Merge with GL

This commit is contained in:
Dennis Andersen 2014-01-31 11:03:45 +01:00
commit 21cb7731b7
12 changed files with 51 additions and 32 deletions

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@ -131,7 +131,7 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime) HRESULT DanBiasGame::Update(float deltaTime)
{ {
m_data->recieverObj->Update();
m_data->recieverObj->Update(); m_data->recieverObj->Update();
m_data->inputObj->Update(); m_data->inputObj->Update();

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@ -81,12 +81,8 @@ bool GameState::LoadModels(std::wstring mapFile)
Oyster::Math3D::Float4x4 translate; Oyster::Math3D::Float4x4 translate;
C_Object* obj; C_Object* obj;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0)); translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0,0,0));
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::Float4x4::identity; modelData.world = translate ;//modelData.world * translate
scale.v[0].x = 8; modelData.modelPath = L"world_earth.dan";
scale.v[1].y = 8;
scale.v[2].z = 8;
modelData.world = scale; //modelData.world * translate
modelData.modelPath = L"..\\Content\\Models\\ball.dan";
modelData.id = 0; modelData.id = 0;
obj = new C_Player(); obj = new C_Player();
@ -95,7 +91,7 @@ bool GameState::LoadModels(std::wstring mapFile)
// add box model // add box model
modelData.world = Oyster::Math3D::Float4x4::identity; modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-5,15,0)); translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4,320,0));
modelData.world = modelData.world * translate; modelData.world = modelData.world * translate;
modelData.modelPath = L"..\\Content\\Models\\box.dan"; modelData.modelPath = L"..\\Content\\Models\\box.dan";
modelData.id = 1; modelData.id = 1;
@ -107,7 +103,7 @@ bool GameState::LoadModels(std::wstring mapFile)
// add player model // add player model
modelData.world = Oyster::Math3D::Float4x4::identity; modelData.world = Oyster::Math3D::Float4x4::identity;
translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 15, 0)); translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
modelData.world = modelData.world * translate; modelData.world = modelData.world * translate;
modelData.visible = true; modelData.visible = true;
@ -124,14 +120,14 @@ bool GameState::LoadModels(std::wstring mapFile)
} }
bool GameState::InitCamera(Oyster::Math::Float3 startPos) bool GameState::InitCamera(Oyster::Math::Float3 startPos)
{ {
Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,-1); Oyster::Math::Float3 dir = Oyster::Math::Float3(0,0,1);
Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0); Oyster::Math::Float3 up =Oyster::Math::Float3(0,1,0);
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20); Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 0, 20);
camera->LookAt(pos, dir, up); camera->LookAt(pos, dir, up);
camera->SetLens(3.14f/2, 1024/768, 1, 1000); camera->SetLens(3.14f/2, 1024/768, 1, 1000);
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1024.0f/768.0f,.1f,1000); privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000); //privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
Oyster::Graphics::API::SetProjection(privData->proj); Oyster::Graphics::API::SetProjection(privData->proj);
camera->UpdateViewMatrix(); camera->UpdateViewMatrix();
@ -350,7 +346,7 @@ void GameState::Protocol( ObjPos* pos )
//camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10]))); //camera->setLook((Oyster::Math::Float3(world[8], world[9], world[10])));
if(i == 2) // playerobj if(i == 2) // playerobj
{ {
camera->SetPosition(Oyster::Math::Float3(world[12], world[13], world[14])); camera->SetPosition(Oyster::Math::Float3(world[12], world[13]+2.2f, world[14]-1));
camera->UpdateViewMatrix(); camera->UpdateViewMatrix();
} }
} }

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@ -46,7 +46,11 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{ {
//Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); //Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt);
Oyster::Math::Float4x4 aim = Oyster::Math3D::ViewMatrix_LookAtDirection(owner->GetLookDir(), owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float3 look = owner->GetLookDir();
Oyster::Math::Float3 up = -owner->GetRigidBody()->GetGravityNormal();
Oyster::Math::Float3 pos = owner->GetPosition();
Oyster::Math::Float4x4 aim = Oyster::Math3D::OrientationMatrix_LookAtDirection(owner->GetLookDir(), -owner->GetRigidBody()->GetGravityNormal(), owner->GetPosition());
Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20); Oyster::Math::Float4x4 hitSpace = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1,1,20);
Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace)); Oyster::Collision3D::Frustrum hitFrustum = Oyster::Collision3D::Frustrum(Oyster::Math3D::ViewProjectionMatrix(aim,hitSpace));
int arg = 0; int arg = 0;

