diff --git a/.gitignore b/.gitignore
index 4dd52f7..db4d37d 100755
--- a/.gitignore
+++ b/.gitignore
@@ -2,4 +2,5 @@
/bin/
/lib/
# CLion
-.idea/
\ No newline at end of file
+.idea/
+.orig
\ No newline at end of file
diff --git a/include/Core/Engine.h.orig b/include/Core/Engine.h.orig
deleted file mode 100644
index f19102e..0000000
--- a/include/Core/Engine.h.orig
+++ /dev/null
@@ -1,562 +0,0 @@
-/*
- This file is part of Daydream Engine.
- Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
-
- Daydream Engine is free software: you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
-
- Daydream Engine is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
-
- You should have received a copy of the GNU Lesser General Public License
- along with Daydream Engine. If not, see .
-*/
-
-#include
-#include
-#include
-
-#include "ResourceManager.h"
-#include "OBJ.h"
-#include "Model.h"
-#include "Texture.h"
-#include "EventBroker.h"
-#include "RenderQueue.h"
-#include "Renderer.h"
-#include "InputManager.h"
-//TODO: Remove includes that are only here for the temporary draw solution.
-#include "World.h"
-#include "CTransform.h"
-#include "Core/EventBroker.h"
-#include "Rendering/CModel.h"
-#include "Rendering/CSprite.h"
-#include "CTemplate.h"
-#include "Rendering/CPointLight.h"
-#include "Transform/TransformSystem.h"
-#include "Sound/SoundSystem.h"
-#include "Sound/CCollisionSound.h"
-#include "Game/LevelSystem.h"
-#include "Game/PadSystem.h"
-#include "Game/CBall.h"
-#include "Game/CPad.h"
-#include "Game/CBrick.h"
-#include "Game/BallSystem.h"
-#include "Game/Bricks/CPowerUpBrick.h"
-
-#include "Physics/PhysicsSystem.h"
-#include "Physics/CPhysics.h"
-#include "Physics/CRectangleShape.h"
-#include "Physics/ESetImpulse.h"
-#include "Physics/CWaterVolume.h"
-
-#include "Game/EGameStart.h"
-#include "Sound/EPlaySound.h"
-
-#include "GUI/Frame.h"
-#include "GUI/Button.h"
-#include "Game/MainMenu.h"
-#include "Game/HUD.h"
-
-namespace dd
-{
-
-class Engine
-{
-
-public:
- Engine(int argc, char* argv[]) {
- m_EventBroker = std::make_shared();
-
- m_Renderer = std::make_shared();
- m_Renderer->SetFullscreen(false);
- //m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
- m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
- m_Renderer->Initialize();
-
- m_FrameStack = new GUI::Frame(m_EventBroker.get());
- m_FrameStack->Width = 675;
- m_FrameStack->Height = 1080;
- auto hud = new GUI::HUD(m_FrameStack, "HUD");
- auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
-
- m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker);
-
- m_World = std::make_shared(m_EventBroker);
-
- //TODO: Move this out of engine.h
- m_World->ComponentFactory.Register();
- m_World->SystemFactory.Register(
- [this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
-
- m_World->ComponentFactory.Register();
- m_World->SystemFactory.Register(
- [this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
-
- m_World->ComponentFactory.Register();
-
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
-
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
-
- m_World->SystemFactory.Register(
- [this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
-
- m_World->SystemFactory.Register(
- [this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
- m_World->SystemFactory.Register(
- [this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
- m_World->SystemFactory.Register(
- [this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
- m_World->AddSystem();
-
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->ComponentFactory.Register();
- m_World->Initialize();
-
-
- //OctoBall
- {
- auto ent = m_World->CreateEntity();
- std::shared_ptr transform = m_World->AddComponent(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(ent);
- model->ModelFile = "Models/Test/Ball/Ballopus.obj";
- std::shared_ptr circleShape = m_World->AddComponent(ent);
- std::shared_ptr ball = m_World->AddComponent(ent);
- ball->Speed = 5.f;
-<<<<<<< HEAD
- std::shared_ptr physics = m_World->AddComponent(ent);
- physics->Static = false;
- physics->Category = CollisionLayer::Type::Ball;
- physics->Mask = CollisionLayer::Type::Pad | CollisionLayer::Type::Brick | CollisionLayer::Type::Wall;
- physics->Calculate = true;
-=======
- std::shared_ptr physics = m_World->AddComponent(ent);
- physics->Static = false;
->>>>>>> origin/master
-
- auto plight = m_World->AddComponent(ent);
- plight->Radius = 2.f;
-
- m_World->CommitEntity(ent);
- }
-
- //PointLightTest
- {
- auto t_Light = m_World->CreateEntity();
- auto transform = m_World->AddComponent(t_Light);
- transform->Position = glm::vec3(2.f, 1.5f, -9.f);
- auto pl = m_World->AddComponent(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(t_halfPipe);
- transform->Position = glm::vec3(0.f, 0.f, -15.f);
- transform->Scale = glm::vec3(15.f);
- auto model = m_World->AddComponent(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(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(background);
- sprite->SpriteFile = "Textures/Background.png";
- m_World->CommitEntity(background);
- }
-
- //Water test
- {
- auto t_waterBody = m_World->CreateEntity();
