/*
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 "Rendering/OBJ.h"
#include "Rendering/Model.h"
#include "Rendering/Texture.h"
#include "EventBroker.h"
#include "Rendering/RenderQueue.h"
#include "Rendering/Renderer.h"
#include "InputManager.h"
//TODO: Remove includes that are only here for the temporary draw solution.
#include "World.h"
#include "CTransform.h"
#include "CTemplate.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/CModel.h"
#include "Rendering/CSprite.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/CLifebuoy.h"
#include "Game/CProjectile.h"
#include "Game/CBrick.h"
#include "Game/CWall.h"
#include "Game/CKraken.h"
#include "Game/CBackground.h"
#include "Game/CTravels.h"
#include "Game/CStickyAim.h"
#include "Game/BallSystem.h"
#include "Game/HitLagSystem.h"
#include "Game/TravellingSystem.h"
#include "Game/LifebuoySystem.h"
#include "Game/ProjectileSystem.h"
#include "Game/KrakenSystem.h"
#include "Game/WaterSystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Game/BrickComponents.h"
#include "Game/EScreenShake.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Rendering/AnimationSystem.h"
#include "Game/EGameStart.h"
#include "Sound/EPlaySound.h"
#include "GUI/Frame.h"
#include "GUI/Button.h"
#include "Game/GUI/MainMenu.h"
#include "Game/GUI/HUD.h"
namespace dd
{
class Engine
{
public:
Engine(int argc, char* argv[]) {
auto config = ResourceManager::Load("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue("Debug.LogLevel", 1));
m_EventBroker = std::make_shared();
m_Renderer = std::make_shared();
m_Renderer->SetFullscreen(config->GetValue("Video.Fullscreen", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
config->GetValue("Video.Width", 675),
config->GetValue("Video.Height", 1080)
));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
m_FrameStack->Width = 675;
m_FrameStack->Height = 1080;
if (config->GetValue("Debug.SkipStory", false)) {
Events::GameStart e;
m_EventBroker->Publish(e);
auto hud = new GUI::HUD(m_FrameStack, "HUD");
}
else {
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->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->ComponentFactory.Register();
m_World->ComponentFactory.Register();
m_World->ComponentFactory.Register();
m_World->ComponentFactory.Register();
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->SystemFactory.Register(
[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
m_World->SystemFactory.Register(
[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
m_World->SystemFactory.Register(
[this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
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::AnimationSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
m_World->SystemFactory.Register(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
m_World->SystemFactory.Register(
[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem();
m_World->SystemFactory.Register(
[this]() { return new Systems::WaterSystem(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->Initialize();
//auto particleEmitter= m_World->AddComponent(Pe);
//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);
} else {
m_EventBroker->Process();
}
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();
}
std::unique_ptr defaultCamera = nullptr;
// 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);
Components::Animation* animationComponent = m_World->GetComponent(entity);
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
}
}
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, const Components::Model* modelComponent, const Components::Animation* animationComponent)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix * model->m_Matrix;
job.Color = modelComponent->Color;
if (model->m_Skeleton != nullptr && animationComponent != nullptr) {
job.Skeleton = model->m_Skeleton;
job.AnimationName = animationComponent->Name;
job.AnimationTime = animationComponent->Time;
job.NoRootMotion = animationComponent->NoRootMotion;
}
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;
glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f);
//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.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
// e.IsAmbient = true;
// m_EventBroker->Publish(e);
}
{
// dd::Events::PlaySound e;
// e.FilePath = "Sounds/BGM/water-flowing.wav";
// e.Gain = 0.3f;
// e.IsAmbient = true;
// m_EventBroker->Publish(e);
}
return true;
};
double m_LastTime;
};
}