Merge branch 'master' into gui

This commit is contained in:
2015-10-02 18:18:44 +02:00
23 changed files with 869 additions and 1543 deletions
Regular → Executable
+52 -31
View File
@@ -52,6 +52,8 @@
#include "Physics/CRectangleShape.h" #include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h" #include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h" #include "Physics/CWaterVolume.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Game/EGameStart.h" #include "Game/EGameStart.h"
#include "Sound/EPlaySound.h" #include "Sound/EPlaySound.h"
@@ -111,10 +113,6 @@ public:
m_World->ComponentFactory.Register<Components::PowerUp>(); m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>(); m_World->ComponentFactory.Register<Components::PowerUpBrick>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::LevelSystem>( m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>(); m_World->AddSystem<Systems::LevelSystem>();
@@ -124,11 +122,16 @@ public:
m_World->SystemFactory.Register<Systems::BallSystem>( m_World->SystemFactory.Register<Systems::BallSystem>(
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); }); [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::BallSystem>(); m_World->AddSystem<Systems::BallSystem>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->ComponentFactory.Register<Components::Model>(); m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>(); m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>(); m_World->ComponentFactory.Register<Components::PointLight>();
m_World->ComponentFactory.Register<Components::WaterVolume>(); m_World->ComponentFactory.Register<Components::WaterVolume>();
m_World->ComponentFactory.Register<Components::Particle>();
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
m_World->Initialize(); m_World->Initialize();
@@ -136,7 +139,7 @@ public:
{ {
auto ent = m_World->CreateEntity(); auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent); std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-0.f, 0.26f, -9.f); transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f); transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f); transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
auto model = m_World->AddComponent<Components::Model>(ent); auto model = m_World->AddComponent<Components::Model>(ent);
@@ -150,8 +153,8 @@ public:
physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall; physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
physics->Calculate = true; physics->Calculate = true;
auto plight = m_World->AddComponent<Components::PointLight>(ent); //auto plight = m_World->AddComponent<Components::PointLight>(ent);
plight->Radius = 2.f; //plight->Radius = 2.f;
m_World->CommitEntity(ent); m_World->CommitEntity(ent);
} }
@@ -165,7 +168,7 @@ public:
pl->Radius = 20.f; pl->Radius = 20.f;
pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
{ {
@@ -176,7 +179,7 @@ public:
pl->Radius = 15.f; pl->Radius = 15.f;
pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
@@ -188,7 +191,7 @@ public:
transform->Scale = glm::vec3(6.f, 6.f, 10.f); transform->Scale = glm::vec3(6.f, 6.f, 10.f);
auto model = m_World->AddComponent<Components::Model>(t_halfPipe); auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
m_World->CommitEntity(t_halfPipe); m_World->CommitEntity(t_halfPipe);
} }
@@ -203,6 +206,44 @@ public:
m_World->CommitEntity(background); m_World->CommitEntity(background);
} }
//ParticleTest
// {
// auto Pe = m_World->CreateEntity();
// auto transform = m_World->AddComponent<Components::Transform>(Pe);
// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
//
// transform->Position = glm::vec3(0.f, -5.f, -10.f);
// particleEmitter->GravityScale = 0.0f;
// particleEmitter->SpawnRate = 1.0f;
//
// {
// auto Pt = m_World->CreateEntity(Pe);
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
//
// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
// PtTransform->Position = transform->Position;
// PtSprite->SpriteFile = "Textures/Ball.png";
//
// //PtModel->ModelFile = "Models/Brick/Brick.obj";
// PtParticle->LifeTime = 1000.f;
// PtParticle->Flags = ParticleFlags::Type::powderParticle;
// }
// m_World->CommitEntity(Pe);
// }
// {
// auto Pt = m_World->CreateEntity();
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
//
// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
// PtSprite->SpriteFile = "Textures/Ball.png";
// }
//Water test //Water test
{ {
auto t_waterBody = m_World->CreateEntity(); auto t_waterBody = m_World->CreateEntity();
@@ -213,6 +254,7 @@ public:
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody); auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody); m_World->CommitEntity(t_waterBody);
} }
//TODO: Why does the ball not collide with these bricks? //TODO: Why does the ball not collide with these bricks?
//BottomBox //BottomBox
{ {
@@ -320,25 +362,6 @@ public:
m_World->CommitEntity(rightWall); m_World->CommitEntity(rightWall);
} }
{
auto ent = m_World->CreateEntity();
m_World->SetProperty(ent, "Name", "Pad");
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
ctransform->Position = glm::vec3(0.f, -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);
}
//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart); //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1)); m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
@@ -449,7 +472,6 @@ public:
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity); auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent) if (spriteComponent)
{ {
std::string normal = spriteComponent->NormalTexture; std::string normal = spriteComponent->NormalTexture;
std::string spec = spriteComponent->SpecularTexture; std::string spec = spriteComponent->SpecularTexture;
@@ -472,7 +494,6 @@ public:
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
} }
} }
} }
//TODO: Get this out of engine.h //TODO: Get this out of engine.h
+26 -38
View File
@@ -16,8 +16,8 @@
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__
#define Renderer_h__ #define DD_RENDERER_H__
#include "Util/Rectangle.h" #include "Util/Rectangle.h"
#include "Camera.h" #include "Camera.h"
@@ -30,8 +30,6 @@ namespace dd
class Renderer class Renderer
{ {
public: public:
//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();
+61 -4
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@@ -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
+1
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@@ -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
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@@ -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;
}; };
} }
+27
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@@ -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
+26
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@@ -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
+9 -16
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@@ -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);
+4 -10
View File
@@ -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;
+65
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@@ -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
+25
View File
@@ -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
+1 -1
View File
@@ -9,7 +9,7 @@ namespace Components
struct WaterVolume : public Component struct WaterVolume : public Component
{ {
float Radius;
}; };
} }
Regular → Executable
+20 -5
View File
@@ -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;
+1 -2
View File
@@ -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
View File
@@ -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);
} }
+200 -2
View File
@@ -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
View File
@@ -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)
-372
View File
@@ -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
View File
@@ -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;
} }
-313
View File
@@ -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;
}
+158 -55
View File
@@ -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: Lgg 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()
-363
View File
@@ -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;
}
}