- auto transform = m_World->AddComponent(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(t_waterBody);
- auto body = m_World->AddComponent(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(topWall);
- transform->Position = glm::vec3(0.f, -6.f, -9.9f);
- transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
- std::shared_ptr sprite = m_World->AddComponent(topWall);
- sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
- std::shared_ptr boxShape = m_World->AddComponent(
- topWall);
- std::shared_ptr physics = m_World->AddComponent(topWall);
- physics->Static = true;
- m_World->CommitEntity(topWall);
- }
- //SideBox
-// {
-// auto topWall = m_World->CreateEntity();
-// std::shared_ptr transform = m_World->AddComponent(topWall);
-// transform->Position = glm::vec3(3.f, -3.0f, -9.9f);
-// transform->Scale = glm::vec3(0.5f, 3.f, 1.f);
-// std::shared_ptr sprite = m_World->AddComponent(topWall);
-// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
-// std::shared_ptr boxShape = m_World->AddComponent(
-// topWall);
-// std::shared_ptr physics = m_World->AddComponent(topWall);
-// physics->Static = true;
-// m_World->CommitEntity(topWall);
-// }
-// //OtherSideBox
-// {
-// auto topWall = m_World->CreateEntity();
-// std::shared_ptr transform = m_World->AddComponent(topWall);
-// transform->Position = glm::vec3(-4.f, -3.0f, -9.9f);
-// transform->Scale = glm::vec3(0.5f, 3.0f, 1.f);
-// std::shared_ptr sprite = m_World->AddComponent(topWall);
-// sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
-// std::shared_ptr boxShape = m_World->AddComponent(
-// topWall);
-// std::shared_ptr physics = m_World->AddComponent(topWall);
-// physics->Static = true;
-// m_World->CommitEntity(topWall);
-// }
-
- {
- auto topWall = m_World->CreateEntity();
- std::shared_ptr transform = m_World->AddComponent(
- topWall);
- transform->Position = glm::vec3(0.f, 6.f, -10.f);
- transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
-
- std::shared_ptr sprite = m_World->AddComponent(topWall);
- sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
-
- std::shared_ptr boxShape = m_World->AddComponent(
- topWall);
-
- std::shared_ptr physics = m_World->AddComponent(topWall);
- physics->Static = true;
- physics->Category = CollisionLayer::Type::Wall;
- physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
-
- m_World->CommitEntity(topWall);
- }
-
- {
- auto leftWall = m_World->CreateEntity();
- std::shared_ptr transform = m_World->AddComponent(
- leftWall);
- transform->Position = glm::vec3(-4.f, 1.f, -10.f);
- transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
-
- std::shared_ptr sprite = m_World->AddComponent(leftWall);
- sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
-
- std::shared_ptr boxShape = m_World->AddComponent(
- leftWall);
-
- std::shared_ptr physics = m_World->AddComponent(leftWall);
- physics->Static = true;
- physics->Category = CollisionLayer::Type::Wall;
- physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
-
- m_World->CommitEntity(leftWall);
- }
-
- {
- auto rightWall = m_World->CreateEntity();
- std::shared_ptr transform = m_World->AddComponent(
- rightWall);
- transform->Position = glm::vec3(4.f, 1.f, -10.f);
- transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
-
- std::shared_ptr sprite = m_World->AddComponent(rightWall);
- sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
-
- std::shared_ptr boxShape = m_World->AddComponent(
- rightWall);
-
- std::shared_ptr physics = m_World->AddComponent(rightWall);
- physics->Static = true;
- physics->Category = CollisionLayer::Type::Wall;
- physics->Mask = CollisionLayer::Type::Ball | CollisionLayer::Type::Brick;
-
- m_World->CommitEntity(rightWall);
- }
-
- {
- auto ent = m_World->CreateEntity();
- m_World->SetProperty(ent, "Name", "Pad");
- auto ctransform = m_World->AddComponent(ent);
- ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
- ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
- auto rectangle = m_World->AddComponent(ent);
- auto physics = m_World->AddComponent(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(ent);
- cModel->ModelFile = "Models/Submarine2.obj";
-
- auto pad = m_World->AddComponent(ent);
- m_World->CommitEntity(ent);
- }
-
-
- //EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
- m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
- m_EventBroker->Subscribe(m_EGameStart);
-
- m_LastTime = glfwGetTime();
- }
-
- bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
-
- void Tick()
- {
- double currentTime = glfwGetTime();
- double dt = currentTime - m_LastTime;
- m_LastTime = currentTime;
-
- // Update input
- m_InputManager->Update(dt);
- // Swap event queues to get fresh input data in the read queue
- //m_EventBroker->Swap();
-
- ResourceManager::Update();
- if (m_GameIsRunning) {
- m_World->Update(dt);
- }
- m_EventBroker->Process();
- m_FrameStack->UpdateLayered(dt);
-
- m_RendererQueue.Clear();
- m_FrameStack->DrawLayered(m_RendererQueue);
- //TODO Fill up the renderQueue with models (Temp fix)
- if (m_GameIsRunning) {
- TEMPAddToRenderQueue();
- }
-
- // Render scene
- //TODO send renderqueue to draw.