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@ -20,7 +20,6 @@ using namespace GameLogic;
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
return;
switch (realObj->GetObjectType()) switch (realObj->GetObjectType())
{ {
case OBJECT_TYPE::OBJECT_TYPE_GENERIC: case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
@ -69,6 +68,10 @@ using namespace GameLogic;
{ {
return Physics::ICustomBody::SubscriptMessage_none; return Physics::ICustomBody::SubscriptMessage_none;
} }
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
//Oyster::Physics::ICustomBody::SubscriptMessage //Oyster::Physics::ICustomBody::SubscriptMessage
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{ {
@ -81,8 +84,18 @@ using namespace GameLogic;
void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args) void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
{ {
Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (1); Oyster::Math::Float3 pushForce = Oyster::Math::Float4(1,0,0) * (500);
Oyster::Physics::ICustomBody::State state; Oyster::Physics::ICustomBody::State state;
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == OBJECT_TYPE_BOX)
{
state = obj->GetState();
state.SetOrientation(Oyster::Math::Float3(1,0.5,1),Oyster::Math::Float3(1,0.5,1));
obj->SetState(state);
}
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
return;
state = obj->GetState(); state = obj->GetState();
state.ApplyLinearImpulse(pushForce); state.ApplyLinearImpulse(pushForce);
obj->SetState(state); obj->SetState(state);

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@ -129,6 +129,7 @@ bool Game::NewFrame()
} }
gameInstance.onMoveFnc(this->level); gameInstance.onMoveFnc(this->level);
return true; return true;
} }

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@ -7,9 +7,9 @@ Game::PlayerData::PlayerData()
{ {
//set some stats that are appropriate to a player //set some stats that are appropriate to a player
Oyster::Physics::API::SimpleBodyDescription sbDesc; Oyster::Physics::API::SimpleBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float3(0,16,0); sbDesc.centerPosition = Oyster::Math::Float3(10,350,0);
sbDesc.size = Oyster::Math::Float3(4,7,4); sbDesc.size = Oyster::Math::Float3(4,7,4);
sbDesc.mass = 70;
//create rigid body //create rigid body
Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release(); Oyster::Physics::ICustomBody *rigidBody = Oyster::Physics::API::Instance().CreateRigidBody(sbDesc).Release();

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@ -25,7 +25,7 @@ void Level::InitiateLevel(float radius)
API::SphericalBodyDescription sbDesc; API::SphericalBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1); sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
sbDesc.ignoreGravity = true; sbDesc.ignoreGravity = true;
sbDesc.radius = 8; sbDesc.radius = 300;
sbDesc.mass = 10e12f; sbDesc.mass = 10e12f;
ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
@ -41,25 +41,25 @@ void Level::InitiateLevel(float radius)
// add box // add box
API::SimpleBodyDescription sbDesc_TestBox; API::SimpleBodyDescription sbDesc_TestBox;
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-5,15,0,0); sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,320,0,0);
sbDesc_TestBox.ignoreGravity = false; sbDesc_TestBox.ignoreGravity = false;
sbDesc_TestBox.mass = 10; sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0); sbDesc_TestBox.size = Oyster::Math::Float4(1,1,1,0);
ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX); testBox = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
rigidBody_TestBox->SetCustomTag(testBox); rigidBody_TestBox->SetCustomTag(testBox);
rigidBody_TestBox->GetState(state); rigidBody_TestBox->GetState(state);
state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,4)); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0));
rigidBody_TestBox->SetState(state); rigidBody_TestBox->SetState(state);
// add gravitation // add gravitation
API::Gravity gravityWell; API::Gravity gravityWell;
gravityWell.gravityType = API::Gravity::GravityType_Well; gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 10e14f; gravityWell.well.mass = 1e15f;
gravityWell.well.position = Oyster::Math::Float4(0,0,0,1); gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell); API::Instance().AddGravity(gravityWell);
} }

