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

Conflicts:
	include/Core/Engine.h
	include/Core/RenderQueue.h
	include/Core/Renderer.h
	src/game/Core/Renderer.cpp
This commit is contained in:
2015-09-25 02:27:00 +02:00
24 changed files with 1716 additions and 83 deletions
+147 -51
View File
@@ -49,8 +49,9 @@
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CBoxShape.h"
#include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h"
#include "GUI/Frame.h"
#include "GUI/Button.h"
@@ -61,14 +62,15 @@ namespace dd
class Engine
{
public:
Engine(int argc, char* argv[]) {
m_EventBroker = std::make_shared<EventBroker>();
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(false);
//m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
@@ -76,28 +78,29 @@ public:
m_FrameStack->Height = 1080;
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::CollisionSound>();
m_World->SystemFactory.Register<Systems::SoundSystem>([this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
m_World->SystemFactory.Register<Systems::SoundSystem>(
[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::SoundSystem>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::Ball>();
m_World->ComponentFactory.Register<Components::Brick>();
m_World->ComponentFactory.Register<Components::Pad>();
@@ -106,39 +109,37 @@ public:
m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>();
m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
m_World->SystemFactory.Register<Systems::PadSystem>(
[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PadSystem>();
m_World->SystemFactory.Register<Systems::BallSystem>([this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
m_World->SystemFactory.Register<Systems::BallSystem>(
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::BallSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>();
m_World->Initialize();
m_World->ComponentFactory.Register<Components::WaterVolume>();
m_World->Initialize();
//TODO: Remove tobias light-test code.
/*{
}*/
//OctoBall
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-0.f, 0.26f, -10.f);
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(-0.f, 0.26f, -9.f);
transform->Scale = glm::vec3(0.5f, 0.5f, 0.5f);
transform->Velocity = glm::vec3(0.0f, -10.f, 0.f);
auto model = m_World->AddComponent<Components::Model>(ent);
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::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);
@@ -147,9 +148,7 @@ public:
auto plight = m_World->AddComponent<Components::PointLight>(ent);
plight->Radius = 2.f;
m_World->CommitEntity(ent);
m_World->CommitEntity(ent);
}
//PointLightTest
@@ -159,60 +158,136 @@ public:
transform->Position = glm::vec3(2.f, 1.5f, -9.f);
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
pl->Radius = 8.f;
m_World->CommitEntity(t_Light);
}
//Halfpipe background test model.
{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 0.f, -13.f);
transform->Scale = glm::vec3(5.f);
transform->Position = glm::vec3(0.f, 0.f, -15.f);
transform->Scale = glm::vec3(15.f);
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
//Background
{
auto background = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(background);
transform->Position = glm::vec3(0.f, 0.f, -30.f);
transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
auto sprite = m_World->AddComponent<Components::Sprite>(background);
sprite->SpriteFile = "Textures/Background.png";
m_World->CommitEntity(background);
}
//Water test
{
auto t_waterBody = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
transform->Position = glm::vec3(0.f, -4.5f, -10.f);
transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
}
//TODO: Why does the ball not collide with these bricks?
//BottomBox
{
auto topWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(topWall);
transform->Position = glm::vec3(0.f, -6.f, -9.9f);
transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
topWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
physics->Static = true;
m_World->CommitEntity(topWall);
}
//SideBox
// {
// auto topWall = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
// topWall);
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
// physics->Static = true;
// m_World->CommitEntity(topWall);
// }
// //OtherSideBox
// {
// auto topWall = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
// std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
// std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
// topWall);
// std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
// physics->Static = true;
// m_World->CommitEntity(topWall);
// }
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
topWall);
transform->Position = glm::vec3(0.f, 6.f, -10.f);
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
topWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
physics->Static = true;
m_World->CommitEntity(topWall);
}
{
auto leftWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
leftWall);
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
leftWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
physics->Static = true;
m_World->CommitEntity(leftWall);
}
{
auto rightWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
rightWall);
transform->Position = glm::vec3(4.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(
rightWall);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
physics->Static = true;
@@ -235,7 +310,7 @@ public:
m_World->CommitEntity(ent);
}
m_LastTime = glfwGetTime();
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
@@ -256,7 +331,6 @@ public:
m_World->Update(dt);
m_EventBroker->Process<GUI::Frame>();
m_FrameStack->UpdateLayered(dt);
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
}
@@ -315,8 +389,6 @@ public:
}
}
//TODO: Add LightLoadShit
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
@@ -327,6 +399,19 @@ public:
pointLightComponent->Radius);
}
auto parent = m_World->GetEntityParent(entity);
if(parent != 0) {
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
if (waterParticleComponent) {
//TODO: Remove hardcoded color.
