Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic

This commit is contained in:
Pontus Fransson 2014-02-25 14:37:07 +01:00
commit 2052f60ea4
52 changed files with 1491 additions and 329 deletions

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@ -3,6 +3,7 @@
using namespace DanBias::Client;
C_DynamicObj::C_DynamicObj(void)
:C_Object()
{
}

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@ -3,6 +3,7 @@
using namespace DanBias::Client;
C_StaticObj::C_StaticObj(void)
:C_Object()
{
}

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@ -114,8 +114,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
modelData.position = position;
modelData.rotation = ArrayToQuaternion( rotation );
modelData.scale = scale;
StringToWstring( modelName, modelData.modelPath );
modelData.id = id;
StringToWstring(modelName,modelData.modelPath);
// RB DEBUG
RBInitData RBData;
@ -141,8 +141,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->camera.SetPosition( p->getPos() );
Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model
//offset.y = p->getScale().y * 5.0f;
//offset.z = p->getScale().z * -5.0f;
offset.y = p->getScale().y * 5.0f;
offset.z = p->getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
@ -186,7 +186,7 @@ bool GameState::Render()
{
if(playerObject->second)
{
if( this->privData->myId != playerObject->second->GetId() )
//if( this->privData->myId != playerObject->second->GetId() )
{
playerObject->second->Render();
}
@ -218,13 +218,16 @@ bool GameState::Render()
playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if( playerObject->second->getBRtype() == RB_Type_Cube)
if(playerObject->second)
{
Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
}
if( playerObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
if( playerObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
}
if( playerObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
}
}
}
@ -588,6 +591,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{
Protocol_ObjectDie decoded(data);
// if is this player. Remember to change camera
int killerID = decoded.killerID;
int victimID = decoded.objectID;
if( this->privData->myId == decoded.objectID )
{
this->currGameUI = this->respawnUI;

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@ -33,7 +33,7 @@ bool GamingUI::Init()
// z value should be between 0.5 - 0.9 so that it will be behind other states
// add textures and text
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
this->text = new Text_UI(L"hej", Float3(0.3f,0.0f,0.1f), Float2(0.1f,0.1f));
return true;
}
@ -105,7 +105,7 @@ void GamingUI::ReadKeyInput()
float yaw = this->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity,camera->GetLook()) );
this->netClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity, camera->GetLook()) );
}
}

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@ -231,7 +231,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
pointLight.Color = light->color;
pointLight.Pos = light->position;
pointLight.Bright = light->intensity;
pointLight.Radius = light->raduis;
pointLight.Radius = light->radius;
C_Light *newLight = new C_Light( pointLight, objectID );
@ -242,5 +242,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
}
}
Graphics::API::EndLoadingModels();
this->privData->nextState = ClientState::ClientState_Game;
}

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@ -11,10 +11,18 @@ AttatchmentMassDriver::AttatchmentMassDriver(void)
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
this->owner = &owner;
this->heldObject = NULL;
@ -36,15 +44,27 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForcePush(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(usage,dt);
if(currentEnergy >= 1.0f)
{
currentEnergy -= 1.0f;
ForcePull(usage,dt);
}
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForceZip(usage,dt);
}
break;
}
@ -64,7 +84,14 @@ void AttatchmentMassDriver::Update(float dt)
heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
}
else
{
currentEnergy += rechargeRate;
}
}
/********************************************************
@ -78,9 +105,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject)
{
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation();
hasObject = false;
heldObject = NULL;
return;
@ -91,14 +118,13 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = pushForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
@ -110,7 +136,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
this->owner->GetRigidBody()->ApplyImpulse(force);
}
@ -131,11 +157,12 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (100);
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = -pushForce;
args.pushForce = -pullForce;
args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);

View File

@ -4,8 +4,14 @@
#ifndef ATTATCHMENTMASSDRIVER_H
#define ATTATCHMENTMASSDRIVER_H
#include "IAttatchment.h"
namespace GameLogic
{
const Oyster::Math::Float StandardMaxEnergy = 100.0f;
const Oyster::Math::Float StandardrechargeRate = 0.5f;
const Oyster::Math::Float Standardforce = 1000.0f;
class AttatchmentMassDriver : public IAttatchment
{
@ -53,6 +59,19 @@ namespace GameLogic
Oyster::Physics::ICustomBody *heldObject;
bool hasObject;
Oyster::Math::Float force;
Oyster::Math::Float maxEnergy;
Oyster::Math::Float currentEnergy;
Oyster::Math::Float rechargeRate;
struct Aim
{
};
};
}
#endif

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@ -115,7 +115,7 @@ using namespace GameLogic;
Object *realObjA = ((Object*)(objA->GetCustomTag()));
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
Object *realObjB = (Object*)objB->GetCustomTag();
ExplosiveCrate* crate;
if(!realObjA)
@ -166,13 +166,17 @@ using namespace GameLogic;
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
//hitPlayer->GetRigidBody()->ApplyImpulse(force);
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
hitPlayer->GetRigidBody()->ApplyImpulse(force);
realObj->GetRigidBody()->ApplyImpulse(force * 5);
//do shredding damage
}
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
@ -228,6 +232,58 @@ using namespace GameLogic;
{
return Physics::ICustomBody::SubscriptMessage_none;
}
void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{
DynamicObject *realObjA = dynamic_cast<DynamicObject*>((Object*)objA->GetCustomTag());
DynamicObject *realObjB = dynamic_cast<DynamicObject*>((Object*)objB->GetCustomTag());
if(!realObjA || !realObjB) // one of the objects cannot be cast into a dynamicObject and so we leave the function
{
return;
}
//check which obj is the one that is already affected, if both are then use the special case of changing ownership.
if(realObjA->getAffectingPlayer() == NULL && realObjB->getAffectingPlayer() == NULL) //None of the objects have a player affecting them
{
return;//leave function as the are not to transfer any ownership
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() == NULL)
{
//realobjA is the affectedObject, transfer this to realobjB
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
if(realObjB->getAffectingPlayer() != NULL && realObjA->getAffectingPlayer() == NULL)
{
//realobjB is the affectedObject, transfer this to realobjA
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
}
if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() != NULL)
{
//Both objects have a player affecting them, now use the special case
if(realObjA->GetRigidBody()->GetState().previousVelocity.GetMagnitude() > realObjB->GetRigidBody()->GetState().previousVelocity.GetMagnitude() )
{
//realObjA is the winner and will change Bs ownership to A
realObjB->SetAffectedBy(*realObjA->getAffectingPlayer());
}
else
{
realObjA->SetAffectedBy(*realObjB->getAffectingPlayer());
//realObjB is the winner and will change As ownership to B
}
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
@ -252,7 +308,17 @@ using namespace GameLogic;
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(dynamicObj)
{
dynamicObj->SetAffectedBy(*((forcePushData*)(args))->p);
}
}
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
@ -270,12 +336,21 @@ using namespace GameLogic;
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
DynamicObject *dynamicObj = dynamic_cast<DynamicObject*>(realObj);
if(!dynamicObj) return;
if(dynamicObj->getManipulatingPlayer() != NULL)
{
return;
}
switch(dynamicObj->GetObjectType())
{
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
dynamicObj->SetManipulatingPlayer(*weapon->owner); //TODO: add if this is to be a struggle of who has the most power in its weapon, the player that is already manipulating the object or you. if you then you take the object from the other player, if not then you do not take the object
break;
}

