Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameServer
This commit is contained in:
commit
208885d4eb
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<PropertyGroup>
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<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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</PropertyGroup>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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@ -16,8 +16,10 @@ C_Object::C_Object()
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}
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}
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C_Object::~C_Object()
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C_Object::~C_Object()
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{
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{
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if( this->model )
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this->Release();
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}
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}
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bool C_Object::Init(ModelInitData modelInit)
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bool C_Object::Init(ModelInitData modelInit)
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{
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{
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position = modelInit.position;
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position = modelInit.position;
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@ -136,11 +136,6 @@ void Camera_FPSV2::StrafeLeft( Float distance )
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void Camera_FPSV2::PitchUp( Float radian )
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void Camera_FPSV2::PitchUp( Float radian )
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{
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{
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if( radian >= 0.5f )
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{ // HACK: debugging
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const char *breakPoint = "";
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}
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this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
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this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
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this->pitchHaveChanged = true;
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this->pitchHaveChanged = true;
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}
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}
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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
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gfxOp.AmbientValue = 2.0f;
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gfxOp.AmbientValue = 1.0f;
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Graphics::API::SetOptions(gfxOp);
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Graphics::API::SetOptions(gfxOp);
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//tell server ready
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//tell server ready
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@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
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{ // HACK: bug trap
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{ // HACK: bug trap
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const char *breakPoint = "Something is wrong.";
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const char *breakPoint = "Something is wrong.";
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//position = Float3( 0.0f, 160.0f, 0.0f );
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position = Float3( 0.0f, 160.0f, 0.0f );
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}
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}
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this->privData->camera.SetPosition( position );
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this->privData->camera.SetPosition( position );
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@ -152,7 +152,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBInitData RBData;
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RBInitData RBData;
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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@ -161,7 +161,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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@ -196,7 +196,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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RBInitData RBData;
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RBInitData RBData;
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
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RBData.type = RB_Type_Cube;
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RBData.type = RB_Type_Cube;
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@ -205,7 +205,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
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{
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{
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RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
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RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
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RBData.type = RB_Type_Sphere;
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RBData.type = RB_Type_Sphere;
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@ -196,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
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rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
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//Radius scaled
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//Radius scaled
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//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
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rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
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rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
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//create the rigid body
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//create the rigid body
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
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@ -79,22 +79,22 @@ void Player::BeginFrame()
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Oyster::Math::Float maxSpeed = 30;
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Oyster::Math::Float maxSpeed = 30;
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/*Oyster::Math::Float4x4 xform;
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Oyster::Math::Float4x4 xform;
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xform = this->rigidBody->GetState().GetOrientation();*/
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xform = this->rigidBody->GetState().GetOrientation();
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/* Handle turning */
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/* Handle turning */
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/*if (left)
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/*if (left)
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m_turnAngle -= dt * m_turnVelocity;
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m_turnAngle -= dt * m_turnVelocity;
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if (right)
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if (right)
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m_turnAngle += dt * m_turnVelocity;*/
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m_turnAngle += dt * m_turnVelocity;
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//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
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xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
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Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
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Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
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Oyster::Math::Float3 forwardDir = xform.v[2];
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Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
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Oyster::Math::Float3 rightDir = xform.v[0];
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forwardDir.Normalize();
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forwardDir.Normalize();
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rightDir.Normalize();
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rightDir.Normalize();
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
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@ -102,28 +102,28 @@ void Player::BeginFrame()
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if (key_forward > 0.001)
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if (key_forward > 0.001)
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{
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{
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key_forward -= gameInstance->GetFrameTime();
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key_forward -= gameInstance->GetFrameTime();
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walkDirection += forwardDir;
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walkDirection += forwardDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_backward > 0.001)
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if (key_backward > 0.001)
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{
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{
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key_backward -= gameInstance->GetFrameTime();
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key_backward -= gameInstance->GetFrameTime();
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walkDirection -= forwardDir;
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walkDirection -= forwardDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_strafeRight > 0.001)
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if (key_strafeRight > 0.001)
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{
