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

This commit is contained in:
dean11 2014-02-20 09:22:03 +01:00
commit 208885d4eb
10 changed files with 77 additions and 54 deletions

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ShowAllFiles>true</ShowAllFiles>
<ShowAllFiles>false</ShowAllFiles>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>

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@ -16,8 +16,10 @@ C_Object::C_Object()
}
C_Object::~C_Object()
{
if( this->model )
this->Release();
}
bool C_Object::Init(ModelInitData modelInit)
{
position = modelInit.position;

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@ -136,11 +136,6 @@ void Camera_FPSV2::StrafeLeft( Float distance )
void Camera_FPSV2::PitchUp( Float radian )
{
if( radian >= 0.5f )
{ // HACK: debugging
const char *breakPoint = "";
}
this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi );
this->pitchHaveChanged = true;
}

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@ -89,7 +89,7 @@ bool GameState::Init( SharedStateContent &shared )
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 2.0f;
gfxOp.AmbientValue = 1.0f;
Graphics::API::SetOptions(gfxOp);
//tell server ready
@ -489,7 +489,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
{ // HACK: bug trap
const char *breakPoint = "Something is wrong.";
//position = Float3( 0.0f, 160.0f, 0.0f );
position = Float3( 0.0f, 160.0f, 0.0f );
}
this->privData->camera.SetPosition( position );

View File

@ -152,7 +152,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube;
@ -161,7 +161,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere;
@ -196,7 +196,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBInitData RBData;
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube;
@ -205,7 +205,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere;

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@ -196,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
//Radius scaled
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);

View File

@ -79,22 +79,22 @@ void Player::BeginFrame()
Oyster::Math::Float maxSpeed = 30;
/*Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();*/
Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation();
/* Handle turning */
/*if (left)
m_turnAngle -= dt * m_turnVelocity;
if (right)
m_turnAngle += dt * m_turnVelocity;*/
m_turnAngle += dt * m_turnVelocity;
//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
Oyster::Math::Float3 linearVelocity(0,0,0); // = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
Oyster::Math::Float3 forwardDir(0,0,1); //= xform.v[2];
Oyster::Math::Float3 rightDir(1,0,0); // = xform.v[0];
Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize();
rightDir.Normalize();
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
@ -102,28 +102,28 @@ void Player::BeginFrame()
if (key_forward > 0.001)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
walkDirection.Normalize();
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
walkDirection.Normalize();
}
if (key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
walkDirection.Normalize();
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
walkDirection.Normalize();
}
if (key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
walkDirection.Normalize();
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
walkDirection.Normalize();
}
if (key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection += rightDir;
walkDirection.Normalize();
maxSpeed = 40;
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection += rightDir;
walkDirection.Normalize();
maxSpeed = 40;
}
@ -131,21 +131,21 @@ void Player::BeginFrame()
{
/* Dampen when on the ground and not being moved by the player */
linearVelocity *= 0.2f;
//this->rigidBody->SetLinearVelocity (linearVelocity);
this->rigidBody->SetLinearVelocity (linearVelocity);
}
//else
//{
// if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
// {
// Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
// this->rigidBody->SetLinearVelocity(velocity);
// }
// else if(speed < maxSpeed)
// {
// Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
// this->rigidBody->SetLinearVelocity(velocity);
// }
//}
else
{
if (speed < maxSpeed && this->rigidBody->GetLambda() < 1.0f)
{
Oyster::Math::Float3 velocity = linearVelocity + walkDirection * walkSpeed;
this->rigidBody->SetLinearVelocity(velocity);
}
else if(speed < maxSpeed)
{
Oyster::Math::Float3 velocity = linearVelocity + (walkDirection * walkSpeed)*0.2f;
this->rigidBody->SetLinearVelocity(velocity);
}
}
if (key_jump > 0.001)
{
@ -158,7 +158,7 @@ void Player::BeginFrame()
}
}
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
if(pos.x < -300000)
if(pos == Oyster::Math::Float3(0,0,0))
int i =0;
//this->weapon->Update(0.01f);
@ -169,7 +169,7 @@ void Player::EndFrame()
// snap to axis
Oyster::Math::Float4 rotation;
//this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
//Object::EndFrame();
}

View File

@ -83,7 +83,13 @@ public:
, broadcastTime(1.0f, 0.0f)
{ }
~PrivateData()
{ }
{
if(listener)
{
delete listener;
listener = NULL;
}
}
bool DoWork();

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@ -221,6 +221,26 @@ namespace Oyster
sphere->WorldMatrix = world;
Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
}
#else
API::State API::ReloadShaders()
{
}
void API::StartRenderWireFrame()
{
}
void API::RenderDebugCube(Math::Matrix world)
{
}
void API::RenderDebugSphere(Math::Matrix world)
{
}
#endif
API::Option API::GetOption()

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@ -1,7 +1,7 @@
#include "Defines.hlsli"
#include "PosManipulation.hlsli"
static float Radius = 100;
static float Radius = 10;
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
{
@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
float sampleDepth = ViewPos.z;
//compare to depth from sample
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
}
occlusion /= (float)(SSAOKernel.Length.x);