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@ -1,5 +1,6 @@
#include "DynamicObject.h"
#include "CollisionManager.h"
#include "Player.h"
using namespace GameLogic;
using namespace Oyster::Math;
@ -10,6 +11,8 @@ DynamicObject::DynamicObject()
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
@ -17,12 +20,16 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
@ -31,6 +38,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
@ -39,6 +48,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::P
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::~DynamicObject(void)
{
@ -75,3 +86,38 @@ void DynamicObject::Activate()
this->isActive = true;
this->isReleased = false;
}
void DynamicObject::SetAffectedBy(Player &player)
{
this->affectedBy = &player;
if(this->type != ObjectSpecialType::ObjectSpecialType_Player) //should not add itself to its own list if its a player
{
player.AddAffectedObject(*this);
}
}
Player* DynamicObject::getAffectingPlayer()
{
return this->affectedBy;
}
void DynamicObject::RemoveAffectedBy()
{
this->affectedBy = NULL;
}
GameLogic::Player* DynamicObject::getManipulatingPlayer()
{
return this->manipulatedBy;
}
void DynamicObject::SetManipulatingPlayer(GameLogic::Player &player)
{
this->manipulatedBy = &player;
}
void DynamicObject::RemoveManipulation()
{
this->manipulatedBy = NULL;
}

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@ -9,6 +9,7 @@
namespace GameLogic
{
class Player;
class DynamicObject : public Object
{
@ -28,9 +29,22 @@ namespace GameLogic
void Inactivate();
void Activate();
void SetAffectedBy(GameLogic::Player &player);
void SetManipulatingPlayer(GameLogic::Player &player);
void RemoveAffectedBy();
void RemoveManipulation();
GameLogic::Player* getAffectingPlayer();
GameLogic::Player* getManipulatingPlayer();
static void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
bool isActive;
bool isReleased;
protected:
GameLogic::Player *affectedBy;
GameLogic::Player *manipulatedBy;
};

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@ -43,6 +43,9 @@ Game::Game(void)
: initiated(false)
, onMoveFnc(0)
, onDisableFnc(0)
, onDamageTakenFnc(0)
, onRespawnFnc(0)
, onDeadFnc(0)
, frameTime(1.0f/120.0f)
{}
@ -105,6 +108,7 @@ Game::PlayerData* Game::CreatePlayer()
this->players[insert] = new PlayerData(freeID, 0); // user constructor with objectID and teamID
this->players[insert]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
this->level->AddPlayerToGame(this->players[insert]);
return this->players[insert];
}
@ -125,6 +129,9 @@ void Game::CreateTeam()
bool Game::NewFrame()
{
// HACK need dynamic delta time
this->level->Update(this->frameTime);
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player) this->players[i]->player->BeginFrame();
@ -149,16 +156,38 @@ void Game::SetFrameTimeLength( float seconds )
this->frameTime = seconds;
}
void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
void Game::SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer)
{
this->onMoveFnc = functionPointer;
}
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
void Game::SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer)
{
this->onDisableFnc = functionPointer;
}
void Game::SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer)
{
this->onEnableFnc = functionPointer;
}
void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
{
this->onDamageTakenFnc = functionPointer;
}
void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer)
{
this->onRespawnFnc = functionPointer;
}
void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
{
this->onDeadFnc = functionPointer;
}
void Game::SetActionSubscription(GameEvent::AnimationEventFunction functionPointer)
{
this->onPlayerActionEventFnc = functionPointer;
}
void Game::SetPickupSubscription(GameEvent::PickupEventFunction functionPointer)
{
this->onPickupEventFnc = functionPointer;
}
bool Game::Initiate()
{
API::Instance().Init();
@ -186,6 +215,5 @@ void Game::PhysicsOnMove(const ICustomBody *object)
}
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
{
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
}

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@ -45,7 +45,7 @@ namespace GameLogic
ObjectSpecialType GetObjectType() const override;
void Inactivate() override;
void Release() override;
Player* GetPlayer();
Player *player;
};
@ -63,7 +63,8 @@ namespace GameLogic
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const override;
void Update(float deltaTime);
void AddPlayerToGame(IPlayerData *player);
Level *level;
};
@ -78,22 +79,35 @@ namespace GameLogic
bool NewFrame() override;
void SetFPS( int FPS ) override;
void SetFrameTimeLength( float seconds ) override;
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) override;
void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) override;
void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) override;
bool Initiate() override;
float GetFrameTime() const;
static void PhysicsOnMove(const Oyster::Physics::ICustomBody *object);
static void PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<Oyster::Physics::ICustomBody> proto);
static void PhysicsOnDead(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<PlayerData*> players;
LevelData* level;
float frameTime;
bool initiated;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectEnabledFunction onEnableFnc;
GameEvent::ObjectHpFunction onDamageTakenFnc;
GameEvent::ObjectRespawnedFunction onRespawnFnc;
GameEvent::ObjectDeadFunction onDeadFnc;
GameEvent::AnimationEventFunction onPlayerActionEventFnc;
GameEvent::PickupEventFunction onPickupEventFnc;
};
}

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@ -26,7 +26,13 @@ namespace GameLogic
namespace GameEvent
{
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectEnabledFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
typedef void(*ObjectDeadFunction)(IObjectData* victim, IObjectData* killer, float seconds); // Callback method that sends killer and death timer
typedef void(*PickupEventFunction)(IObjectData* player, int pickupEffectID ); // Callback method that sends killer and death timer
typedef void(*AnimationEventFunction)(IObjectData* player, int actionID ); // Callback method that sends killer and death timer
//etc...
};
@ -114,8 +120,10 @@ namespace GameLogic
class ILevelData :public IObjectData
{
public:
virtual void Update(float deltaTime) = 0;
virtual int getNrOfDynamicObj()const = 0;
virtual IObjectData* GetObjectAt(int ID) const = 0;
virtual void AddPlayerToGame(IPlayerData *player) = 0;
virtual void GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& destMem) const = 0;
};
@ -172,12 +180,14 @@ namespace GameLogic
/** Set a specific object event subscription callback
* @param
*/
virtual void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
/** Set a specific object event subscription callback
* @param
*/
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetMoveSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
virtual void SetDisableSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetEnableSubscription(GameEvent::ObjectEnabledFunction functionPointer) = 0;
virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
virtual void SetActionSubscription(GameEvent::AnimationEventFunction functionPointer) = 0;
virtual void SetPickupSubscription(GameEvent::PickupEventFunction functionPointer) = 0;
};
}

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@ -2,8 +2,10 @@
#define GAMELOGICSTATES_H
#include "OysterMath.h"
namespace GameLogic
{
class Player;
enum PLAYER_MOVEMENT
{
PLAYER_MOVEMENT_FORWARD = 0,
@ -18,7 +20,8 @@ namespace GameLogic
PLAYER_STATE_WALKING = 1,
PLAYER_STATE_IDLE = 2,
PLAYER_STATE_DEAD = 4,
PLAYER_STATE_INVALID = 8,
PLAYER_STATE_DIED = 8,
PLAYER_STATE_INVALID = 16,
};
enum WEAPON_FIRE
@ -41,6 +44,7 @@ namespace GameLogic
struct forcePushData
{
Oyster::Math::Float3 pushForce;
Player *p;
};

View File

@ -54,9 +54,17 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const
void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray<IObjectData*>& mem) const
{
mem.Resize(level->dynamicObjects.Size());
for(int i = 0; i < (int)level->dynamicObjects.Size(); i++)
mem.Resize(level->GetDynamicObject().Size());
for(int i = 0; i < (int)level->GetDynamicObject().Size(); i++)
{
mem[i] = level->dynamicObjects[i];
mem[i] = level->GetDynamicObject()[i];
}
}
void Game::LevelData::Update(float deltaTime)
{
this->level->Update(deltaTime);
}
void Game::LevelData::AddPlayerToGame(IPlayerData *player)
{
this->level->AddPlayerToGame(((PlayerData*)player)->GetPlayer());
}

View File

@ -102,3 +102,7 @@ void Game::PlayerData::Release()
{
this->player->ReleaseDynamicObject();
}
Player* Game::PlayerData::GetPlayer()
{
return this->player;
}

