diff --git a/.gitignore b/.gitignore index d5d239c2..57ccce7f 100644 --- a/.gitignore +++ b/.gitignore @@ -34,3 +34,4 @@ Bin/DLL/ Bin/Executable/ Obj/ External/ +Code/Game/GameClient/GameClient.vcxproj.user diff --git a/Code/Game/GameClient/DanBiasGame_Impl.cpp b/Code/Game/GameClient/DanBiasGame_Impl.cpp index 21d5589f..b978597c 100644 --- a/Code/Game/GameClient/DanBiasGame_Impl.cpp +++ b/Code/Game/GameClient/DanBiasGame_Impl.cpp @@ -20,10 +20,13 @@ #include "EventHandler/EventHandler.h" +#include "GameClientState\SharedStateContent.h" + using namespace ::Oyster; using namespace ::Oyster::Event; using namespace ::Oyster::Network; using namespace ::Utility::DynamicMemory; +using namespace ::DanBias::Client; void ClientEventFunction( NetEvent e ); @@ -32,15 +35,17 @@ namespace DanBias #pragma region Game Data class DanBiasGamePrivateData { - public: WindowShell* window; - InputClass* inputObj; + InputClass inputObj; Utility::WinTimer timer; - UniquePointer state; - NetworkClient networkClient; - bool serverOwner; + UniquePointer state; + SharedStateContent sharedStateContent; + NetworkClient networkClient; + + + bool serverOwner; float capFrame; DanBiasGamePrivateData() @@ -59,7 +64,12 @@ namespace DanBias { WindowShell::CreateConsoleWindow(); //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) - if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC())) + + WindowShell::WINDOW_INIT_DESC winDesc; + winDesc.windowSize.x = 1280; + winDesc.windowSize.y = 720; + + if(! data.window->CreateWin(winDesc) ) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) @@ -72,10 +82,13 @@ namespace DanBias data.networkClient.SetMessagePump( ClientEventFunction ); + data.sharedStateContent.network = &data.networkClient; + data.sharedStateContent.input = &data.inputObj; + // Start in main menu state data.state = new Client::MainState(); - if( !data.state->Init( &data.networkClient ) ) + if( !data.state->Init( data.sharedStateContent ) ) return DanBiasClientReturn_Error; data.timer.reset(); @@ -91,9 +104,6 @@ namespace DanBias data.timer.reset(); Graphics::API::Update( dt ); - - if(data.networkClient.IsConnected()) - data.networkClient.Update(); data.capFrame += dt; if(data.capFrame > 0.03) @@ -110,6 +120,9 @@ namespace DanBias data.capFrame = 0; } + if(data.networkClient.IsConnected()) + data.networkClient.Update(); + } return DanBiasClientReturn_Success; } @@ -128,9 +141,11 @@ namespace DanBias Oyster::Graphics::API::Option p; p.modelPath = L"..\\Content\\Models\\"; p.texturePath = L"..\\Content\\Textures\\"; - Oyster::Graphics::API::SetOptions(p); + p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f ); + //! @todo fix proper amb value + p.AmbientValue = 1.0f; - if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) + if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess) return E_FAIL; return S_OK; } @@ -140,8 +155,7 @@ namespace DanBias //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput() { - data.inputObj = new InputClass; - if(!data.inputObj->Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth())) + if(!data.inputObj.Initialize(data.window->GetHINSTANCE(), data.window->GetHWND(), data.window->GetHeight(), data.window->GetWidth())) { MessageBox(0, L"Could not initialize the input object.", L"Error", MB_OK); return E_FAIL; @@ -164,7 +178,7 @@ namespace DanBias float mouseNormalisedY = (float)(mousePos.y - windowVertex.top); mouseNormalisedY /= (float)(windowVertex.bottom - windowVertex.top); - data.inputObj->Update( mouseNormalisedX, mouseNormalisedY ); + data.inputObj.Update( mouseNormalisedX, mouseNormalisedY ); } if( data.serverOwner ) @@ -174,7 +188,7 @@ namespace DanBias DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; - state = data.state->Update( deltaTime, data.inputObj ); + state = data.state->Update( deltaTime ); if( state != Client::GameClientState::ClientState_Same ) { @@ -217,7 +231,7 @@ namespace DanBias if( stateChanged ) { - data.state->Init( &data.networkClient ); // send game client + data.state->Init( data.sharedStateContent ); // send game client } } return Result_continue; @@ -235,8 +249,6 @@ namespace DanBias if( data.networkClient.IsConnected() ) data.networkClient.Disconnect(); - delete data.inputObj; - data.state = nullptr; EventHandler::Instance().Clean(); Graphics::API::Clean(); diff --git a/Code/Game/GameClient/GameClient.vcxproj b/Code/Game/GameClient/GameClient.vcxproj index 8e2cfe69..349a88ec 100644 --- a/Code/Game/GameClient/GameClient.vcxproj +++ b/Code/Game/GameClient/GameClient.vcxproj @@ -111,8 +111,8 @@ Windows true - WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies) - NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs) + %(AdditionalDependencies) + NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs) @@ -128,8 +128,8 @@ Windows true - WindowManager\WindowManager_$(PlatformShortName)D.lib;OysterGraphics_$(PlatformShortName)D.lib;Input\Input_$(PlatformShortName)D.lib;%(AdditionalDependencies) - NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs) + %(AdditionalDependencies) + NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs) @@ -149,8 +149,8 @@ true true true - WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies) - NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs) + %(AdditionalDependencies) + NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs) @@ -170,14 +170,23 @@ true true true - WindowManager\WindowManager_$(PlatformShortName).lib;OysterGraphics_$(PlatformShortName).lib;Input\Input_$(PlatformShortName).lib;%(AdditionalDependencies) - NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs) + %(AdditionalDependencies) + NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs) + + {7e3990d2-3d94-465c-b58d-64a74b3ecf9b} + {f10cbc03-9809-4cba-95d8-327c287b18ee} + + {2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee} + + + {35aea3c0-e0a7-4e1e-88cd-514aa5a442b1} + {460d625f-2ac9-4559-b809-0ba89ceaedf4} @@ -192,7 +201,9 @@ + + @@ -217,7 +228,9 @@ + + @@ -233,6 +246,7 @@ + diff --git a/Code/Game/GameClient/GameClientState/Buttons/ButtonEllipse.h b/Code/Game/GameClient/GameClientState/Buttons/ButtonEllipse.h index 694683e7..7d9a9a5d 100644 --- a/Code/Game/GameClient/GameClientState/Buttons/ButtonEllipse.h +++ b/Code/Game/GameClient/GameClientState/Buttons/ButtonEllipse.h @@ -21,19 +21,19 @@ namespace DanBias ButtonEllipse() : EventButtonGUI(), radius(0) {} - ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) {} - ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize) {} - ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize) {} - ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, + ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize) {} diff --git a/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h b/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h index 6afb77c1..7f3db825 100644 --- a/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h +++ b/Code/Game/GameClient/GameClientState/Buttons/ButtonRectangle.h @@ -21,21 +21,37 @@ namespace DanBias ButtonRectangle() : EventButtonGUI(), width(0), height(0) {} - ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) + ButtonRectangle(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButtonGUI(textureName, buttonText, + textColor, backColor, hoverColor, pressedColor, + owner, pos, size, resize) {} - ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize) + ButtonRectangle(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButtonGUI(textureName, buttonText, + textColor, backColor, hoverColor, pressedColor, + func, pos, size, resize) {} - ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize) + ButtonRectangle(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButtonGUI(textureName, buttonText, + textColor, backColor, hoverColor, pressedColor, + func, owner, pos, size, resize) {} - ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize) + ButtonRectangle(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButtonGUI(textureName, buttonText, + textColor, backColor, hoverColor, pressedColor, + func, owner, userData, pos, size, resize) {} virtual ~ButtonRectangle() {} diff --git a/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h b/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h index c770cb9c..3ae09043 100644 --- a/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h +++ b/Code/Game/GameClient/GameClientState/Buttons/EventButtonGUI.h @@ -8,8 +8,6 @@ #include "EventHandler/EventButton.h" #include "DllInterfaces/GFXAPI.h" - - namespace DanBias { namespace Client @@ -32,32 +30,40 @@ namespace DanBias class EventButtonGUI : public Oyster::Event::EventButton { public: - EventButtonGUI() - : EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0) - {} - EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + EventButtonGUI(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), + textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor) { CreateTexture(textureName); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); } - EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + EventButtonGUI(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), + textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor) { CreateTexture(textureName); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); } - EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, - Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + EventButtonGUI(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Owner owner, Oyster::Math::Float3 pos, + Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), + textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor) { CreateTexture(textureName); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); } - EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) - : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) + EventButtonGUI(std::wstring textureName, std::wstring buttonText, + Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor, + EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None) + : EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), + textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor) { CreateTexture(textureName); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); @@ -79,23 +85,23 @@ namespace DanBias if(EventButton::Enabled()) { // let the using dev decide what is rendered - Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); + //Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f)); //Render att xPos and yPos //With width and height - //if(EventButton::GetState() == ButtonState_None) - //{ - // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); - //} - //else if(EventButton::GetState() == ButtonState_Hover) - //{ - // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f)); - //} - //else - //{ - // Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); - //} + if(EventButton::GetState() == ButtonState_None) + { + Oyster::Graphics::API::RenderGuiElement(texture, pos, size, backColor); + } + else if(EventButton::GetState() == ButtonState_Hover) + { + Oyster::Graphics::API::RenderGuiElement(texture, pos, size, hoverColor); + } + else + { + Oyster::Graphics::API::RenderGuiElement(texture, pos, size, pressedColor); + } } } @@ -104,7 +110,7 @@ namespace DanBias { if(buttonText.size() > 0) { - Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, 0.0f), size*2.0f, size.y * 0.5f, textColor); + Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, -0.001f), size, size.y * 0.5f, textColor); } } @@ -127,7 +133,11 @@ namespace DanBias Oyster::Graphics::API::Texture texture; std::wstring buttonText; - Oyster::Math::Float3 textColor; + Oyster::Math::Float4 textColor; + + Oyster::Math::Float4 backColor; + Oyster::Math::Float4 hoverColor; + Oyster::Math::Float4 pressedColor; }; } } diff --git a/Code/Game/GameClient/GameClientState/Buttons/TextField.h b/Code/Game/GameClient/GameClientState/Buttons/TextField.h index af9c4346..18e5d23b 100644 --- a/Code/Game/GameClient/GameClientState/Buttons/TextField.h +++ b/Code/Game/GameClient/GameClientState/Buttons/TextField.h @@ -20,7 +20,7 @@ namespace DanBias { namespace Client { public: TextField(); - TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height ); + TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height ); virtual ~TextField(); virtual void RenderText(); @@ -62,8 +62,8 @@ namespace DanBias { namespace Client } template - TextField::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize ) - : ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize ) + TextField::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize ) + : ButtonRectangle( backgroundTexture, L"", textColor, backColor, backColor, backColor, owner, pos, size, resize ) { this->fontHeight = 0.025f; this->lineSpacing = 0.001f; diff --git a/Code/Game/GameClient/GameClientState/C_Object.cpp b/Code/Game/GameClient/GameClientState/C_Object.cpp index d44d9201..92b55c53 100644 --- a/Code/Game/GameClient/GameClientState/C_Object.cpp +++ b/Code/Game/GameClient/GameClientState/C_Object.cpp @@ -100,5 +100,9 @@ void C_Object::Render() } void C_Object::Release() { - Oyster::Graphics::API::DeleteModel(model); + if( this->model ) + { + Oyster::Graphics::API::DeleteModel(model); + this->model = nullptr; + } } \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/C_Object.h b/Code/Game/GameClient/GameClientState/C_Object.h index ae9dc3a5..20e0eb60 100644 --- a/Code/Game/GameClient/GameClientState/C_Object.h +++ b/Code/Game/GameClient/GameClientState/C_Object.h @@ -16,37 +16,55 @@ namespace DanBias bool visible; }; -class C_Object -{ -private: - Oyster::Math::Float4x4 world; - Oyster::Math::Float3 position; - Oyster::Math::Quaternion rotation; - Oyster::Math::Float3 scale; + class C_Object + { + private: + Oyster::Math::Float4x4 world; + Oyster::Math::Float3 position; + Oyster::Math::Quaternion rotation; + Oyster::Math::Float3 scale; - int id; - void updateWorld(); -protected: - Oyster::Graphics::Model::Model *model; -public: - C_Object(); - virtual ~C_Object(); - virtual bool Init(ModelInitData modelInit); + int id; + void updateWorld(); + protected: + Oyster::Graphics::Model::Model *model; + public: + C_Object(); + virtual ~C_Object(); + virtual bool Init(ModelInitData modelInit); - void setWorld(Oyster::Math::Float4x4 world); - Oyster::Math::Float4x4 getWorld() const; - void setPos(Oyster::Math::Float3 newPos); - Oyster::Math::Float3 getPos() const; - void addPos(Oyster::Math::Float3 deltaPos); - void setRot(Oyster::Math::Quaternion newRot); - Oyster::Math::Quaternion getRotation() const; - void addRot(Oyster::Math::Quaternion deltaRot); - void setScale(Oyster::Math::Float3 newScale); - void addScale(Oyster::Math::Float3 deltaScale); - Oyster::Math::Float3 getScale() const; + void setWorld(Oyster::Math::Float4x4 world); + Oyster::Math::Float4x4 getWorld() const; + void setPos(Oyster::Math::Float3 newPos); + Oyster::Math::Float3 getPos() const; + void addPos(Oyster::Math::Float3 deltaPos); + void setRot(Oyster::Math::Quaternion newRot); + Oyster::Math::Quaternion getRotation() const; + void addRot(Oyster::Math::Quaternion deltaRot); + void setScale(Oyster::Math::Float3 newScale); + void addScale(Oyster::Math::Float3 deltaScale); + Oyster::Math::Float3 getScale() const; + + virtual void Render(); + virtual void Release(); + virtual int