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{
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key_strafeRight -= gameInstance->GetFrameTime();
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key_strafeRight -= gameInstance->GetFrameTime();
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walkDirection -= rightDir;
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walkDirection -= rightDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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}
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}
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if (key_strafeLeft > 0.001)
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if (key_strafeLeft > 0.001)
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{
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{
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key_strafeLeft -= gameInstance->GetFrameTime();
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key_strafeLeft -= gameInstance->GetFrameTime();
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walkDirection += rightDir;
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walkDirection += rightDir;
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walkDirection.Normalize();
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walkDirection.Normalize();
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maxSpeed = 40;
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maxSpeed = 40;
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}
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}
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@ -131,21 +131,21 @@ void Player::BeginFrame()
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{
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{
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/* Dampen when on the ground and not being moved by the player */
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/* Dampen when on the ground and not being moved by the player */
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linearVelocity *= 0.2f;
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linearVelocity *= 0.2f;
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//this->rigidBody->SetLinearVelocity (linearVelocity);
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this->rigidBody->SetLinearVelocity (linearVelocity);
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}
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else
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{
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if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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{
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Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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this->rigidBody->SetLinearVelocity(velocity);
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}
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else if(speed < maxSpeed)
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{
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Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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this->rigidBody->SetLinearVelocity(velocity);
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}
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}
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}
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//else
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//{
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// if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
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// {
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// Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
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// this->rigidBody->SetLinearVelocity(velocity);
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// }
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// else if(speed < maxSpeed)
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// {
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// Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
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// this->rigidBody->SetLinearVelocity(velocity);
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// }
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//}
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if (key_jump > 0.001)
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if (key_jump > 0.001)
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{
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{
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@ -158,7 +158,7 @@ void Player::BeginFrame()
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}
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}
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}
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}
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
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if(pos.x < -300000)
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if(pos == Oyster::Math::Float3(0,0,0))
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int i =0;
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int i =0;
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//this->weapon->Update(0.01f);
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//this->weapon->Update(0.01f);
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@ -169,7 +169,7 @@ void Player::EndFrame()
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// snap to axis
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// snap to axis
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Oyster::Math::Float4 rotation;
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Oyster::Math::Float4 rotation;
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//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
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//Object::EndFrame();
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//Object::EndFrame();
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}
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}
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|
|
@ -83,7 +83,13 @@ public:
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, broadcastTime(1.0f, 0.0f)
|
, broadcastTime(1.0f, 0.0f)
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{ }
|
{ }
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~PrivateData()
|
~PrivateData()
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{ }
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{
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|
if(listener)
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{
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delete listener;
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listener = NULL;
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}
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}
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bool DoWork();
|
bool DoWork();
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|
|
@ -221,6 +221,26 @@ namespace Oyster
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sphere->WorldMatrix = world;
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sphere->WorldMatrix = world;
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
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}
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}
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#else
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|
API::State API::ReloadShaders()
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|
{
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|
}
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|
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|
void API::StartRenderWireFrame()
|
||||||
|
{
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||||||
|
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||||||
|
}
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|
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|
void API::RenderDebugCube(Math::Matrix world)
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||||||
|
{
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||||||
|
|
||||||
|
}
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void API::RenderDebugSphere(Math::Matrix world)
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||||||
|
{
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||||||
|
|
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|
}
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||||||
#endif
|
#endif
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|
|
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API::Option API::GetOption()
|
API::Option API::GetOption()
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
#include "Defines.hlsli"
|
#include "Defines.hlsli"
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#include "PosManipulation.hlsli"
|
#include "PosManipulation.hlsli"
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|
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static float Radius = 100;
|
static float Radius = 10;
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|
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float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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{
|
{
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|
@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
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float sampleDepth = ViewPos.z;
|
float sampleDepth = ViewPos.z;
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|
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//compare to depth from sample
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//compare to depth from sample
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float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
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float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
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occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
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}
|
}
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occlusion /= (float)(SSAOKernel.Length.x);
|
occlusion /= (float)(SSAOKernel.Length.x);
|
||||||
|
|
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