View File

@ -12,7 +12,7 @@
using namespace GameLogic;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
using namespace Oyster::Math;
Level::Level(void)
{
@ -59,17 +59,17 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_StandardBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
Oyster::Math::Float dmg = 50;
Oyster::Math::Float dmg = 120;
Oyster::Math::Float force = 500;
Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
@ -81,12 +81,12 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_CrystalFormation:
@ -98,7 +98,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
}
break;
case ObjectSpecialType_JumpPad:
@ -393,7 +393,20 @@ void Level::AddPlayerToTeam(Player *player, int teamID)
{
this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::AddPlayerToGame(Player *player)
{
this->playerObjects.Push(player);
}
void Level::RemovePlayerFromGame(Player *player)
{
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if ((Player*)this->playerObjects[i] == player)
{
//this->playerObjects[i].
}
}
}
void Level::CreateTeam(int teamSize)
{
this->teamManager.CreateTeam(teamSize);
@ -401,9 +414,34 @@ void Level::CreateTeam(int teamSize)
void Level::RespawnPlayer(Player *player)
{
this->teamManager.RespawnPlayerRandom(player);
}
//this->teamManager.RespawnPlayerRandom(player);
Float3 spawnPoint = spawnPoints[0];
player->Respawn(spawnPoint);
}
void Level::Update(float deltaTime)
{
// update lvl-things
for(int i = 0; i < (int)this->playerObjects.Size(); i++)
{
if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DEAD)
{
// true when timer reaches 0
if(this->playerObjects[i]->deathTimerTick(deltaTime))
RespawnPlayer(this->playerObjects[i]);
}
else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED)
{
this->playerObjects[i]->setDeathTimer(DEATH_TIMER);
// HACK to avoid crasch. affected by tag is NULL
Player* killer = this->playerObjects[i]->getAffectingPlayer();
((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID
//((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i]->getAffectingPlayer(), DEATH_TIMER); // add killer ID
}
}
}
int Level::getNrOfDynamicObj()
{
return this->dynamicObjects.Size();
@ -417,10 +455,23 @@ Object* Level::GetObj( int ID) const
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{
// function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag();
((Game*)&Game::Instance())->onMoveFnc(temp);
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> Level::GetPlayers()
{
return this->playerObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> Level::GetStaticObjects()
{
return this->staticObjects;
}
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> Level::GetDynamicObject()
{
return this->dynamicObjects;
}

View File

@ -16,6 +16,7 @@
#include "DynamicArray.h"
#include "LevelLoader.h"
const int DEATH_TIMER = 5;
namespace GameLogic
{
@ -48,7 +49,8 @@ namespace GameLogic
* @param teamID: ArrayPos of the team you want to add the player to
********************************************************/
void AddPlayerToTeam(Player *player, int teamID);
void AddPlayerToGame(Player *player);
void RemovePlayerFromGame(Player *player);
/********************************************************
* Respawns a player on a random teammate
@ -64,12 +66,21 @@ namespace GameLogic
********************************************************/
static Oyster::Physics::ICustomBody::SubscriptMessage LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
void Update(float deltaTime);
int getNrOfDynamicObj();
Object* GetObj( int ID ) const;
static void PlayerDied( Player* player );
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> GetPlayers();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> GetStaticObjects();
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> GetDynamicObject();
//private:
private:
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> playerObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<Player>> deadPlayerObjects;
TeamManager teamManager;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<StaticObject>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<DynamicObject>> dynamicObjects;

View File

@ -11,56 +11,28 @@ const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->weapon = NULL;
this->teamID = -1;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
this->life = 100;
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
key_jump = 0;
invincibleCooldown = 0;
this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 100;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
this->life = 100;
this->weapon = new Weapon(2,this);
Player::initPlayerData();
AffectedObjects.Reserve(15);
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
key_jump = 0;
invincibleCooldown = 0;
this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 20;
this->previousMoveSpeed = Oyster::Math::Float3(0,0,0);
this->rotationUp = 0;
}
Player::~Player(void)
@ -71,141 +43,164 @@ Player::~Player(void)
weapon = NULL;
}
}
void Player::initPlayerData()
{
this->playerStats.hp = MAX_HP;
this->playerStats.movementSpeed = BASIC_SPEED;
this->playerScore.killScore = 0;
this->playerScore.deathScore = 0;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->key_forward = 0;
this->key_backward = 0;
this->key_strafeRight = 0;
this->key_strafeLeft = 0;
this->key_jump = 0;
this->invincibleCooldown = 0;
this->deathTimer = 0;
this->rotationUp = 0;
}
void Player::BeginFrame()
{
weapon->Update(0.002f);
//Object::BeginFrame();
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
if( this->playerState != PLAYER_STATE_DEAD && PLAYER_STATE_DIED)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
if(key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
weapon->Update(0.002f);
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
upDir.Normalize();
rightDir.Normalize();
// Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->playerStats.movementSpeed*0.2f;
// Check for input
if(key_forward > 0.001)
{
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
if(key_backward > 0.001)
{
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
}
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
if(key_strafeRight > 0.001)
{
if(forwardSpeed < maxSpeed)
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
}
if(rightSpeed < maxSpeed)
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
}
}
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
if(forwardSpeed < maxSpeed)
walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
}
}
if(rightSpeed < maxSpeed)
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
}
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass * 20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
}
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
}
//this->weapon->Update(0.01f);
}
void Player::EndFrame()
{
//check if there are any objects that can be removed from the AffectedObjects list
for(int i = 0; i < this->AffectedObjects.Size(); i++)
{
if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f)
{
this->AffectedObjects[i]->RemoveAffectedBy();
this->AffectedObjects.Remove(i);
}
//Object::EndFrame();
}
}
void Player::Move(const PLAYER_MOVEMENT &movement)
@ -258,10 +253,13 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
this->rigidBody->SetPosition(spawnPoint);
if( this->playerState == PLAYER_STATE_DEAD)
{
Player::initPlayerData();
this->rigidBody->SetPosition(spawnPoint);
this->gameInstance->onRespawnFnc( this, spawnPoint);
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
}
}
void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
@ -321,13 +319,43 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage)
{
this->life -= damage;
this->life = 0;
this->playerStats.hp -= damage;
// send hp to client
this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp);
if(this->life <= 0)
if(this->playerStats.hp <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->gameInstance->onDisableFnc(this, 0.0f);
this->playerStats.hp = 0;
this->playerState = PLAYER_STATE_DIED;
}
}
void Player::AddAffectedObject(DynamicObject &AffectedObject)
{
//check if object already exists in the list, if so then do not add
for(int i = 0; i < AffectedObjects.Size(); i++)
{
if(AffectedObjects[i]->GetID() == AffectedObject.GetID())
{
//object already exists, exit function
return;
}
}
//else you add the object to the stack
AffectedObjects.Push(&AffectedObject);
}
bool Player::deathTimerTick(float dt)
{
this->deathTimer -= dt;
if( this->deathTimer <= 0)
{
return true;
}
return false;
}
void Player::setDeathTimer(float deathTimer)
{
this->deathTimer = deathTimer;
this->playerState = PLAYER_STATE_DEAD;
}

View File

@ -7,7 +7,10 @@
#include "GameLogicStates.h"
#include "OysterMath.h"
#include "DynamicObject.h"
#include "DynamicArray.h"
const float MAX_HP = 100.0f;
const float BASIC_SPEED = 30.0f;
namespace GameLogic
{
@ -15,6 +18,21 @@ namespace GameLogic
class Player : public DynamicObject
{
public:
struct PlayerStats
{
Oyster::Math::Float hp;
Oyster::Math::Float movementSpeed;
//Oyster::Math::Float resistance;
};
struct PlayerScore
{
int killScore;
int deathScore;
// int assistScore;
// int suicideScore;
};
Player(void);
Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
@ -50,6 +68,8 @@ namespace GameLogic
void TurnLeft(Oyster::Math3D::Float deltaRadians);
void AddAffectedObject(DynamicObject &AffectedObject);
/********************************************************
* Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody
* Will be called when the physics detect a collision
@ -72,6 +92,8 @@ namespace GameLogic
PLAYER_STATE GetState() const;
void DamageLife(int damage);
void setDeathTimer(float deathTimer);
bool deathTimerTick(float dt);
void BeginFrame();
void EndFrame();
@ -79,9 +101,11 @@ namespace GameLogic
private:
void Jump();
void initPlayerData();
private:
Oyster::Math::Float life;
Utility::DynamicMemory::DynamicArray<DynamicObject*> AffectedObjects;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;
@ -93,16 +117,15 @@ namespace GameLogic
float key_jump;
Oyster::Math::Float3 previousPosition;
Oyster::Math::Float3 moveDir;
Oyster::Math::Float moveSpeed;
Oyster::Math::Float3 previousMoveSpeed;
Oyster::Math::Float rotationUp;
float deathTimer;
bool hasTakenDamage;
float invincibleCooldown;
PlayerStats playerStats;
PlayerScore playerScore;
};
}
#endif