GetId() const; + }; + } +} + +#include "Utilities.h" + +namespace Utility { namespace DynamicMemory +{ + template<> + inline void SafeDeleteInstance( ::DanBias::Client::C_Object *dynamicInstance ) + { + if( dynamicInstance ) + { + dynamicInstance->Release(); + delete dynamicInstance; + } + } +} } - virtual void Render(); - virtual void Release(); - virtual int GetId() const; -};};}; #endif diff --git a/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp b/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp new file mode 100644 index 00000000..8454b3bd --- /dev/null +++ b/Code/Game/GameClient/GameClientState/Camera_BasicV2.cpp @@ -0,0 +1,117 @@ +#include "Camera_BasicV2.h" + +using namespace ::Oyster::Math3D; + +Camera_BasicV2::Camera_BasicV2() +{ + this->translation = Float3::null; + this->rotation = Quaternion::identity; + this->projection = Float4x4::identity; +} + +Camera_BasicV2::Camera_BasicV2( const Float3 &position, const Quaternion &rotation, const Float4x4 &projection ) +{ + this->translation = position; + this->rotation = rotation; + this->projection = projection; +} + +Camera_BasicV2::~Camera_BasicV2() {} + +Camera_BasicV2 & Camera_BasicV2::operator = ( const Camera_BasicV2 &camera ) +{ + this->translation = camera.translation; + this->rotation = camera.rotation; + this->projection = camera.projection; + return *this; +} + +void Camera_BasicV2::SetPosition( const Float3 &translation ) +{ + this->translation = translation; +} + +void Camera_BasicV2::SetRotation( const Quaternion &rotation ) +{ + this->rotation = rotation; +} + +void Camera_BasicV2::SetAngular( const Float3 &axis ) +{ + this->rotation = Rotation( axis ); +} + +void Camera_BasicV2::SetProjection( const Float4x4 &matrix ) +{ + this->projection = matrix; +} + +void Camera_BasicV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip ) +{ + ProjectionMatrix_Orthographic( width, height, nearClip, farClip, this->projection ); +} + +void Camera_BasicV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip ) +{ + ProjectionMatrix_Perspective( verticalFoV, aspectRatio, nearClip, farClip, this->projection ); +} + +void Camera_BasicV2::Move( const Float3 &deltaPosition ) +{ + this->translation += deltaPosition; +} + +void Camera_BasicV2::Rotate( const Quaternion &deltaRotation ) +{ + this->rotation *= deltaRotation; +} + +void Camera_BasicV2::Rotate( const Float3 &deltaAngularAxis ) +{ + this->rotation *= Rotation( deltaAngularAxis ); +} + +const Float3 & Camera_BasicV2::GetPosition() const +{ + return this->translation; +} + +Float3 & Camera_BasicV2::GetAngularAxis( Float3 &targetMem ) const +{ + return targetMem = AngularAxis( this->rotation ); +} + +Float3 Camera_BasicV2::GetNormalOf( const Float3 &axis ) const +{ + return WorldAxisOf( this->rotation, axis ); +} + +const Quaternion & Camera_BasicV2::GetRotation() const +{ + return this->rotation; +} + +Float3x3 & Camera_BasicV2::GetRotationMatrix( Float3x3 &targetMem ) const +{ + return RotationMatrix( this->rotation, targetMem ); +} + +Float4x4 & Camera_BasicV2::GetRotationMatrix( Float4x4 &targetMem ) const +{ + return RotationMatrix( this->rotation, targetMem ); +} + +Float4x4 & Camera_BasicV2::GetViewMatrix( Float4x4 &targetMem ) const +{ + return ViewMatrix( this->rotation, this->translation, targetMem ); +} + +const Float4x4 & Camera_BasicV2::GetProjectionMatrix() const +{ + return this->projection; +} + +Float4x4 & Camera_BasicV2::GetViewsProjMatrix( Float4x4 &targetMem ) const +{ + return TransformMatrix( this->projection, this->GetViewMatrix(), targetMem ); +} \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/Camera_BasicV2.h b/Code/Game/GameClient/GameClientState/Camera_BasicV2.h new file mode 100644 index 00000000..aaa9d491 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/Camera_BasicV2.h @@ -0,0 +1,42 @@ +#ifndef CAMERA_BASIC_V2_H +#define CAMERA_BASIC_V2_H + +#include "OysterMath.h" + +class Camera_BasicV2 +{ +public: + Camera_BasicV2(); + Camera_BasicV2( const ::Oyster::Math::Float3 &position, const ::Oyster::Math::Quaternion &rotation, const ::Oyster::Math::Float4x4 &projection ); + virtual ~Camera_BasicV2(); + + Camera_BasicV2 & operator = ( const Camera_BasicV2 &camera ); + + void SetPosition( const ::Oyster::Math::Float3 &translation ); + void SetRotation( const ::Oyster::Math::Quaternion &rotation ); + void SetAngular( const ::Oyster::Math::Float3 &axis ); + void SetProjection( const ::Oyster::Math::Float4x4 &matrix ); + void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); + void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); + + void Move( const ::Oyster::Math::Float3 &deltaPosition ); + void Rotate( const ::Oyster::Math::Quaternion &deltaRotation ); + void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis ); + + const ::Oyster::Math::Float3 & GetPosition() const; + ::Oyster::Math::Float3 & GetAngularAxis( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; + ::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const; + const ::Oyster::Math::Quaternion & GetRotation() const; + ::Oyster::Math::Float3x3 & GetRotationMatrix( ::Oyster::Math::Float3x3 &targetMem ) const; + ::Oyster::Math::Float4x4 & GetRotationMatrix( ::Oyster::Math::Float4x4 &targetMem ) const; + ::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; + const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const; + ::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; + + private: + ::Oyster::Math::Float3 translation; + mutable ::Oyster::Math::Quaternion rotation; + ::Oyster::Math::Float4x4 projection; +}; + +#endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp new file mode 100644 index 00000000..12506d3c --- /dev/null +++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.cpp @@ -0,0 +1,186 @@ +#include "Camera_FPSV2.h" +#include "Utilities.h" + +using namespace ::Oyster::Math3D; +using namespace ::Utility::Value; + +Camera_FPSV2::Camera_FPSV2() +{ // this->head is default set to identity uniformprojection at origo + this->pitchUp = 0.0f; + this->headOffset = + this->body.translation = Float3::null; + this->body.rotation = Quaternion::identity; +} + +Camera_FPSV2::~Camera_FPSV2() {} + +Camera_FPSV2 & Camera_FPSV2::operator = ( const Camera_FPSV2 &camera ) +{ + this->head = camera.head; + this->pitchUp = camera.pitchUp; + this->headOffset = camera.headOffset; + this->body.translation = camera.body.translation; + this->body.rotation = camera.body.rotation; + return *this; +} + +void Camera_FPSV2::SetHeadOffset( const Float3 &translation ) +{ + this->head.Move( translation - this->headOffset ); + this->headOffset = translation; +} + +void Camera_FPSV2::SetPosition( const Float3 &translation ) +{ + this->head.Move( translation - this->body.translation ); + this->body.translation = translation; +} + +void Camera_FPSV2::SetRotation( const Quaternion &rotation ) +{ + this->body.rotation = rotation; + this->head.SetRotation( rotation * Rotation(this->pitchUp, this->GetNormalOf(Float3::standard_unit_x) ) ); +} + +void Camera_FPSV2::SetAngular( const Float3 &axis ) +{ + this->SetRotation( Rotation(axis) ); +} + +void Camera_FPSV2::SetProjection( const Float4x4 &matrix ) +{ + this->head.SetProjection( matrix ); +} + +void Camera_FPSV2::SetOrthographicProjection( Float width, Float height, Float nearClip, Float farClip ) +{ + this->head.SetOrthographicProjection( width, height, nearClip, farClip ); +} + +void Camera_FPSV2::SetPerspectiveProjection( Float verticalFoV, Float aspectRatio, Float nearClip, Float farClip ) +{ + this->head.SetPerspectiveProjection( verticalFoV, aspectRatio, nearClip, farClip ); +} + +void Camera_FPSV2::UpdateOrientation() +{ + Float4x4 