//TODO: Do i even need modelMatrix?
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::scale(absoluteTransform.Scale);
EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
}
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
@@ -407,6 +492,17 @@ public:
}
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
{
WaterParticleJob job;
job.Position = position;
job.Color = color;
job.ModelMatrix = modelMatrix;
job.Depth = depth;
m_RendererQueue.Forward.Add(job);
}
private:
std::shared_ptr<EventBroker> m_EventBroker;
GUI::Frame* m_FrameStack = nullptr;
+18
View File
@@ -130,6 +130,18 @@ struct FrameJob : SpriteJob
}
};
struct WaterParticleJob : RenderJob
{
glm::vec3 Position;
glm::vec4 Color;
glm::mat4 ModelMatrix;
void CalculateHash() override
{
Hash = 0;
}
};
class RenderQueue
{
public:
@@ -138,6 +150,7 @@ public:
{
job.CalculateHash();
Jobs.push_back(std::shared_ptr<T>(new T(job)));
m_Size++;
}
void Sort()
@@ -148,8 +161,10 @@ public:
void Clear()
{
Jobs.clear();
m_Size = 0;
}
int Size() const { return m_Size; }
std::list<std::shared_ptr<RenderJob>>::const_iterator begin()
{
return Jobs.begin();
@@ -161,6 +176,9 @@ public:
}
std::list<std::shared_ptr<RenderJob>> Jobs;
private:
int m_Size = 0;
};
struct RenderQueueCollection
+16
View File
@@ -72,12 +72,15 @@ private:
ShaderProgram* m_spDeferred3;
ShaderProgram* m_spForward;
ShaderProgram* m_spScreen;
ShaderProgram* t_m_spWater;
ShaderProgram* t_m_spWater2;
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
Model* m_UnitQuad = nullptr;
Texture* m_StandardNormal;
Texture* m_StandardSpecular;
Texture* t_m_WhiteSphereTexture;
GLuint m_rbDepthBuffer = 0;
GLuint m_fbDeferred1 = 0;
@@ -89,11 +92,23 @@ private:
GLuint m_tLighting = 0;
GLuint m_fbDeferred3 = 0;
GLuint m_tFinal = 0;
//Water GTexture
GLuint t_m_Gwater = 0;
//Water blur texture
GLuint t_m_BWater;
GLuint t_m_BWater2;
//WAterpass Framebuffer
GLuint t_m_fbWater;
//Waterpass Framebuffer
GLuint t_m_fbWaterBlur;
GLuint t_m_fbWaterBlur2;
GLuint m_CurrentScreenBuffer = 0;
void LoadShaders();
void CreateBuffers();
GLuint CreateQuad();
GLuint CreateWaterParticleVAO(RenderQueue &particles);
static bool DepthSort(const std::shared_ptr<RenderJob> &i, const std::shared_ptr<RenderJob> &j) { return (i->Depth < j->Depth); }
@@ -101,6 +116,7 @@ private:
void DrawForward(RenderQueue &objects, RenderQueue &lights);
void DrawScene(RenderQueue &objects, ShaderProgram &program);
void DrawLightSpheres(RenderQueue &lights);
void DrawWater(RenderQueue &objects);
void DrawGUI(RenderQueue& rq);
void DebugKeys();
};
+1 -1
View File
@@ -19,12 +19,12 @@
#include "Game/ELifeLost.h"
#include "Game/EResetBall.h"
#include "Game/EScoreEvent.h"
#include "Physics/CRectangleShape.h"
#include "Game/EMultiBall.h"
#include "Game/EGameOver.h"
#include "Game/ECreatePowerUp.h"
#include "Game/EPowerUpTaken.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Physics/CBoxShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
+149
View File
@@ -0,0 +1,149 @@
//
// Created by Adniklastrator on 2015-09-09.