View File

@ -75,13 +75,15 @@ namespace GameLogic
}
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{
this->object_ID = p[1].value.netInt;
this->healthLost = p[2].value.netFloat;
}
Protocol_ObjectDamage(int id, float hp)
{
this->protocol[0].value = protocol_Gameplay_ObjectDamage;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id;
@ -866,6 +868,7 @@ namespace GameLogic
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
{
int objectID;
int killerID;
float seconds;
Protocol_ObjectDie()
@ -873,28 +876,34 @@ namespace GameLogic
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = -1;
this->killerID = -1;
this->seconds = 0.0f;
}
Protocol_ObjectDie(int objectID, float seconds)
Protocol_ObjectDie(int objectID, int killerID, float seconds)
{
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Int;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->objectID = objectID;
this->killerID = killerID;
this->seconds = seconds;
}
Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p)
{
this->objectID = p[1].value.netInt;
this->seconds = p[2].value.netFloat;
this->objectID = p[1].value.netInt;
this->killerID = p[2].value.netInt;
this->seconds = p[3].value.netFloat;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = this->objectID;
this->protocol[2].value = this->seconds;
this->protocol[2].value = this->killerID;
this->protocol[3].value = this->seconds;
return protocol;
}
@ -935,5 +944,45 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol;
};
}
//#define protocol_Gameplay_ObjectAction 368
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
{
short objectID;
float animationID;
Protocol_ObjectAction()
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = 0;
animationID = -1;
}
Protocol_ObjectAction(Oyster::Network::CustomNetProtocol& p)
{
objectID = p[1].value.netShort;
animationID = p[2].value.netFloat;
}
Protocol_ObjectAction(float animID, int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = id;
animationID = animID;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = objectID;
this->protocol[2].value = animationID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -70,6 +70,7 @@
#define protocol_Gameplay_ObjectRespawn 365
#define protocol_Gameplay_ObjectDie 366
#define protocol_Gameplay_ObjectDisconnectPlayer 367
#define protocol_Gameplay_ObjectAction 368
#define protocol_GameplayMAX 399

View File

@ -96,10 +96,15 @@ namespace DanBias
void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c );
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
//Callback method recieving from gamelogic
//Callback method receiving from game logic
static void ObjectMove ( GameLogic::IObjectData* movedObject );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject );
static void ObjectEnabled ( GameLogic::IObjectData* movedObject );
static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
static void ObjectDead ( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds );
static void PickupEvent ( GameLogic::IObjectData* movedObject, int pickupEffectID );
static void ActionEvent ( GameLogic::IObjectData* movedObject , int actionID );
//Private member variables
private:
Utility::DynamicMemory::DynamicArray<gClient> gClients;

View File

@ -29,10 +29,10 @@ using namespace DanBias;
float dt = (float)this->logicTimer.getElapsedSeconds();
if( dt >= this->logicFrameTime )
{
this->logicTimer.reset();
this->ProcessClients();
this->gameInstance.NewFrame();
this->logicTimer.reset();
}
}
@ -146,11 +146,36 @@ using namespace DanBias;
GameSession::gameSession->Send(p.GetProtocol());
//}
}
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject )
{
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
}
void GameSession::ObjectEnabled( GameLogic::IObjectData* movedObject )
{
//GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID()).GetProtocol());
}
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
{
GameSession::gameSession->Send(Protocol_ObjectDamage(movedObject->GetID(), hp).GetProtocol());
}
void GameSession::ObjectRespawned( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos )
{
GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
}
void GameSession::ObjectDead( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds )
{
GameSession::gameSession->Send(Protocol_ObjectDie(victim->GetID(), killer->GetID(), seconds).GetProtocol());
}
void GameSession::PickupEvent( GameLogic::IObjectData* movedObject, int pickupEffectID )
{
// send pickup protocol
GameSession::gameSession->Send(Protocol_ObjectPickup(movedObject->GetID(), pickupEffectID).GetProtocol());
}
void GameSession::ActionEvent( GameLogic::IObjectData* movedObject , int actionID )
{
// send action protocol
GameSession::gameSession->Send(Protocol_ObjectAction(movedObject->GetID(), actionID).GetProtocol());
}
//*****************************************************//
//****************** Protocol methods *****************//
//******************************************************************************************************************//
@ -177,7 +202,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_PlayerShot: this->Gameplay_PlayerShot ( Protocol_PlayerShot (p), c );
break;
case protocol_Gameplay_ObjectPickup: this->Gameplay_ObjectPickup ( Protocol_ObjectPickup (p), c );
break;
case protocol_Gameplay_ObjectDamage: this->Gameplay_ObjectDamage ( Protocol_ObjectDamage (p), c );
@ -190,7 +214,6 @@ using namespace DanBias;
break;
case protocol_Gameplay_ObjectCreate: this->Gameplay_ObjectCreate ( Protocol_ObjectCreate (p), c );
break;
case protocol_General_Status: this->General_Status ( Protocol_General_Status (p), c );
break;
case protocol_General_Text: this->General_Text ( Protocol_General_Text (p), c );
@ -231,11 +254,8 @@ using namespace DanBias;
{
if(p.secondaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_SECONDARY_PRESS);
if(p.primaryPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_PRIMARY_PRESS);
if(p.utilityPressed) c->GetPlayer()->UseWeapon(GameLogic::WEAPON_USE_UTILLITY_PRESS);
}
void GameSession::Gameplay_ObjectPickup ( Protocol_ObjectPickup& p, DanBias::GameClient* c )
{

View File

@ -106,8 +106,14 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
}
/* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetMoveSubscription(GameSession::ObjectMove);
this->gameInstance.SetDisableSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetEnableSubscription(GameSession::ObjectEnabled);
this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
this->gameInstance.SetActionSubscription(GameSession::ActionEvent);
this->gameInstance.SetPickupSubscription(GameSession::PickupEvent);
this->gameInstance.SetFPS(60);
this->description.clients.Clear();

View File

@ -166,16 +166,17 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectType_Light:
{
LightType lightType;
//LightType lightType;
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
ParseLight(&buffer[counter], *header, counter);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
@ -208,6 +209,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
}
break;*/
}
break;
default:
//Couldn't find typeID. FAIL!!!!!!
break;

View File

@ -53,6 +53,7 @@ namespace GameLogic
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_CG_MESH,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
@ -92,6 +93,18 @@ namespace GameLogic
WorldSize_Unknown = -1
};
enum PlayerAction
{
PlayerAction_Jump,
PlayerAction_Walk,
PlayerAction_Idle,
};
enum PickupType
{
PickupType_Health,
PickupType_SpeedBoost
};
/************************************
Structs
@ -162,6 +175,11 @@ namespace GameLogic
float radius;
};
struct BoundingVolumeCGMesh : public BoundingVolumeBase
{
wchar_t filename[128];
};
struct BoundingVolume
{
CollisionGeometryType geoType;
@ -170,9 +188,9 @@ namespace GameLogic
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
LevelLoaderInternal::BoundingVolumeCGMesh cgMesh;
};
};
}
struct LevelMetaData : public ObjectTypeHeader
@ -254,8 +272,10 @@ namespace GameLogic
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float radius;
float intensity;
virtual ~BasicLight(){}
};
/* We only support pointlight right now.
struct PointLight : public BasicLight