orientation; + OrientationMatrix( this->body.rotation, this->body.translation, orientation ); + + this->head.SetPosition( (orientation * Float4(this->headOffset, 1.0f)).xyz ); +} + +void Camera_FPSV2::SnapUpToNormal( const Float3 &normal ) +{ + this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) ); + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp * Float3::standard_unit_x) ); +} + +void Camera_FPSV2::Move( const Float3 &deltaPosition ) +{ + this->head.Move( deltaPosition ); + this->body.translation += deltaPosition; +} + +void Camera_FPSV2::Rotate( const Quaternion &deltaRotation ) +{ + this->head.Rotate( deltaRotation ); + this->body.rotation *= deltaRotation; +} + +void Camera_FPSV2::Rotate( const Float3 &deltaAngularAxis ) +{ + this->Rotate( Rotation(deltaAngularAxis) ); +} + +void Camera_FPSV2::MoveForward( Float distance ) +{ + this->MoveBackward( -distance ); +} + +void Camera_FPSV2::MoveBackward( Float distance ) +{ + this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_z) ); +} + +void Camera_FPSV2::StrafeRight( Float distance ) +{ + this->Move( distance * WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ); +} + +void Camera_FPSV2::StrafeLeft( Float distance ) +{ + this->StrafeRight( -distance ); +} + +void Camera_FPSV2::PitchUp( Float radian ) +{ + this->pitchUp = Clamp( this->pitchUp + radian, -0.48f * pi, 0.48f * pi ); + this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, Float3::standard_unit_x) ); +} + +void Camera_FPSV2::PitchDown( Float radian ) +{ + this->PitchUp( -radian ); +} + +void Camera_FPSV2::YawRight( Float radian ) +{ + this->YawLeft( -radian ); +} + +void Camera_FPSV2::YawLeft( Float radian ) +{ + Quaternion deltaRotation = Rotation( radian, WorldAxisOf(this->body.rotation, Float3::standard_unit_y) ); + this->Rotate( deltaRotation ); +} + +const Float3 & Camera_FPSV2::GetHeadOffset() const +{ + return this->headOffset; +} + +const Float3 & Camera_FPSV2::GetPosition() const +{ + return this->body.translation; +} + +Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const +{ + return this->head.GetViewMatrix( targetMem ); +} + +const Float4x4 & Camera_FPSV2::GetProjectionMatrix() const +{ + return this->head.GetProjectionMatrix(); +} + +Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const +{ + return this->head.GetViewsProjMatrix( targetMem ); +} + +Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const +{ + return this->head.GetNormalOf( axis ); +} + +Float3 Camera_FPSV2::GetRight() const +{ + return WorldAxisOf( this->body.rotation, Float3::standard_unit_x ); +} + +Float3 Camera_FPSV2::GetUp() const +{ + return WorldAxisOf( this->body.rotation, Float3::standard_unit_y ); +} + +Float3 Camera_FPSV2::GetLook() const +{ + return this->head.GetNormalOf( -Float3::standard_unit_z ); +} + +Float3 Camera_FPSV2::GetForward() const +{ + return WorldAxisOf( this->body.rotation, -Float3::standard_unit_z ); +} \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/Camera_FPSV2.h b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h new file mode 100644 index 00000000..7f66b185 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/Camera_FPSV2.h @@ -0,0 +1,63 @@ +#ifndef CAMERA_FPSV2_H +#define CAMERA_FPSV2_H + +#include "OysterMath.h" +#include "Camera_BasicV2.h" + +class Camera_FPSV2 +{ +public: + Camera_FPSV2(); + virtual ~Camera_FPSV2(); + + Camera_FPSV2 & operator = ( const Camera_FPSV2 &camera ); + + void SetHeadOffset( const ::Oyster::Math::Float3 &translation ); + void SetPosition( const ::Oyster::Math::Float3 &translation ); + void SetRotation( const ::Oyster::Math::Quaternion &rotation ); + void SetAngular( const ::Oyster::Math::Float3 &axis ); + void SetProjection( const ::Oyster::Math::Float4x4 &matrix ); + void SetOrthographicProjection( ::Oyster::Math::Float width, ::Oyster::Math::Float height, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); + void SetPerspectiveProjection( ::Oyster::Math::Float verticalFoV, ::Oyster::Math::Float aspectRatio, ::Oyster::Math::Float nearClip, ::Oyster::Math::Float farClip ); + + void UpdateOrientation(); + + void SnapUpToNormal( const ::Oyster::Math::Float3 &normal ); + + void Move( const ::Oyster::Math::Float3 &deltaPosition ); + void Rotate( const ::Oyster::Math::Quaternion &deltaRotation ); + void Rotate( const ::Oyster::Math::Float3 &deltaAngularAxis ); + + void MoveForward( ::Oyster::Math::Float distance ); + void MoveBackward( ::Oyster::Math::Float distance ); + void StrafeRight( ::Oyster::Math::Float distance ); + void StrafeLeft( ::Oyster::Math::Float distance ); + + void PitchUp( ::Oyster::Math::Float radian ); + void PitchDown( ::Oyster::Math::Float radian ); + void YawRight( ::Oyster::Math::Float radian ); + void YawLeft( ::Oyster::Math::Float radian ); + + const ::Oyster::Math::Float3 & GetHeadOffset() const; + const ::Oyster::Math::Float3 & GetPosition() const; + ::Oyster::Math::Float4x4 & GetViewMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; + const ::Oyster::Math::Float4x4 & GetProjectionMatrix() const; + ::Oyster::Math::Float4x4 & GetViewsProjMatrix( Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; + ::Oyster::Math::Float3 GetNormalOf( const ::Oyster::Math::Float3 &axis ) const; + ::Oyster::Math::Float3 GetRight() const; + ::Oyster::Math::Float3 GetUp() const; + ::Oyster::Math::Float3 GetLook() const; + ::Oyster::Math::Float3 GetForward() const; + +private: + Camera_BasicV2 head; + ::Oyster::Math::Float pitchUp; + ::Oyster::Math::Float3 headOffset; + struct + { + ::Oyster::Math::Float3 translation; + ::Oyster::Math::Quaternion rotation; + } body; +}; + +#endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GameClientState.cpp b/Code/Game/GameClient/GameClientState/GameClientState.cpp index 9db00f9d..add8c15b 100644 --- a/Code/Game/GameClient/GameClientState/GameClientState.cpp +++ b/Code/Game/GameClient/GameClientState/GameClientState.cpp @@ -3,9 +3,14 @@ using namespace DanBias::Client; using namespace ::Oyster::Network; -GameClientState::GameClientState(void) {} +const GameClientState::NetEvent GameClientState::event_processed = GameClientState::NetEvent(); -GameClientState::~GameClientState(void) {} +GameClientState::GameClientState() {} -void GameClientState::DataRecieved( NetEvent e ) -{ /* do nothing */ } \ No newline at end of file +GameClientState::~GameClientState() {} + +const GameClientState::NetEvent & GameClientState::DataRecieved( const GameClientState::NetEvent &message ) +{ + /* do nothing */ + return message; +} \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/GameClientState.h b/Code/Game/GameClient/GameClientState/GameClientState.h index 9317413e..9891a16c 100644 --- a/Code/Game/GameClient/GameClientState/GameClientState.h +++ b/Code/Game/GameClient/GameClientState/GameClientState.h @@ -2,8 +2,7 @@ #define DANBIAS_CLIENT_GAMECLIENTSTATE_H #define NOMINMAX -#include "L_inputClass.h" -#include "NetworkClient.h" +#include "SharedStateContent.h" namespace DanBias { namespace Client { @@ -23,16 +22,22 @@ namespace DanBias { namespace Client ClientState_Quit }; - public: - GameClientState(void); - virtual ~GameClientState(void); - virtual bool Init(Oyster::Network::NetworkClient* nwClient) = 0; - virtual ClientState Update(float deltaTime, InputClass* KeyInput) = 0; + typedef ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> NetEvent; + static const NetEvent event_processed; + + GameClientState(); + virtual ~GameClientState(); + virtual bool Init( SharedStateContent &shared ) = 0; + virtual ClientState Update( float deltaTime ) = 0; virtual bool Render() = 0; virtual bool Release() = 0; virtual void ChangeState( ClientState next ) = 0; - virtual