- m_Renderer->Draw(m_RendererQueue);
-
- m_EventBroker->Process();
- // Swap event queues
- m_EventBroker->Swap();
-
- glfwPollEvents();
- }
-
- std::shared_ptr m_TransformSystem;
- std::shared_ptr m_LevelSystem;
-
- //TODO: Get this out of engine.h
- void TEMPAddToRenderQueue()
- {
- if (!m_TransformSystem)
- m_TransformSystem = m_World->GetSystem();
-
- for (auto &pair : *m_World->GetEntities())
- {
- EntityID entity = pair.first;
-
- auto templateComponent = m_World->GetComponent(entity);
- if (templateComponent)
- continue;
-
- auto transform = m_World->GetComponent(entity);
- if (!transform)
- continue;
-
- auto modelComponent = m_World->GetComponent(entity);
- if (modelComponent)
- {
- Model* modelAsset = nullptr;
- modelAsset = ResourceManager::Load(modelComponent->ModelFile);
-
- if (modelAsset)
- {
- Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
- glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
- * glm::toMat4(absoluteTransform.Orientation)
- * glm::scale(absoluteTransform.Scale);
- EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color, modelComponent->ModelFile);
- }
- }
-
- auto pointLightComponent = m_World->GetComponent(entity);
- if (pointLightComponent)
- {
- Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
- EnqueuePointLight(absoluteTransform.Position,
- pointLightComponent->Diffuse,
- pointLightComponent->Specular,
- pointLightComponent->Radius);
- }
-
- auto parent = m_World->GetEntityParent(entity);
- if(parent != 0) {
- auto waterParticleComponent = m_World->GetComponent(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(entity);
- if (spriteComponent)
- {
-
- std::string normal = spriteComponent->NormalTexture;
- std::string spec = spriteComponent->SpecularTexture;
-
- if (normal.empty()) {
- normal = "Textures/Core/NeutralNormalMap.png";
- }
- if (spec.empty()) {
- spec = "Textures/Core/NeutralSpecularMap.png";
- }
- auto texturediff = ResourceManager::Load(spriteComponent->SpriteFile);
- auto texturenorm = ResourceManager::Load(normal);
- auto texturespec = ResourceManager::Load(spec);
-
-
- Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
- glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
- glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
- * glm::toMat4(orientation2D)
- * glm::scale(absoluteTransform.Scale);
- EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
- }
- }
-
- }
-
- //TODO: Get this out of engine.h
- void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent, glm::vec4 color, std::string fileName)
- {
- for (auto texGroup : model->TextureGroups)
- {
- ModelJob job;
- job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
- job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
- job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
- job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
- job.VAO = model->VAO;
- job.ElementBuffer = model->ElementBuffer;
- job.StartIndex = texGroup.StartIndex;
- job.EndIndex = texGroup.EndIndex;
- job.ModelMatrix = modelMatrix;
- job.Color = color;
-
- m_RendererQueue.Deferred.Add(job);
- }
- }
-
- // TODO: Get this out of engine.h
- void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
- {
- SpriteJob job;
- job.TextureID = texture->ResourceID;
- job.DiffuseTexture = *texture;
- job.NormalTexture = *normalTexture;
- job.SpecularTexture = *specularTexture;
- job.ModelMatrix = modelMatrix;
- job.Color = color;
- job.Depth = depth;
-
-
- m_RendererQueue.Forward.Add(job);
- }
-
- void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
- {
- PointLightJob job;
- job.Position = position;
- job.DiffuseColor = diffuseColor;
- job.SpecularColor = specularColor;
- job.Radius = radius;
-
- m_RendererQueue.Lights.Add(job);
-
- }
-
- void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
- {
- WaterParticleJob job;
- job.Position = position;
- job.Color = color;
- job.ModelMatrix = modelMatrix;
- job.Depth = depth;
-
- m_RendererQueue.Forward.Add(job);
- }
-
-private:
- std::shared_ptr m_EventBroker;
- GUI::Frame* m_FrameStack = nullptr;
- std::shared_ptr m_Renderer;
- RenderQueueCollection m_RendererQueue;
- std::shared_ptr m_InputManager;
- std::shared_ptr m_World;
-
- //TODO: Redo
- bool m_GameIsRunning = false;
- dd::EventRelay m_EGameStart;
- bool OnGameStart(const dd::Events::GameStart &event)
- {
- m_GameIsRunning = true;
- //Todo: Move this
- {
- dd::Events::PlaySound e;
- e.path = "Sounds/BGM/under-the-sea-instrumental.wav";
- e.isAmbient = true;
- m_EventBroker->Publish(e);
- }
- {
- dd::Events::PlaySound e;
- e.path = "Sounds/BGM/water-flowing.wav";
- e.volume = 0.3f;
- e.isAmbient = true;
- m_EventBroker->Publish(e);
- }
- };
- double m_LastTime;
-};
-
-}