View File

@ -20,6 +20,32 @@ namespace GameLogic
memcpy(header, buffer, size);
}
void ParseLight(char* buffer, BasicLight& header, int& size)
{
int start = 0;
memcpy(&header.typeID, &buffer[start], 40);
start += 40;
/*
memcpy(&header.lightType, &buffer[start], 4);
start += 4;
memcpy(&header.color, &buffer[start], 12);
start += 12;
memcpy(&header.position, &buffer[start], 12);
start += 12;
memcpy(&header.radius, &buffer[start], 4);
start += 4;
memcpy(&header.intensity, &buffer[start], 4);
start += 4;*/
size += start;
//memcpy(&header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
@ -173,6 +199,22 @@ namespace GameLogic
start += sizeof(volume.cylinder);
break;
case CollisionGeometryType_CG_MESH:
{
memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12);
start += sizeof(float)*12;
memcpy(&tempSize, &buf[start], sizeof(tempSize));
start += 4;
memcpy(&tempName, &buf[start], tempSize);
tempName[tempSize] = '\0';
//convert from char[] to wchar_t[]
mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE);
start += tempSize;
}
break;
default:
break;
}

View File

@ -18,6 +18,7 @@ namespace GameLogic
*/
void ParseObject(char* buffer, void *header, int size);
void ParseLight(char* buffer, BasicLight& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);

View File

@ -376,9 +376,13 @@ namespace LinearAlgebra3D
template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> AngularAxis( const ::LinearAlgebra::Quaternion<ScalarType> &rotation )
{ // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
ScalarType angle = ScalarType(2) * (ScalarType)::std::acos( rotation.real ),
multiplier = angle / (ScalarType)::std::sqrt( ScalarType(1) - rotation.real * rotation.real );
return multiplier * rotation.imaginary;
if( rotation.real < ScalarType(1) )
{
ScalarType angle = ScalarType(2) * ScalarType( ::std::acos(rotation.real) ),
multiplier = angle / ScalarType( ::std::sqrt(ScalarType(1) - rotation.real * rotation.real) );
return multiplier * rotation.imaginary;
}
else return ::LinearAlgebra::Vector3<ScalarType>::null;
}
// All Matrix to AngularAxis conversions here is incorrect
@ -838,7 +842,7 @@ namespace LinearAlgebra3D
template<typename ScalarType>
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
{
{ //! @todo TODO: This code is broken and do not work!
::LinearAlgebra::Vector3<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal) );
targetMem = worldStartNormal.Cross( worldEndNormal );
targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );

View File

@ -56,6 +56,17 @@ struct NetworkClient::PrivateData : public IThreadObject
ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//Testing for eventSelect.
HANDLE socketEvents[2];
HANDLE shutdownEvent;
//The OysterByte each message is packed in.
OysterByte tempMessage;
//Used to buffer messages
OysterByte bufferedSend;
int numPackages;
//ID
static unsigned int currID;
const unsigned int ID;
@ -66,13 +77,17 @@ struct NetworkClient::PrivateData : public IThreadObject
, owner(0)
, outputEvent(0)
{
numPackages = 0;
bufferedSend.Resize(MAX_NETWORK_MESSAGE_SIZE);
tempMessage.Resize(MAX_NETWORK_MESSAGE_SIZE);
InitWinSock();
this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
}
~PrivateData()
{
this->thread.Terminate();
SetEvent(shutdownEvent);
this->thread.Wait();
ShutdownWinSock();
this->connection.Disconnect();
@ -80,15 +95,150 @@ struct NetworkClient::PrivateData : public IThreadObject
this->parent = 0;
}
void ThreadEntry()
{
//Create alla events used in the thread
shutdownEvent = CreateEvent(NULL, true, false, NULL);
socketEvents[0] = WSACreateEvent();
socketEvents[1] = WSACreateEvent();
if(socketEvents[0] == WSA_INVALID_EVENT)
{
//Error
}
if(WSAEventSelect(this->connection.GetSocket(), socketEvents[0], FD_READ) == SOCKET_ERROR)
{
//Error
}
}
void ThreadExit()
{
WSACloseEvent(socketEvents[0]);
WSACloseEvent(socketEvents[1]);
CloseHandle(shutdownEvent);
}
bool DoWork() override
{
if(!this->connection.IsConnected()) return false;
WSANETWORKEVENTS wsaEvents;
Send();
Recv();
while(WaitForSingleObject(shutdownEvent, 0) != WAIT_OBJECT_0)
{
if(!this->connection.IsConnected()) return false;
return true;
int result = WSAWaitForMultipleEvents(2, socketEvents, FALSE, 100, FALSE) - WSA_WAIT_EVENT_0;
if(result == 0)
{
WSAEnumNetworkEvents(this->connection.GetSocket(), socketEvents[0], &wsaEvents);
if((wsaEvents.lNetworkEvents & FD_READ) && (wsaEvents.iErrorCode[FD_READ_BIT] == 0))
{
//Recieve a message
Recv();
}
}
else if(result == 1)
{
//Send all messages in the sendQueue
int i = this->sendQueue.Size();
WSAResetEvent(socketEvents[1]);
if(i == 1)
{
Send();
}
else if(i > 1)
{
for(int j = 0; j < i; j++)
BufferMessage();
SendBuffer();
}
}
}
return false;
}
void SendBuffer()
{
if(bufferedSend.GetSize() > 0)
{
this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
}
void BufferMessage()
{
int errorCode = 0;
if(!this->sendQueue.IsEmpty())
{
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(tempMessage, p);
if(tempMessage.GetSize() > MAX_NETWORK_MESSAGE_SIZE - bufferedSend.GetSize())
{
//Send buffered message
errorCode = this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
bufferedSend += tempMessage;
tempMessage.Clear();
//Debug
numPackages++;
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
if( errorCode == WSAECONNABORTED || errorCode == WSAENOTCONN)
{
CEA parg;
parg.type = CEA::EventType_Disconnect;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
else
{
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
int Send()
{
int errorCode = 0;
@ -96,11 +246,11 @@ struct NetworkClient::PrivateData : public IThreadObject
if(!this->sendQueue.IsEmpty())
{
//printf("\t(%i)\n", this->sendQueue.Size());
OysterByte temp;
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p);
errorCode = this->connection.Send(temp);
this->translator.Pack(tempMessage, p);
errorCode = this->connection.Send(tempMessage);
tempMessage.Clear();
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
@ -144,12 +294,12 @@ struct NetworkClient::PrivateData : public IThreadObject
{
int errorCode = -1;
OysterByte temp = OysterByte();
errorCode = this->connection.Recieve(temp);
errorCode = this->connection.Recieve(tempMessage);
if(errorCode == 0 && temp.GetSize())
if(errorCode == 0 && tempMessage.GetSize())
{
HandleRecievedData(temp);
HandleRecievedData(tempMessage);
tempMessage.Clear();
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
@ -312,7 +462,7 @@ bool NetworkClient::Connect(ConnectionInfo& socket)
if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(socket, false);
int result = this->privateData->connection.Connect(socket, true);
//Connect has succeeded
if(result != 0) return false;
@ -333,7 +483,7 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
if(!this->privateData)
this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false);
int result = this->privateData->connection.Connect(port, serverIP, true);
//Connect has succeeded
if(result != 0) return false;
@ -381,7 +531,9 @@ void NetworkClient::Disconnect()
{
if(!privateData) return;
privateData->thread.Stop();
SetEvent(privateData->shutdownEvent);
privateData->thread.Wait();
privateData->connection.Disconnect();
this->privateData->sendQueue.Clear();
this->privateData->recieveQueue.Clear();
@ -390,11 +542,13 @@ void NetworkClient::Disconnect()
void NetworkClient::Send(CustomProtocolObject& protocol)
{
this->privateData->sendQueue.Push(protocol.GetProtocol());
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::Send(CustomNetProtocol& protocol)
{
this->privateData->sendQueue.Push(protocol);
WSASetEvent(this->privateData->socketEvents[1]);
}
void NetworkClient::SetOwner(NetworkSession* owner)

