/*
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/CBoxShape.h"
#include "Physics/ESetImpulse.h"
#include "Core/EKeyDown.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_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->Initialize();
//TODO: Remove tobias light-test code.
/*{
}*/
//OctoBall
{
auto ent = m_World->CreateEntity();
std::shared_ptr transform = m_World->AddComponent(ent);
transform->Position = glm::vec3(-0.f, 0.26f, -10.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 = 10.f;
std::shared_ptr physics = m_World->AddComponent(ent);
physics->Static = false;
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;
}
//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, -13.f);
transform->Scale = glm::vec3(5.f);
auto model = m_World->AddComponent(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
}
{
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;
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;
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;
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(1.6, 0.4, 0.);
auto rectangle = m_World->AddComponent(ent);
auto physics = m_World->AddComponent(ent);
physics->Static = false;
auto csprite = m_World->AddComponent(ent);
auto pad = m_World->AddComponent(ent);
csprite->SpriteFile = "Textures/Pad.png";
m_World->CommitEntity(ent);
}
//EVENT_SUBSCRIBE_MEMBER(m_EStopSound, &SoundSystem::OnStopSound);
m_EKeyDown = decltype(m_EKeyDown)(std::bind(&Engine::OnKeyDown, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EKeyDown);
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
double start = glfwGetTime();
ResourceManager::Update();
double stop = glfwGetTime();
double time = stop - start;
tm.resourceManagerT += time;
// Update input
start = glfwGetTime();
m_InputManager->Update(dt);
stop = glfwGetTime();
time = stop - start;
tm.inputManagerT += time;
start = glfwGetTime();
m_World->Update(dt);
stop = glfwGetTime();
time = stop - start;
tm.worldT += time;
//
// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
// }
//
//TODO Fill up the renderQueue with models (Temp fix)
// TEMPAddToRenderQueue();
// Render scene
//TODO send renderqueue to draw.
// m_Renderer->Draw(m_RendererQueue);
if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
}
//TODO Fill up the renderQueue with models (Temp fix)
start = glfwGetTime();
TEMPAddToRenderQueue();
stop = glfwGetTime();
time = stop - start;
tm.addToRenderQueueT += time;
// Render scene
//TODO send renderqueue to draw.
start = glfwGetTime();
m_Renderer->Draw(m_RendererQueue);
stop = glfwGetTime();
time = stop - start;
tm.rendererT += time;
m_EventBroker->Process();
// Swap event queues
m_EventBroker->Clear();
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();
m_RendererQueue.Clear();
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);
}
}
//TODO: Add LightLoadShit
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 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);
}
}
m_RendererQueue.Sort();
}
//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;
job.fileName = fileName;
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);
}
private:
std::shared_ptr m_ResourceManager;
std::shared_ptr m_EventBroker;
std::shared_ptr m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr m_InputManager;
std::shared_ptr m_World;
struct TickMetric
{
double resourceManagerT = 0;
double inputManagerT = 0;
double worldT = 0;
double addToRenderQueueT = 0;
double rendererT = 0;
double Total()
{
return resourceManagerT
+ inputManagerT
+ worldT
+ addToRenderQueueT
+ rendererT;
};
};
TickMetric tm;
dd::EventRelay m_EKeyDown;
bool OnKeyDown(const dd::Events::KeyDown &event)
{
if (event.KeyCode == 78)
{
double total = tm.Total();
std::ofstream outFile;
outFile.open("../tools/engine-metrics.txt");
outFile.clear();
outFile << "----------------------- Time measurements -----------------------\n";
outFile << "Type: ResourceManager->Update()" << std::endl;
outFile << "Total: " << tm.resourceManagerT / total * 100 << " %" << std::endl << std::endl;
outFile << "Type: InputManager->Update()" << std::endl;
outFile << "Total: " << tm.inputManagerT / total * 100 << " %" << std::endl << std::endl;
outFile << "Type: World->Update()" << std::endl;
outFile << "Total: " << tm.worldT / total * 100 << " %" << std::endl << std::endl;
outFile << "Type: AddToRenderQueue()" << std::endl;
outFile << "Total: " << tm.addToRenderQueueT / total * 100 << " %" << std::endl << std::endl;
outFile << "Type: Renderer->Draw()" << std::endl;
outFile << "Total: " << tm.rendererT / total * 100 << " %" << std::endl << std::endl;
outFile << "-----------------------------------------------------------------";
outFile.close();
return true;
}
};
double m_LastTime;
};
}