//
#ifndef DAYDREAM_LEVELSYSTEM_H
#define DAYDREAM_LEVELSYSTEM_H
#include "Core/System.h"
#include "Core/CTransform.h"
#include "Core/EventBroker.h"
#include "Core/World.h"
#include "Rendering/CSprite.h"
#include "Rendering/CModel.h"
#include "Game/CBrick.h"
#include "Game/CBall.h"
#include "Game/CLife.h"
#include "Game/CPowerUp.h"
#include "Game/EStageCleared.h"
#include "Game/ELifeLost.h"
#include "Game/EResetBall.h"
#include "Game/EScoreEvent.h"
<<<<<<< HEAD
#include "Physics/CRectangleShape.h"
=======
#include "Game/EMultiBall.h"
#include "Game/EGameOver.h"
#include "Game/ECreatePowerUp.h"
#include "Game/EPowerUpTaken.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Physics/CBoxShape.h"
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/EContact.h"
#include "Sound/CCollisionSound.h"
#include "Game/PadSystem.h"
#include <fstream>
#include <iostream>
#include <intrin.h>
namespace dd
{
namespace Systems
{
// Me trying things out.
class Level
{
public:
int levelRows;
int levelLines;
int levelSpaceBetweenBricks;
int levelSpaceToEdge;
int bricks[];
};
class LevelSystem : public System
{
public:
LevelSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker)
{ }
void Initialize() override;
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 LoadLevel(char[20]);
void CreateBrick(int, int, glm::vec2, float, int);
void ProcessCollision();
void OnEntityRemoved(EntityID entity);
void EndLevel();
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
bool Restarting() const { return m_Restarting; }
void SetRestarting(const bool& restarting) { m_Restarting = restarting; }
bool Initialized() const { return m_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; }
void SetMultiBalls(const int& multiBalls) { m_MultiBalls = multiBalls; }
int& PowerUps() { return m_PowerUps; }
void SetPowerUps(const int& powerUps) { m_PowerUps = powerUps; }
int& Score() { return m_Score; }
void SetScore(const int& score) { m_Score = score; }
int& NumberOfBricks() { return m_NumberOfBricks; }
void SetNumberOfBricks(const int& numberOfBricks) { m_NumberOfBricks = numberOfBricks; }
int& Rows() { return m_Rows; }
void SetRows(const int& rows) { m_Rows = rows; }
int& Lines() { return m_Lines; }
void SetLines(const int& lines) { m_Lines = lines; }
float& SpaceToEdge() { return m_SpaceToEdge; }
void SetSpaceToEdge(const float& spaceToEdge) { m_SpaceToEdge = spaceToEdge; }
glm::vec2& SpaceBetweenBricks() { return m_SpaceBetweenBricks; }
void SetSpaceBetweenBricks(const glm::vec2& spaceBetweenBricks) { m_SpaceBetweenBricks = spaceBetweenBricks; }
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; }
private:
bool m_Restarting = false;
bool m_Initialized = false;
int m_Lives = 3;
int m_PastLives = 3;
int m_MultiBalls = 0;
int m_PowerUps = 0;
int m_Score = 0;
int m_NumberOfBricks;
int m_Rows = 6;
int m_Lines = 7;
float m_SpaceToEdge = 0.25f;
glm::vec2 m_SpaceBetweenBricks = glm::vec2(1, 0.4);
float m_EdgeX = 3.2f;
float m_EdgeY = 5.2f;
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::MultiBall> m_EMultiBall;
dd::EventRelay<LevelSystem, dd::Events::CreatePowerUp> m_ECreatePowerUp;
dd::EventRelay<LevelSystem, dd::Events::PowerUpTaken> m_EPowerUpTaken;
dd::EventRelay<LevelSystem, dd::Events::StageCleared> m_EStageCleared;
bool OnContact(const dd::Events::Contact &event);
bool OnLifeLost(const dd::Events::LifeLost &event);
bool OnScoreEvent(const dd::Events::ScoreEvent &event);
bool OnMultiBall(const dd::Events::MultiBall &event);
bool OnCreatePowerUp(const dd::Events::CreatePowerUp &event);
bool OnPowerUpTaken(const dd::Events::PowerUpTaken &event);
bool OnStageCleared(const dd::Events::StageCleared &event);
};
}
}
#endif //DAYDREAM_LEVELSYSTEM_H
+1 -1
View File
@@ -14,7 +14,7 @@
#include "Core/EKeyUp.h"
#include "Input/EBindKey.h"
#include "Physics/EContact.h"
#include "Physics/CBoxShape.h"
#include "Physics/CRectangleShape.h"
#include "Physics/CPhysics.h"
#include "Physics/CCircleShape.h"
#include "Physics/ESetImpulse.h"
+19
View File
@@ -0,0 +1,19 @@
#ifndef CWATERVOLUME_H
#define CWATERVOLUME_H
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct WaterVolume : public Component
{
};
}
}
#endif
Regular → Executable
+12 -1
View File