void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); + /****************************************************************** + * @param message of the event + * @return message or GameClientState::event_processed. + ******************************************************************/ + virtual const NetEvent & DataRecieved( const NetEvent &message ); }; } } diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index 66ca6c12..bfd15532 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -2,232 +2,152 @@ #include "DllInterfaces/GFXAPI.h" #include #include "NetworkClient.h" -#include "Camera_FPS.h" +#include "Camera_FPSV2.h" #include +#include "C_obj/C_Player.h" +#include "C_obj/C_DynamicObj.h" +#include "C_obj/C_StaticObj.h" +#include "Utilities.h" + using namespace ::DanBias::Client; using namespace ::Oyster; using namespace ::Oyster::Network; using namespace ::Oyster::Math3D; +using namespace ::GameLogic; +using namespace ::Utility::DynamicMemory; +using namespace ::Utility::String; +using namespace ::Utility::Value; struct GameState::MyData { MyData(){} GameClientState::ClientState nextState; NetworkClient *nwClient; + InputClass *input; + + ::std::map> *staticObjects; + ::std::map> *dynamicObjects; + + bool key_forward; + bool key_backward; + bool key_strafeRight; + bool key_strafeLeft; + bool key_Shoot; + bool key_Jump; + + bool key_Reload_Shaders; + + C_Player player; + Camera_FPSV2 camera; + + int myId; + } privData; -GameState::GameState(void) +inline Quaternion ArrayToQuaternion( const float source[4] ) { - key_forward = false; - key_backward = false; - key_strafeRight = false; - key_strafeLeft = false; + return Quaternion( Float3(source[0], source[1], source[2]), source[3] ); } -GameState::~GameState(void) +GameState::GameState() +{ + this->privData = nullptr; +} + +GameState::~GameState() { if( this->privData ) this->Release(); } -bool GameState::Init(NetworkClient* nwClient) +bool GameState::Init( SharedStateContent &shared ) { - // load models - privData = new MyData(); + // we may assume that shared.network is properly connected + // and there is content in shared.dynamicObjects and shared.staticObjects + + this->privData = new MyData(); + + this->privData->key_forward = false; + this->privData->key_backward = false; + this->privData->key_strafeRight = false; + this->privData->key_strafeLeft = false; this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nwClient = shared.network; + this->privData->input = shared.input; + this->privData->staticObjects = &shared.staticObjects; + this->privData->dynamicObjects = &shared.dynamicObjects; - LoadGame(); + Graphics::API::Option gfxOp = Graphics::API::GetOption(); + Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y; + this->privData->camera.SetPerspectiveProjection( Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); + Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); //tell server ready - nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) ); - + this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) ); + return true; } -GameState::gameStateState GameState::LoadGame() +void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer ) { - - return gameStateState_playing; -} - -bool GameState::LoadModels(std::string mapFile) -{ - GameLogic::LevelLoader levelLoader; - std::vector> objects; - objects = levelLoader.LoadLevel(mapFile); - - int objCount = objects.size(); - int modelId = 0; ModelInitData modelData; - for (int i = 0; i < objCount; i++) + modelData.visible = true; + modelData.position = position; + modelData.rotation = ArrayToQuaternion( rotation ); + modelData.scale = scale; + StringToWstring( modelName, modelData.modelPath ); + modelData.id = id; + + if( isMyPlayer ) { - GameLogic::ObjectTypeHeader* obj = objects.at(i); - - switch (obj->typeID) + if( this->privData->player.Init(modelData) ) { - case GameLogic::ObjectType::ObjectType_LevelMetaData: - - break; - case GameLogic::ObjectType::ObjectType_Static: - { - GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj); - - modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end()); - modelData.visible = true; - //modelData.position = ; - //modelData.rotation = Quaternion(Float3(2,2,-2), 1); - //modelData.scale = Float3(2,2,2); - modelData.id = modelId++; - - this->staticObjects.Push(new C_StaticObj()); - this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData); - } - break; - case GameLogic::ObjectType::ObjectType_Dynamic: - { - GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); - //modelData.position = ; - //modelData.rotation = Quaternion(Float3(2,2,-2), 1); - //modelData.scale = Float3(2,2,2); - modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end()); - modelData.visible = true; - modelData.id = modelId++; - - this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - } - break; - case GameLogic::ObjectType::ObjectType_Light: - { - GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj); - - switch( lightData->lightType ) - { - case GameLogic::LightType_PointLight: - { - //Oyster::Graphics::Definitions::Pointlight plight; - //plight.Pos = ((GameLogic::PointLight*)lightData)->position; - //plight.Color = lightData->diffuseColor; - //plight.Radius = 100; - //plight.Bright = 0.9f; - //Oyster::Graphics::API::AddLight(plight); - } - break; - default: break; - } - } - break; - default: - break; + this->privData->myId = id; + this->privData->camera.SetPosition( this->privData->player.getPos() ); + Float3 offset = Float3( 0.0f ); + offset.y = this->privData->player.getScale().y * 0.9f; + this->privData->camera.SetHeadOffset( offset ); + this->privData->camera.UpdateOrientation(); + } + } + else + { + C_DynamicObj *p = new C_DynamicObj(); + if( p->Init(modelData) ) + { + (*this->privData->dynamicObjects)[id] = p; } } - myId += modelId++; - // add player model - //modelData.position = ; - //modelData.rotation = Quaternion(Float3(2,2,-2), 1); - //modelData.scale = Float3(2,2,2); - - - modelData.visible = true; - modelData.modelPath = L"char_still_sizeref.dan"; - modelData.id = myId; - // load models - this->dynamicObjects.Push(new C_DynamicObj()); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - - /*C_Player* obj = new C_Player(); - privData->object.push_back(obj); - privData->object[privData->object.size() -1 ]->Init(modelData); - */ - return true; - } -bool GameState::InitCamera(Float3 startPos) +GameClientState::ClientState GameState::Update( float deltaTime ) { - camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) ); - camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f ); - camera.UpdateOrientation(); - Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix()); - - return true; -} - -void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world) -{ - myId = id; - - ModelInitData modelData; - C_Object* obj; - modelData.visible = true; - //modelData.world = world; - modelData.position = Float3(world[12], world[13], world[14]); - modelData.rotation = Quaternion(Float3(0,0,0), 1); - modelData.scale = Float3(1,1,1); - modelData.modelPath = modelName; - modelData.id = myId; - - obj = new C_Player(); - this->dynamicObjects.Push(obj); - this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData); - - Float3 pos = Float3(world[12], world[13], world[14]); - - camera.SetPosition( pos ); - camera.UpdateOrientation(); -} - -GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput) -{ - //switch (privData->state) - //{ - //case gameStateState_loading: //Will this ever happen in this scope?? - // { - // // load map - // // wait for all players - // LoadGame(); - // GameLogic::Protocol_General_Status gameStatus; - // gameStatus.status = GameLogic::Protocol_General_Status::States_ready; - // privData->nwClient->Send(gameStatus); - // privData->state = gameStateState_playing; - // } - // break; - //case gameStateState_playing: - // // read server data - // // update objects - // { - // readKeyInput(KeyInput); - // camera.UpdateOrientation(); - // } - // break; - //case gameStateState_end: - // return ClientState_Lobby; - // break; - //default: - // break; - //} - // - //// send key input to server. - //return ClientState_Same; - + this->ReadKeyInput(); return this->privData->nextState; } bool GameState::Render() { - Oyster::Graphics::API::SetView( camera.GetViewMatrix() ); + Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() ); Oyster::Graphics::API::NewFrame(); - for (unsigned int i = 0; i < staticObjects.Size(); i++) + + // for debugging to be replaced with render weapon + this->privData->player.Render(); + + auto staticObject = this->privData->staticObjects->begin(); + for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) { - staticObjects[i]->Render(); + staticObject->second->Render(); } - for (unsigned int i = 0; i < dynamicObjects.Size(); i++) + + auto dynamicObject = this->privData->dynamicObjects->begin(); + for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) { - dynamicObjects[i]->Render(); + if( dynamicObject->second ) + dynamicObject->second->Render(); } Oyster::Graphics::API::EndFrame(); @@ -236,8 +156,25 @@ bool GameState::Render() bool GameState::Release() { + if( privData ) + { + auto staticObject = this->privData->staticObjects->begin(); + for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) + { + staticObject->second = nullptr; + } - privData = NULL; + auto dynamicObject = this->privData->dynamicObjects->begin(); + for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject ) + { + dynamicObject->second = nullptr; + } + + this->privData->staticObjects->clear(); + this->privData->dynamicObjects->clear(); + + privData = NULL; + } return true; } @@ -246,147 +183,151 @@ void GameState::ChangeState( ClientState next ) this->privData->nextState = next; } -void GameState::readKeyInput(InputClass* KeyInput) +void GameState::ReadKeyInput() { - if(KeyInput->IsKeyPressed(DIK_W)) + if( this->privData->input->IsKeyPressed(DIK_W) ) { - if(!key_forward) + if(!this->privData->key_forward) { - privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward()); - key_forward = true; + this->privData->nwClient->Send( Protocol_PlayerMovementForward() ); + this->privData->key_forward = true; } } else - key_forward = false; + this->privData->key_forward = false; - if(KeyInput->IsKeyPressed(DIK_S)) + if( this->privData->input->IsKeyPressed(DIK_S) ) { - if(!key_backward) + if( !this->privData->key_backward ) { - privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward()); - key_backward = true; + this->privData->nwClient->Send( Protocol_PlayerMovementBackward() ); + this->privData->key_backward = true; } } else - key_backward = false; + this->privData->key_backward = false; - if(KeyInput->IsKeyPressed(DIK_A)) + if( this->privData->input->IsKeyPressed(DIK_A) ) { - if(!key_strafeLeft) + if( !this->privData->key_strafeLeft ) { - privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft()); - key_strafeLeft = true; + this->privData->nwClient->Send( Protocol_PlayerMovementLeft() ); + this->privData->key_strafeLeft = true; } } else - key_strafeLeft = false; + this->privData->key_strafeLeft = false; - if(KeyInput->IsKeyPressed(DIK_D)) + if( this->privData->input->IsKeyPressed(DIK_D) ) { - if(!key_strafeRight) + if( !this->privData->key_strafeRight ) { - privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight()); - key_strafeRight = true; + this->privData->nwClient->Send( Protocol_PlayerMovementRight() ); + this->privData->key_strafeRight = true; } } else - key_strafeRight = false; + this->privData->key_strafeRight = false; + + if( this->privData->input->IsKeyPressed(DIK_R) ) + { + if( !this->privData->key_Reload_Shaders ) + { + //this->privData->nwClient->Send( Protocol_PlayerMovementRight() ); +#ifdef _DEBUG + Graphics::API::ReloadShaders(); +#endif + this->privData->key_Reload_Shaders = true; + } + } + else + this->privData->key_Reload_Shaders = false; //send delta mouse movement - //if (KeyInput->IsMousePressed()) { - camera.YawRight( -KeyInput->GetYaw() ); - camera.PitchUp( KeyInput->GetPitch() ); - camera.UpdateOrientation(); + this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f ); + this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f ); + this->privData->camera.UpdateOrientation(); - GameLogic::Protocol_PlayerLook playerLookDir; - Float4 look = camera.GetLook(); - - privData->nwClient->Send( playerLookDir ); + privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) ); } // shoot - if(KeyInput->IsKeyPressed(DIK_Z)) + if( this->privData->input->IsKeyPressed(DIK_Z) ) { - if(!key_Shoot) + if( !this->privData->key_Shoot ) { - GameLogic::Protocol_PlayerShot playerShot; + Protocol_PlayerShot playerShot; playerShot.primaryPressed = true; playerShot.secondaryPressed = false; playerShot.utilityPressed = false; - privData->nwClient->Send(playerShot); - key_Shoot = true; + this->privData->nwClient->Send( playerShot ); + this->privData->key_Shoot = true; } } else - key_Shoot = false; - if(KeyInput->IsKeyPressed(DIK_X)) + this->privData->key_Shoot = false; + if( this->privData->input->IsKeyPressed(DIK_X) ) { - if(!key_Shoot) + if( !this->privData->key_Shoot ) { - GameLogic::Protocol_PlayerShot playerShot; + Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = true; playerShot.utilityPressed = false; - privData->nwClient->Send(playerShot); - key_Shoot = true; + this->privData->nwClient->Send( playerShot ); + this->privData->key_Shoot = true; } } else - key_Shoot = false; - if(KeyInput->IsKeyPressed(DIK_C)) + this->privData->key_Shoot = false; + if( this->privData->input->IsKeyPressed(DIK_C) ) { - if(!key_Shoot) + if( !this->privData->key_Shoot ) { - GameLogic::Protocol_PlayerShot playerShot; + Protocol_PlayerShot playerShot; playerShot.primaryPressed = false; playerShot.secondaryPressed = false; playerShot.utilityPressed = true; - privData->nwClient->Send(playerShot); - key_Shoot = true; + this->privData->nwClient->Send( playerShot ); + this->privData->key_Shoot = true; } } else - key_Shoot = false; + this->privData->key_Shoot = false; // jump - if(KeyInput->IsKeyPressed(DIK_SPACE)) + if( this->privData->input->IsKeyPressed(DIK_SPACE) ) { - if(!key_Jump) + if(!this->privData->key_Jump) { - privData->nwClient->Send(GameLogic::Protocol_PlayerJump()); - key_Jump = true; + this->privData->nwClient->Send( Protocol_PlayerJump() ); + this->privData->key_Jump = true; } } else - key_Jump = false; + this->privData->key_Jump = false; - // send event data - // - //if(KeyInput->IsKeyPressed(DIK_L)) - // privData->state = GameState::gameStateState_end; + // TODO: implement sub-menu } -using namespace ::Oyster::Network; -using namespace ::Utility::DynamicMemory; - -// returns -1 if none found -int FindObject( const DynamicArray> &collection, int id ) +const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState::NetEvent &message ) { - int num = collection.Size(); - for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() ) - return i; - return -1; -} + if( message.args.type == NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend ) + { // TODO: Reconnect + const char *breakpoint = "temp trap"; + this->privData->nwClient->Disconnect(); + this->ChangeState( GameClientState::ClientState_Main ); + } + + // fetching the id data. + short ID = message.args.data.protocol[0].value.netShort; -void GameState::DataRecieved( NetEvent e ) -{ - CustomNetProtocol