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@ -42,6 +42,7 @@ namespace GameLogic
void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)); void setAfterCollisonFunc(Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss));
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj); static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private: private:
OBJECT_TYPE type; OBJECT_TYPE type;
int objectID; int objectID;

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@ -86,24 +86,24 @@ void Player::Move(const PLAYER_MOVEMENT &movement)
void Player::MoveForward() void Player::MoveForward()
{ {
setState.ApplyLinearImpulse(this->lookDir * (20 * this->gameInstance->GetFrameTime())); setState.ApplyLinearImpulse(this->lookDir * (2000 * this->gameInstance->GetFrameTime()));
} }
void Player::MoveBackwards() void Player::MoveBackwards()
{ {
setState.ApplyLinearImpulse(-this->lookDir * 20 * this->gameInstance->GetFrameTime()); setState.ApplyLinearImpulse(-this->lookDir * 2000 * this->gameInstance->GetFrameTime());
} }
void Player::MoveRight() void Player::MoveRight()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); Oyster::Math::Float3 r = (-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir);
setState.ApplyLinearImpulse(r * 20 * this->gameInstance->GetFrameTime()); setState.ApplyLinearImpulse(r * 2000 * this->gameInstance->GetFrameTime());
} }
void Player::MoveLeft() void Player::MoveLeft()
{ {
//Do cross product with forward vector and negative gravity vector //Do cross product with forward vector and negative gravity vector
Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero Oyster::Math::Float3 r = -(-rigidBody->GetGravityNormal()).Cross((Oyster::Math::Float3)this->lookDir); //Still get zero
setState.ApplyLinearImpulse(-r * 20 * this->gameInstance->GetFrameTime()); setState.ApplyLinearImpulse(-r * 2000 * this->gameInstance->GetFrameTime());
} }
void Player::UseWeapon(const WEAPON_FIRE &usage) void Player::UseWeapon(const WEAPON_FIRE &usage)
@ -123,7 +123,7 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir)
{ {
this->lookDir = lookDir; this->lookDir = lookDir;
Oyster::Math::Float4 up(0,1,0,0);//-setState.GetGravityNormal(); Oyster::Math::Float4 up = -setState.GetGravityNormal();
Oyster::Math::Float4 pos = setState.GetCenterPosition(); Oyster::Math::Float4 pos = setState.GetCenterPosition();
Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz); Oyster::Math::Float4x4 world = Oyster::Math3D::OrientationMatrix_LookAtDirection(lookDir, up.xyz, pos.xyz);
// cant set rotation // cant set rotation

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@ -26,7 +26,7 @@ namespace
ICustomBody::State protoState; proto->GetState( protoState ); ICustomBody::State protoState; proto->GetState( protoState );
ICustomBody::State deuterState; deuter->GetState( deuterState ); ICustomBody::State deuterState; deuter->GetState( deuterState );
Float4 protoG = protoState.GetLinearMomentum( worldPointOfContact.xyz ), Float4 protoG = protoState.GetLinearMomentum(worldPointOfContact.xyz ),
deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz ); deuterG = deuterState.GetLinearMomentum( worldPointOfContact.xyz );
// calc from perspective of deuter // calc from perspective of deuter

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@ -27,7 +27,9 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
Shaded.Specular += light.Specular; Shaded.Specular += light.Specular;
} }
Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1); //Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,1);
Diffuse[DTid.xy] = float4(DiffuseGlow[DTid.xy].xyz,1);
Specular[DTid.xy] = float4(Shaded.Specular, 1); Specular[DTid.xy] = float4(Shaded.Specular, 1);

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@ -8,5 +8,7 @@ RWTexture2D<float4> Output;
void main( uint3 DTid : SV_DispatchThreadID ) void main( uint3 DTid : SV_DispatchThreadID )
{ {
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
//Output[DTid.xy] = Diffuse[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
//Output[DTid.xy] = Diffuse[DTid.xy]; //Output[DTid.xy] = Diffuse[DTid.xy];
} }