View File

@ -188,8 +188,8 @@ int Connection::Recieve(OysterByte &bytes)
if(this->closed) return -1;
int nBytes;
bytes.Resize(1000);
nBytes = recv(this->socket, bytes, 1000, 0);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recv(this->socket, bytes, MAX_NETWORK_MESSAGE_SIZE, 0);
if(nBytes == SOCKET_ERROR)
{
bytes.SetSize(0);
@ -263,6 +263,11 @@ std::string Connection::GetIpAddress()
return this->addr;
}
int Connection::GetSocket()
{
return socket;
}
///////////////////////////////////////
//Private functions
///////////////////////////////////////

View File

@ -39,6 +39,8 @@ namespace Oyster
int SetBlockingMode( bool blocking );
std::string GetIpAddress();
int GetSocket();
private:
int InitiateSocket();

View File

@ -135,10 +135,10 @@ int ConnectionUDP::Recieve(OysterByte &bytes)
sockaddr_in from;
int fromLength = sizeof( from );
bytes.Resize(1000);
bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recvfrom(this->socket,
bytes,
1000,
MAX_NETWORK_MESSAGE_SIZE,
0,
(sockaddr*)&from,
&fromLength

View File

@ -11,6 +11,8 @@ namespace Oyster
{
namespace Network
{
const int MAX_NETWORK_MESSAGE_SIZE = 1400;
struct ConnectionInfo
{
int socket;
@ -44,6 +46,8 @@ namespace Oyster
//Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0;
virtual int GetSocket() { return -1; };
};
}
}

View File

@ -95,7 +95,8 @@ namespace Oyster
{
Math::Matrix WV;
Math::Matrix WVP;
TintData td;
Math::Float3 Tint;
Math::Float3 GTint;
};
}
}

View File

@ -58,9 +58,11 @@ namespace Oyster
debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
cube = CreateModel(L"generic_cube.dan");
cube->Tint = Math::Float3(0.0f,0.0f,1.0f);
cube->Tint = Math::Float3(1.0f,0.0f,0.0f);
cube->Instanced = false;
sphere = CreateModel(L"generic_sphere.dan");
sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f);
sphere->Instanced = false;
D3D11_RASTERIZER_DESC desc;
@ -141,7 +143,26 @@ namespace Oyster
void API::EndLoadingModels()
{
//TODO finalize instance buffers and create rendering map;
int maxModels = 0;
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
if((*i).second->Models > maxModels)
{
maxModels = (*i).second->Models;
}
(*i).second->rid = new Definitions::RenderInstanceData[(*i).second->Models+1];
}
Core::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Definitions::RenderInstanceData);
desc.Type = Core::Buffer::VERTEX_BUFFER;
desc.Usage = Core::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = 0;
desc.NumElements = maxModels+1;
Render::Resources::Gather::InstancedData.Init(desc);
}
//returns null for invalid filenames
@ -153,6 +174,7 @@ namespace Oyster
m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->GlowTint = Math::Float3(1);
m->Instanced = true;
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -164,13 +186,16 @@ namespace Oyster
return NULL;
}
if(Core::loader.GetResourceCount(m->info) == 1)
if(!m->info->Animated)
{
Render::Resources::RenderData[m->info] = new Render::Resources::ModelDataWrapper();
}
else
{
Render::Resources::RenderData[m->info]->Models++;
if(Core::loader.GetResourceCount(m->info) == 1)
{
Render::Resources::RenderData[m->info] = new Render::Resources::ModelDataWrapper();
}
else
{
Render::Resources::RenderData[m->info]->Models++;
}
}
return m;
@ -207,6 +232,12 @@ namespace Oyster
SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
SAFE_DELETE((*i).second->rid);
SAFE_DELETE((*i).second);
}
}
void API::AddLight(Definitions::Pointlight light)
@ -228,9 +259,9 @@ namespace Oyster
void API::StartRenderWireFrame()
{
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
Core::deviceContext->RSSetState(wire);
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
//Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
}
void API::RenderDebugCube(Math::Matrix world)

View File

@ -26,6 +26,7 @@ namespace Oyster
Oyster::Math::Float3 Tint;
Oyster::Math::Float3 GlowTint;
bool Visible;
bool Instanced;
AnimationData Animation;
};
}

View File

@ -239,13 +239,25 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl">
<FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -281,7 +293,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl">
<FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -328,8 +340,9 @@
<ItemGroup>
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
<None Include="Shader\Passes\Light\Defines.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Light\LightCalc.hlsli" />
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />

View File

@ -100,8 +100,6 @@
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" />
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl" />
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
@ -109,6 +107,10 @@
<FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl" />
</ItemGroup>
<ItemGroup>
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
@ -117,8 +119,9 @@
<None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" />
<None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Blur\BlurSharedData.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
</ItemGroup>
</Project>

View File

@ -19,7 +19,6 @@ namespace Oyster
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
Lights[1];
void* data;
@ -39,15 +38,39 @@ namespace Oyster
data = Resources::Light::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Light::PointLightsData.Unmap();
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
(*i).second->Models=0;
}
Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
}
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
{
for(int i = 0; i < count; ++i)
{
if(&models[i] == NULL)
if(&models[i] == NULL || !models[i].Visible)
continue;
if(models[i].Visible)
Model::ModelInfo* info = models[i].info;
if(!info->Animated && models[i].Instanced)
{
Definitions::RenderInstanceData rid;
Math::Float3x3 normalTransform;
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
rid.WV = View * m;
rid.WVP = Projection * View * models[i].WorldMatrix;
rid.Tint = models[i].Tint;
rid.GTint = models[i].GlowTint;
Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
}
else
{
Definitions::PerModel pm;
Math::Float3x3 normalTransform;
@ -55,7 +78,6 @@ namespace Oyster
normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
pm.WV = View * m;
//pm.WV = models[i].WorldMatrix.GetTranspose().GetInverse();
pm.WVP = Projection * View * models[i].WorldMatrix;
Model::ModelInfo* info = models[i].info;
@ -207,9 +229,47 @@ namespace Oyster
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
{
if(count < 1)
return;
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
}
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
}
void* data = Resources::Gather::InstancedData.Map();
memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
Resources::Gather::InstancedData.Unmap();
if(info->Indexed)
{
Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
}
else
{
Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
//Core::deviceContext->Draw(info->VertexCount,0);
}
}
void DefaultRenderer::EndFrame()
{
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
Resources::Gather::InstancedData.Apply(1);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
}
Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);