@@ -5,7 +5,7 @@
#include "Core/System.h"
#include "Core/World.h"
#include "Physics/CBoxShape.h"
#include "CRectangleShape.h"
#include "Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include "Core/CTransform.h"
@@ -15,6 +15,8 @@
#include "Physics/CCircleShape.h"
#include "Core/EventBroker.h"
#include "Game/CPad.h"
#include "Physics/CWaterVolume.h"
#include "Rendering/CSprite.h"
namespace dd
@@ -64,6 +66,15 @@ private:
void CreateBody(EntityID entity);
b2ParticleSystem *m_ParticleSystem;
b2ParticleGroup* t_watergroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
void InitializeWater();
void SyncWater(); //TODO: Probably remove this
void CreateParticleGroup(EntityID entity);
struct Impulse
{
+146
View File
@@ -0,0 +1,146 @@
#ifndef DAYDREAM_PHYSICSSYSTEM_H
#define DAYDREAM_PHYSICSSYSTEM_H
#include <unordered_map>
#include "Core/System.h"
#include "Core/World.h"
#include "CRectangleShape.h"
#include "Physics/CPhysics.h"
#include <Box2D/Box2D.h>
#include "Core/CTransform.h"
#include "Transform/TransformSystem.h"
#include "Physics/EContact.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CCircleShape.h"
#include "Core/EventBroker.h"
#include "Game/CPad.h"
#include "Physics/CWaterVolume.h"
#include "Rendering/CSprite.h"
namespace dd
{
namespace Systems
{
class PhysicsSystem : public System
{
friend class ContractListener;
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
: System(world, eventBroker) {}
~PhysicsSystem();
EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
bool SetImpulse(const Events::SetImpulse &event);
void RegisterComponents(ComponentFactory* cf) override;
void Initialize() override;
// Called once per system every tick
void Update(double dt) override;
// Called once for every entity in the world every tick
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
// Called when components are committed to an entity
void OnEntityCommit(EntityID entity) override;
// Called when an entity is removed
void OnEntityRemoved(EntityID entity) override;
private:
b2Vec2 m_Gravity;
b2World* m_PhysicsWorld;
float m_TimeStep;
float m_Accumulator;
int m_VelocityIterations, m_PositionIterations;
std::unordered_map<EntityID, b2Body*> m_EntitiesToBodies;
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity);
b2ParticleSystem *m_ParticleSystem;
b2ParticleGroup* t_watergroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
void InitializeWater();
void SyncWater(); //TODO: Probably remove this
void CreateParticleGroup(EntityID entity);
struct Impulse
{
b2Body* Body;
b2Vec2 Impulse;
b2Vec2 Point;
};
std::list<Impulse> m_Impulses;
class ContactListener : public b2ContactListener
{
public:
ContactListener(PhysicsSystem* physicsSystem)
: m_PhysicsSystem(physicsSystem) { }
void BeginContact(b2Contact* contact)
{
b2WorldManifold worldManifold;
contact->GetWorldManifold(&worldManifold);
Events::Contact e;
e.Entity1 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
e.Entity2 = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureB()->GetBody()];
<<<<<<< HEAD
e.Normal = glm::normalize(glm::vec2(worldManifold.normal.x, worldManifold.normal.y));
=======
e.Normal = glm::normalize(glm::vec2(contact->GetManifold()->localNormal.x, contact->GetManifold()->localNormal.y));
e.SignificantNormal = glm::normalize((glm::abs(e.Normal.x) > glm::abs(e.Normal.y)) ? glm::vec2(e.Normal.x, 0) : glm::vec2(0, e.Normal.y));
>>>>>>> 72413dc0a93bd3a2f6ab9fa7e19bbc3b846232db
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
{
}
void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
{
EntityID entityA = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
EntityID entityB = m_PhysicsSystem->m_BodiesToEntities[contact->GetFixtureA()->GetBody()];
auto physicsComponentA = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityA);
auto physicsComponentB = m_PhysicsSystem->m_World->GetComponent<Components::Physics>(entityB);
if (physicsComponentA != nullptr || physicsComponentB != nullptr) {
// Turn of collisions
contact->SetEnabled(false);
}
}
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
}
private:
PhysicsSystem* m_PhysicsSystem;
};
ContactListener* m_ContactListener;
};
}
}
#endif //DAYDREAM_PHYSICSSYSTEM_H