/* 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 "Rendering/CCamera.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/CBrickPart.h" #include "Game/CWall.h" #include "Game/CKraken.h" #include "Game/CNewWaterVolume.h" #include "Game/CBackground.h" #include "Game/CTravels.h" #include "Game/CStickyAim.h" #include "Game/BallSystem.h" #include "Game/LifeSystem.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/ScreenShakeSystem.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" #include "Game/GUI/ELoadingFrameComplete.h" #include "Game/GUI/LoadingFrame.h" namespace dd { class Engine { public: Engine(int argc, char* argv[]) { ResourceManager::RegisterType("Texture"); ResourceManager::RegisterType("Model"); ResourceManager::RegisterType("Sound"); ResourceManager::RegisterType("ConfigFile"); ResourceManager::LoadPreloadsFromFile(); 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; m_MainMenu = new GUI::MainMenu(m_FrameStack, "MainMenu"); m_MainMenu->Hide(); m_LoadingFrame = new GUI::LoadingFrame(m_FrameStack, "Loading"); m_LoadingFrame->SetTexture("Textures/GUI/Loading.png"); PreloadAllTheShit(); 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->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->SystemFactory.Register( [this]() { return new Systems::LifeSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); m_World->SystemFactory.Register( [this]() { return new Systems::ScreenShakeSystem(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); m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1)); m_EventBroker->Subscribe(m_EGameStart); m_ELoadingFrameComplete = decltype(m_ELoadingFrameComplete)(std::bind(&Engine::OnLoadingFrameComplete, this, std::placeholders::_1)); m_EventBroker->Subscribe(m_ELoadingFrameComplete); m_LastTime = glfwGetTime(); } void PreloadAllTheShit() { if (ResourceManager::Load("Config.ini")->GetValue("Debug.SkipPreload", false)) { m_LoadingFrame->Hide(); m_MainMenu->Show(); return; } for (auto& pair : ResourceManager::GetPreloads()) { m_LoadingFrame->AddResource(pair.first, pair.second); } m_LoadingFrame->Preload(); } 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(); } // 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(); // HACK: How do we handle multiple cameras? Maybe view and projection matrices in render queue... auto cameras = m_World->GetComponentsOfType(); if (cameras != nullptr) { for (auto& component : *cameras) { auto camera = static_cast(component.get()); auto transform = m_World->GetComponent(camera->Entity); m_Renderer->Camera()->SetPosition(transform->Position); m_Renderer->Camera()->SetOrientation(transform->Orientation); m_Renderer->Camera()->SetFOV(camera->FOV); m_Renderer->Camera()->SetNearClip(camera->NearClip); m_Renderer->Camera()->SetFarClip(camera->FarClip); } } 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; GUI::MainMenu* m_MainMenu = nullptr; GUI::LoadingFrame* m_LoadingFrame = 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; }; EventRelay m_ELoadingFrameComplete; bool OnLoadingFrameComplete(const Events::LoadingFrameComplete& event) { if (event.FrameName == "Loading") { event.Frame->Hide(); m_MainMenu->Show(); } return true; } double m_LastTime; }; }