View File

@ -33,7 +33,8 @@ namespace Oyster
ID3D11UnorderedAccessView* Resources::Blur::BufferUAV = {0};
ID3D11ShaderResourceView* Resources::Blur::BufferSRV = {0};
Shader::RenderPass Resources::Gather::Pass;
Shader::RenderPass Resources::Gather::AnimatedPass;
Shader::RenderPass Resources::Gather::InstancedPass;
Shader::RenderPass Resources::Light::Pass;
Shader::RenderPass Resources::Post::Pass;
Shader::RenderPass Resources::Gui::Pass;
@ -43,6 +44,7 @@ namespace Oyster
Buffer Resources::Gather::ModelData = Buffer();
Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Gather::InstancedData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Color = Buffer();
@ -78,8 +80,12 @@ namespace Oyster
std::wstring end = L".cso";
#endif
//Load Shaders
Core::PipelineManager::Init(path + L"GatherPixel" + end, ShaderType::Pixel, L"Gather");
Core::PipelineManager::Init(path + L"GatherVertex" + end, ShaderType::Vertex, L"Gather");
Core::PipelineManager::Init(path + L"GatherAnimPixel" + end, ShaderType::Pixel, L"AGather");
Core::PipelineManager::Init(path + L"GatherAnimVertex" + end, ShaderType::Vertex, L"AGather");
Core::PipelineManager::Init(path + L"GatherInstPixel" + end, ShaderType::Pixel, L"IGather");
Core::PipelineManager::Init(path + L"GatherInstVertex" + end, ShaderType::Vertex, L"IGather");
#ifdef _DEBUG
path = PathToHLSL+L"Light\\";
#endif
@ -153,6 +159,7 @@ namespace Oyster
desc.NumElements = MAX_LETTER_COUNT;
Gui::Text::Vertex.Init(desc);
return Core::Init::Success;
}
@ -358,10 +365,11 @@ namespace Oyster
{
////---------------- Geometry Pass Setup ----------------------------
Gather::Pass.Shaders.Pixel = GetShader::Pixel(L"Gather");
Gather::Pass.Shaders.Vertex = GetShader::Vertex(L"Gather");
#pragma region Animated Pass
Gather::AnimatedPass.Shaders.Pixel = GetShader::Pixel(L"AGather");
Gather::AnimatedPass.Shaders.Vertex = GetShader::Vertex(L"AGather");
D3D11_INPUT_ELEMENT_DESC indesc[] =
D3D11_INPUT_ELEMENT_DESC AnimInDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@ -370,20 +378,163 @@ namespace Oyster
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout);
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.CBuffers.Pixel.push_back(Color);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss;
Gather::Pass.RenderStates.DepthStencil = RenderStates::dsState;
Shader::CreateInputLayout(AnimInDesc,5,GetShader::Vertex(L"AGather"),Gather::AnimatedPass.IAStage.Layout);
Gather::AnimatedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::AnimatedPass.CBuffers.Pixel.push_back(Color);
Gather::AnimatedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::AnimatedPass.RenderStates.SampleCount = 1;
Gather::AnimatedPass.RenderStates.SampleState = RenderStates::ss;
Gather::AnimatedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::Pass.RTV.push_back(GBufferRTV[i]);
Gather::AnimatedPass.RTV.push_back(GBufferRTV[i]);
}
Gather::Pass.depth = Core::depthStencil;
Gather::AnimatedPass.depth = Core::depthStencil;
#pragma endregion
#pragma region Instanced Pass
Gather::InstancedPass.Shaders.Pixel = GetShader::Pixel(L"IGather");
Gather::InstancedPass.Shaders.Vertex = GetShader::Vertex(L"IGather");
D3D11_INPUT_ELEMENT_DESC InstInDesc[15];
InstInDesc[0].AlignedByteOffset = 0;
InstInDesc[0].SemanticName = "POSITION";
InstInDesc[0].SemanticIndex = 0;
InstInDesc[0].InputSlot = 0;
InstInDesc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[0].InstanceDataStepRate = 0;
InstInDesc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[1].AlignedByteOffset = 12;
InstInDesc[1].SemanticName = "TEXCOORD";
InstInDesc[1].SemanticIndex = 0;
InstInDesc[1].InputSlot = 0;
InstInDesc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[1].InstanceDataStepRate = 0;
InstInDesc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
InstInDesc[2].AlignedByteOffset = 20;
InstInDesc[2].SemanticName = "NORMAL";
InstInDesc[2].SemanticIndex = 0;
InstInDesc[2].InputSlot = 0;
InstInDesc[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[2].InstanceDataStepRate = 0;
InstInDesc[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[3].AlignedByteOffset = 36;
InstInDesc[3].SemanticName = "BONEINDEX";
InstInDesc[3].SemanticIndex = 0;
InstInDesc[3].InputSlot = 0;
InstInDesc[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[3].InstanceDataStepRate = 0;
InstInDesc[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[4].AlignedByteOffset = 48;
InstInDesc[4].SemanticName = "BONEWEIGHT";
InstInDesc[4].SemanticIndex = 0;
InstInDesc[4].InputSlot = 0;
InstInDesc[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[4].InstanceDataStepRate = 0;
InstInDesc[4].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
/// Set WV
InstInDesc[5].AlignedByteOffset = 0;
InstInDesc[5].SemanticName = "WV";
InstInDesc[5].SemanticIndex = 0;
InstInDesc[5].InputSlot = 1;
InstInDesc[5].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[5].InstanceDataStepRate = 1;
InstInDesc[5].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[6].AlignedByteOffset = 16;
InstInDesc[6].SemanticName = "WV";
InstInDesc[6].SemanticIndex = 1;
InstInDesc[6].InputSlot = 1;
InstInDesc[6].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[6].InstanceDataStepRate = 1;
InstInDesc[6].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[7].AlignedByteOffset = 32;
InstInDesc[7].SemanticName = "WV";
InstInDesc[7].SemanticIndex = 2;
InstInDesc[7].InputSlot = 1;
InstInDesc[7].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[7].InstanceDataStepRate = 1;
InstInDesc[7].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[8].AlignedByteOffset = 48;
InstInDesc[8].SemanticName = "WV";
InstInDesc[8].SemanticIndex = 3;
InstInDesc[8].InputSlot = 1;
InstInDesc[8].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[8].InstanceDataStepRate = 1;
InstInDesc[8].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
//WVP
InstInDesc[9].AlignedByteOffset = 64;
InstInDesc[9].SemanticName = "WVP";
InstInDesc[9].SemanticIndex = 0;
InstInDesc[9].InputSlot = 1;
InstInDesc[9].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[9].InstanceDataStepRate = 1;
InstInDesc[9].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[10].AlignedByteOffset = 80;
InstInDesc[10].SemanticName = "WVP";
InstInDesc[10].SemanticIndex = 1;
InstInDesc[10].InputSlot = 1;
InstInDesc[10].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[10].InstanceDataStepRate = 1;
InstInDesc[10].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[11].AlignedByteOffset = 96;
InstInDesc[11].SemanticName = "WVP";
InstInDesc[11].SemanticIndex = 2;
InstInDesc[11].InputSlot = 1;
InstInDesc[11].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[11].InstanceDataStepRate = 1;
InstInDesc[11].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[12].AlignedByteOffset = 112;
InstInDesc[12].SemanticName = "WVP";
InstInDesc[12].SemanticIndex = 3;
InstInDesc[12].InputSlot = 1;
InstInDesc[12].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[12].InstanceDataStepRate = 1;
InstInDesc[12].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[13].AlignedByteOffset = 128;
InstInDesc[13].SemanticName = "TINT";
InstInDesc[13].SemanticIndex = 0;
InstInDesc[13].InputSlot = 1;
InstInDesc[13].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[13].InstanceDataStepRate = 1;
InstInDesc[13].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[14].AlignedByteOffset = 140;
InstInDesc[14].SemanticName = "GTINT";
InstInDesc[14].SemanticIndex = 0;
InstInDesc[14].InputSlot = 1;
InstInDesc[14].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[14].InstanceDataStepRate = 1;
InstInDesc[14].Format = DXGI_FORMAT_R32G32B32_FLOAT;
Shader::CreateInputLayout(InstInDesc,15,GetShader::Vertex(L"IGather"),Gather::InstancedPass.IAStage.Layout);
Gather::InstancedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::InstancedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::InstancedPass.RenderStates.SampleCount = 1;
Gather::InstancedPass.RenderStates.SampleState = RenderStates::ss;
Gather::InstancedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::InstancedPass.RTV.push_back(GBufferRTV[i]);
}
Gather::InstancedPass.depth = Core::depthStencil;
#pragma endregion
////---------------- Light Pass Setup ----------------------------
Light::Pass.Shaders.Compute = GetShader::Compute(L"LightPass");
@ -498,6 +649,7 @@ namespace Oyster
{
Gather::ModelData.~Buffer();
Gather::AnimationData.~Buffer();
Gather::InstancedData.~Buffer();
Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer();
Gui::Data.~Buffer();
@ -524,20 +676,21 @@ namespace Oyster
SAFE_RELEASE(LBufferSRV[i]);
}
SAFE_RELEASE(Gather::Pass.IAStage.Layout);
SAFE_RELEASE(Gather::AnimatedPass.IAStage.Layout);
SAFE_RELEASE(Gather::InstancedPass.IAStage.Layout);
SAFE_RELEASE(Gather::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.BlendState);
SAFE_RELEASE(Gather::Pass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::Pass.RenderStates.Rasterizer);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.Rasterizer);
for(int i = 0; i < Gather::Pass.RenderStates.SampleCount; ++i)
for(int i = 0; i < Gather::AnimatedPass.RenderStates.SampleCount; ++i)
{
SAFE_RELEASE(Gather::Pass.RenderStates.SampleState[i]);
SAFE_RELEASE(Gather::AnimatedPass.RenderStates.SampleState[i]);
}
SAFE_DELETE_ARRAY(Gather::Pass.RenderStates.SampleState);
SAFE_DELETE_ARRAY(Gather::AnimatedPass.RenderStates.SampleState);
SAFE_RELEASE(Gui::Pass.IAStage.Layout);

