(e);
|
|
||||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
|
||||||
//auto sprite = m_World->AddComponent<Components::Sprite>(t_waterparticle);
|
|
||||||
|
|
||||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
|
||||||
transformChild->Scale = glm::vec3(m_ParticleSystem->GetRadius())/transform->Scale;
|
|
||||||
//sprite->SpriteFile = "Textures/Ball.png";
|
|
||||||
m_World->CommitEntity(t_waterparticle);
|
|
||||||
|
|
||||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem->GetParticleHandleFromIndex(i)));
|
|
||||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
LOG_INFO("ParticleCount: %i", m_ParticleSystem->GetParticleCount());
|
|
||||||
}
|
|
||||||
|
|
||||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
|
||||||
{
|
|
||||||
if (m_ContactListener != nullptr) {
|
|
||||||
delete m_ContactListener;
|
|
||||||
m_ContactListener = nullptr;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
Reference in New Issue
Block a user