View File

@ -54,9 +54,11 @@ namespace Oyster
struct Gather
{
static Core::PipelineManager::RenderPass Pass;
static Core::PipelineManager::RenderPass AnimatedPass;
static Core::PipelineManager::RenderPass InstancedPass;
static Core::Buffer ModelData;
static Core::Buffer AnimationData;
static Core::Buffer InstancedData;
};
struct Light

View File

@ -1,4 +1,4 @@
struct VertexIn
struct AnimVertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;

View File

@ -1,4 +1,4 @@
#include "Header.hlsli"
#include "AnimHeader.hlsli"
@ -42,7 +42,7 @@ PixelOut main(VertexOut input)
PixelOut output;
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
//tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE

View File

@ -1,6 +1,6 @@
#include "Header.hlsli"
#include "AnimHeader.hlsli"
VertexOut main( VertexIn input )
VertexOut main( AnimVertexIn input )
{
VertexOut output;

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@ -0,0 +1,63 @@
#include "InstHeader.hlsli"
float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
{
// get edge vectors of the pixel triangle
float3 dp1 = ddx( p );
float3 dp2 = ddy( p );
float2 duv1 = ddx( uv );
float2 duv2 = ddy( uv );
// solve the linear system
float3 dp2perp = cross( dp2, N );
float3 dp1perp = cross( N, dp1 );
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = rsqrt( max( dot(T,T), dot(B,B) ) );
return transpose(float3x3( T * invmax, B * invmax, N ));
}
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
float3 map = Normal.Sample(S1,texcoord).xyz;
map = map * 255./127. - 128./127.;
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
float3x3 TBN = cotangent_frame( N, -V, texcoord );
return normalize( mul(transpose(TBN), map) );
}
PixelOut main(VertexOut input)
{
PixelOut output;
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = input.tint * (1-DiffGlow.w) + input.gtint * DiffGlow.w;
//tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
float3 map = Normal.Sample(S1,input.UV).xyz;
//map = normalize((map * 2) -1);
map = map * 255./127. - 128./127.;
//map = map * 255;
float3 normal = normalize(mul(CoTangentFrame, map));
//normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
//output.NormalSpec = float4(input.normal, Normal.Sample(S1, input.UV).w * 0);
//output.NormalSpec = float4(map,0);
return output;
}

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@ -0,0 +1,18 @@
#include "InstHeader.hlsli"
VertexOut main( InstVertexIn input )
{
VertexOut output;
matrix WV = transpose(matrix(input.wv1, input.wv2, input.wv3, input.wv4));
matrix WVP = transpose(matrix(input.wvp1, input.wvp2, input.wvp3, input.wvp4));
output.pos = mul(WVP, float4(input.pos,1));
output.ViewPos = mul(WV, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
output.tint = input.Tint;
output.gtint = input.GlowTint;
return output;
}

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@ -0,0 +1,44 @@
struct InstVertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
//instance Data
//WV MATRIX
float4 wv1 : WV0;
float4 wv2 : WV1;
float4 wv3 : WV2;
float4 wv4 : WV3;
//WVP MATRIX
float4 wvp1 : WVP0;
float4 wvp2 : WVP1;
float4 wvp3 : WVP2;
float4 wvp4 : WVP3;
float3 Tint : TINT;
float3 GlowTint : GTINT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tint : TINT;
float3 gtint : GTINT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);

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@ -25,6 +25,16 @@ cbuffer LightConstants : register(b0)
float4x4 View;
}
struct FrustrumPoints
{
float3 v0;
float3 v1;
float3 v2;
float3 v3;
float3 v4;
float3 v5;
};
Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1);
Texture2D GUI : register(t2);

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@ -28,3 +28,8 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
output.Specular = output.Specular * SpecCo;
return output;
}
bool intersects(FrustrumPoints box, int Index)
{
return true;
}

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@ -8,13 +8,85 @@
//Calc Ambience Done
//Write Glow
#define EXPAND 1024.0f
#define SHRINK 1.0f/EXPAND
#define UINT_MAX 0xFFFFFFFF
#define FLOAT_MAX 3.402823466e+38
#define BLOCKSIZE 16
#define NUMTHREADS BLOCKSIZE * BLOCKSIZE
#define MAXLIGHTS 100
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
// -- Shared Memory ------------------------------------------------- //
groupshared uint iMinDepth = UINT_MAX,
iMaxDepth = 0;
groupshared uint numVisiblePointLights = 0,
visiblePointlightIndex[MAXLIGHTS];
// ------------------------------------------------------------------ //
[numthreads(BLOCKSIZE, BLOCKSIZE, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
{
float2 UV = DTid.xy / Pixels;
UV.x = UV.x * 2 - 1;
UV.y = 1 - 2 * UV.y;
float3 posN = float3(UV, DepthTexture[DTid.xy].x);
// store and load shared minDepth and maxDepth
float minDepth = 0.0f, maxDepth = 0.0f,
depth = posN.z;
{
uint uidepth = (uint)( depth * EXPAND);
InterlockedMin( iMinDepth, uidepth );
InterlockedMax( iMaxDepth, uidepth );
GroupMemoryBarrierWithGroupSync();
minDepth = (float)( iMinDepth ) * SHRINK;
maxDepth = (float)( iMaxDepth ) * SHRINK;
}
// -- Switching to LightCulling ------------------------------------- //
//define collision volume
float2 size = BLOCKSIZE / Pixels;
FrustrumPoints tile;
tile.v0 = float3(size * Gid,minDepth);
tile.v1 = float3(tile.v0.xy+size,maxDepth);
tile.v2 = float3(tile.v1.xy, minDepth);
tile.v3 = float3(tile.v0.x,tile.v1.y,minDepth);
tile.v4 = float3(tile.v1.x, tile.v0.y, minDepth);
tile.v5 = float3(tile.v0.xy, maxDepth);
// culling the tile's near and far to minDepth & maxDepth ( with tolerance )
uint numPass = (Lights + NUMTHREADS - 1) / NUMTHREADS;
numPass = min( numPass, MAXLIGHTS / NUMTHREADS );
for( uint passI = 0; passI < numPass; ++passI )
{
uint lightIndex = (passI * NUMTHREADS) + GI;
lightIndex = min( lightIndex, Lights );
if( lightIndex < Lights )
if( intersects(tile, lightIndex) )
{
uint offset;
InterlockedAdd( numVisiblePointLights, 1, offset );
visiblePointlightIndex[offset] = lightIndex;
}
}
GroupMemoryBarrierWithGroupSync();
float3 ViewPos = ToVpos(DTid.xy, UV);
DiffSpec Shaded;
Shaded.Diffuse = float3(0,0,0);
@ -47,7 +119,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
DepthBase = DepthBase /4;
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w);
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w ,DiffBase.w);
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
}