data = e.args.data.protocol; - short ID = data[0].value.netShort; // fetching the id data. - if( ProtocolIsGameplay(ID) ) { + CustomNetProtocol data = message.args.data.protocol; + switch(ID) { case protocol_Gameplay_ObjectPickup: break; /** @todo TODO: implement */ @@ -394,76 +335,70 @@ void GameState::DataRecieved( NetEventmyId == decoded.object_ID ) - camera.SetPosition( decoded.position ); + if( this->privData->myId == decoded.object_ID ) + this->privData->camera.SetPosition( decoded.position ); - int i = FindObject( this->dynamicObjects, decoded.object_ID ); - if( i > -1 ) - this->dynamicObjects[i]->setPos( decoded.position ); + (*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position ); } - break; + return GameClientState::event_processed; case protocol_Gameplay_ObjectScale: { - GameLogic::Protocol_ObjectScale decoded(data); - int i = FindObject( this->dynamicObjects, decoded.object_ID ); - if( i > -1 ) - this->dynamicObjects[i]->setScale( decoded.scale ); + Protocol_ObjectScale decoded(data); + (*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale ); } - break; + return GameClientState::event_processed; case protocol_Gameplay_ObjectRotation: { - GameLogic::Protocol_ObjectRotation decoded(data); + Protocol_ObjectRotation decoded(data); Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); // if is this player. Remember to change camera - if( this->myId == decoded.object_ID ) - camera.SetAngular( AngularAxis(rotation) ); + if( this->privData->myId == decoded.object_ID ) + this->privData->camera.SetRotation( rotation ); - int i = FindObject( this->dynamicObjects, decoded.object_ID ); - if( i > -1 ) - this->dynamicObjects[i]->setRot( rotation ); + (*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation ); } - break; + return GameClientState::event_processed; case protocol_Gameplay_ObjectPositionRotation: { - GameLogic::Protocol_ObjectPositionRotation decoded(data); + Protocol_ObjectPositionRotation decoded(data); Float3 position = decoded.position; Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); // if is this player. Remember to change camera - if( this->myId == decoded.object_ID ) + if( this->privData->myId == decoded.object_ID ) { - camera.SetPosition( position ); - camera.SetAngular( AngularAxis(rotation) ); + this->privData->camera.SetPosition( position ); + this->privData->camera.SetRotation( rotation ); } - int i = FindObject( this->dynamicObjects, decoded.object_ID ); - if( i > -1 ) + C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID]; + if( object ) { - this->dynamicObjects[i]->setPos( position ); - this->dynamicObjects[i]->setRot( rotation ); + object->setPos( position ); + object->setRot( rotation ); } } - break; + return GameClientState::event_processed; case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectDisabled: { - GameLogic::Protocol_ObjectDisable decoded(data); + Protocol_ObjectDisable decoded(data); - int i = FindObject( this->dynamicObjects, decoded.objectID ); - if( i > -1 ) + auto object = this->privData->dynamicObjects->find( decoded.objectID ); + if( object != this->privData->dynamicObjects->end() ) { - this->dynamicObjects[i].Release(); - this->dynamicObjects.Pop(i); + object->second = nullptr; + this->privData->dynamicObjects->erase( object ); } } - break; + return GameClientState::event_processed; case protocol_Gameplay_ObjectCreate: { - GameLogic::Protocol_ObjectCreate decoded(data); + Protocol_ObjectCreate decoded(data); C_DynamicObj* object = new C_DynamicObj(); ModelInitData modelData; @@ -478,11 +413,16 @@ void GameState::DataRecieved( NetEventInit(modelData); - dynamicObjects.Push(object); + (*this->privData->dynamicObjects)[decoded.object_ID] = object; } - break; - case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */ + return GameClientState::event_processed; + case protocol_Gameplay_ObjectCreatePlayer: + { + Protocol_ObjectCreatePlayer decoded(data); + this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner ); + } + return GameClientState::event_processed; case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */ @@ -501,4 +441,6 @@ void GameState::DataRecieved( NetEvent -#include "Camera_FPS.h" -#include "LevelLoader/LevelLoader.h" -#include "C_obj/C_Player.h" -#include "C_obj/C_DynamicObj.h" -#include "C_obj/C_StaticObj.h" -#include "DynamicArray.h" - namespace DanBias { namespace Client { class GameState : public GameClientState @@ -25,38 +18,19 @@ namespace DanBias { namespace Client GameState(void); ~GameState(void); - bool Init(Oyster::Network::NetworkClient* nwClient); - GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override; - - bool LoadModels(std::string mapFile); - bool InitCamera(Oyster::Math::Float3 startPos) ; - void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world); - gameStateState LoadGame(); - void readKeyInput(InputClass* KeyInput); - + bool Init( SharedStateContent &shared ); + GameClientState::ClientState Update( float deltaTime ) override; + void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer ); + void ReadKeyInput(); bool Render()override; bool Release()override; void ChangeState( ClientState next ); - void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); + const NetEvent & DataRecieved( const NetEvent &message ); private: struct MyData; ::Utility::DynamicMemory::UniquePointer privData; - - bool key_forward; - bool key_backward; - bool key_strafeRight; - bool key_strafeLeft; - bool key_Shoot; - bool key_Jump; - Camera_FPS camera; - - int myId; - - Utility::DynamicMemory::DynamicArray> staticObjects; - Utility::DynamicMemory::DynamicArray> dynamicObjects; - //Utility::DynamicMemory::DynamicArray> playObjects; }; } } #endif \ No newline at end of file diff --git a/Code/Game/GameClient/GameClientState/LanMenuState.cpp b/Code/Game/GameClient/GameClientState/LanMenuState.cpp index 6a836a36..11ca95da 100644 --- a/Code/Game/GameClient/GameClientState/LanMenuState.cpp +++ b/Code/Game/GameClient/GameClientState/LanMenuState.cpp @@ -28,6 +28,7 @@ struct LanMenuState::MyData GameClientState::ClientState nextState; NetworkClient *nwClient; + InputClass *input; Graphics::API::Texture background; EventButtonCollection guiElements; @@ -46,19 +47,21 @@ LanMenuState::~LanMenuState() this->Release(); } -bool LanMenuState::Init(Network::NetworkClient* nwClient) +bool LanMenuState::Init( SharedStateContent &shared ) { this->privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nwClient = shared.network; + this->privData->input = shared.input; - this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); + this->privData->background = Graphics::API::CreateTexture( L"color_white.png" ); // create guiElements - this->privData->connectIP = new TextField( L"earth_md.png", Float3(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None ); + this->privData->connectIP = new TextField( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None ); this->privData->connectIP->ReserveLines( 1 ); - this->privData->connectIP->AppendText( L"127.0.0.1" ); + //this->privData->connectIP->AppendText( L"127.0.0.1" ); + this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server this->privData->connectIP->SetFontHeight( 0.08f ); this->privData->connectIP->SetLineSpacing( 0.005f ); this->privData->connectIP->SetTopAligned(); @@ -66,10 +69,10 @@ bool LanMenuState::Init(Network::NetworkClient* nwClient) this->privData->guiElements.AddButton( this->privData->connectIP ); ButtonRectangle *guiElements; - guiElements = new ButtonRectangle( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); + guiElements = new ButtonRectangle( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); this->privData->guiElements.AddButton( guiElements ); - guiElements = new ButtonRectangle( L"earth_md.png", L"Exit", Float3(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); + guiElements = new ButtonRectangle( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); this->privData->guiElements.AddButton( guiElements ); // bind guiElements collection to the singleton eventhandler @@ -80,12 +83,12 @@ bool LanMenuState::Init(Network::NetworkClient* nwClient) return true; } -GameClientState::ClientState LanMenuState::Update(float deltaTime, InputClass* KeyInput) +GameClientState::ClientState LanMenuState::Update( float deltaTime ) { MouseInput mouseState; { - KeyInput->GetMousePos( mouseState.x, mouseState.y ); - mouseState.mouseButtonPressed = KeyInput->IsMousePressed(); + this->privData->input->GetMousePos( mouseState.x, mouseState.y ); + mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } EventHandler::Instance().Update( mouseState ); @@ -121,8 +124,8 @@ void LanMenuState::ChangeState( ClientState next ) { case GameClientState::ClientState_Lobby: // attempt to connect to lobby - //if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) ) - // return; // TODO: temporary commented out + if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) ) + return; break; default: break; } diff --git a/Code/Game/GameClient/GameClientState/LanMenuState.h b/Code/Game/GameClient/GameClientState/LanMenuState.h index 8f3e8e67..57889eee 100644 --- a/Code/Game/GameClient/GameClientState/LanMenuState.h +++ b/Code/Game/GameClient/GameClientState/LanMenuState.h @@ -14,8 +14,8 @@ namespace DanBias LanMenuState(); virtual ~LanMenuState(); - virtual bool Init(Oyster::Network::NetworkClient* nwClient); - virtual ClientState Update(float deltaTime, InputClass* KeyInput); + bool Init( SharedStateContent &shared ); + virtual ClientState Update( float deltaTime ); virtual bool Render(); virtual bool Release(); diff --git a/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp b/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp index c157226e..43419e88 100644 --- a/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp +++ b/Code/Game/GameClient/GameClientState/LobbyAdminState.cpp @@ -22,6 +22,7 @@ struct LobbyAdminState::MyData GameClientState::ClientState nextState; NetworkClient *nwClient; + InputClass *input; Graphics::API::Texture background; EventButtonCollection guiElements; } privData; @@ -36,19 +37,20 @@ LobbyAdminState::~LobbyAdminState(void) this->Release(); } -bool LobbyAdminState::Init(NetworkClient* nwClient) +bool LobbyAdminState::Init( SharedStateContent &shared ) { privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nwClient = shared.network; + this->privData->input = shared.input; this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); // create buttons ButtonRectangle *button; - button = new ButtonRectangle( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); + button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); this->privData->guiElements.AddButton( button ); // bind button collection to the singleton eventhandler @@ -57,7 +59,7 @@ bool LobbyAdminState::Init(NetworkClient* nwClient) return true; } -GameClientState::ClientState LobbyAdminState::Update(float deltaTime, InputClass* KeyInput) +GameClientState::ClientState LobbyAdminState::Update( float deltaTime ) { // Wishlist: // picking @@ -70,8 +72,8 @@ GameClientState::ClientState LobbyAdminState::Update(float deltaTime, InputClass MouseInput mouseState; { - KeyInput->GetMousePos( mouseState.x, mouseState.y ); - mouseState.mouseButtonPressed = KeyInput->IsMousePressed(); + this->privData->input->GetMousePos( mouseState.x, mouseState.y ); + mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } EventHandler::Instance().Update( mouseState ); @@ -110,10 +112,10 @@ void LobbyAdminState::ChangeState( ClientState next ) using namespace ::Oyster::Network; -void LobbyAdminState::DataRecieved( NetEvent e ) +const GameClientState::NetEvent & LobbyAdminState::DataRecieved( const GameClientState::NetEvent &message ) { - CustomNetProtocol data = e.args.data.protocol; - short ID = data[0].value.netShort; // fetching the id data. + // fetching the id data. + short ID = message.args.data.protocol[0].value.netShort; // Block irrelevant messages. if( ProtocolIsLobby(ID) ) @@ -139,6 +141,7 @@ void LobbyAdminState::DataRecieved( NetEvent& e ) diff --git a/Code/Game/GameClient/GameClientState/LobbyAdminState.h b/Code/Game/GameClient/GameClientState/LobbyAdminState.h index 06a9aced..7e201e94 100644 --- a/Code/Game/GameClient/GameClientState/LobbyAdminState.h +++ b/Code/Game/GameClient/GameClientState/LobbyAdminState.h @@ -24,13 +24,13 @@ namespace DanBias LobbyAdminState(); ~LobbyAdminState(); - bool Init( Oyster::Network::NetworkClient* nwClient ); - ClientState Update( float deltaTime, InputClass* KeyInput ); + bool Init( SharedStateContent &shared ); + ClientState Update( float deltaTime ); bool Render(); bool Release(); void ChangeState( ClientState next ); - void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); - + const NetEvent & DataRecieved( const NetEvent &message ); + private: struct MyData; ::Utility::DynamicMemory::UniquePointer privData; diff --git a/Code/Game/GameClient/GameClientState/LobbyState.cpp b/Code/Game/GameClient/GameClientState/LobbyState.cpp index 47a3cebb..0b117016 100644 --- a/Code/Game/GameClient/GameClientState/LobbyState.cpp +++ b/Code/Game/GameClient/GameClientState/LobbyState.cpp @@ -22,6 +22,7 @@ struct LobbyState::MyData GameClientState::ClientState nextState; NetworkClient *nwClient; + InputClass *input; Graphics::API::Texture background; EventButtonCollection guiElements; } privData; @@ -36,19 +37,20 @@ LobbyState::~LobbyState(void) this->Release(); } -bool LobbyState::Init(NetworkClient* nwClient) +bool LobbyState::Init( SharedStateContent &shared ) { privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nwClient = shared.network; + this->privData->input = shared.input; this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); // create buttons ButtonRectangle *button; - button = new ButtonRectangle( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); + button = new ButtonRectangle( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); this->privData->guiElements.AddButton( button ); // bind button collection to the singleton eventhandler @@ -57,7 +59,7 @@ bool LobbyState::Init(NetworkClient* nwClient) return true; } -GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* KeyInput) +GameClientState::ClientState LobbyState::Update( float deltaTime ) { // Wishlist: // picking @@ -70,8 +72,8 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key MouseInput mouseState; { - KeyInput->GetMousePos( mouseState.x, mouseState.y ); - mouseState.mouseButtonPressed = KeyInput->IsMousePressed(); + this->privData->input->GetMousePos( mouseState.x, mouseState.y ); + mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } EventHandler::Instance().Update( mouseState ); @@ -110,10 +112,10 @@ void LobbyState::ChangeState( ClientState next ) using namespace ::Oyster::Network; -void LobbyState::DataRecieved( NetEvent e ) +const GameClientState::NetEvent & LobbyState::DataRecieved( const GameClientState::NetEvent &message ) { - CustomNetProtocol data = e.args.data.protocol; - short ID = data[0].value.netShort; // fetching the id data. + // fetching the id data. + short ID = message.args.data.protocol[0].value.netShort; // Block irrelevant messages. if( ProtocolIsLobby(ID) ) @@ -139,6 +141,8 @@ void LobbyState::DataRecieved( NetEvent& e ) diff --git a/Code/Game/GameClient/GameClientState/LobbyState.h b/Code/Game/GameClient/GameClientState/LobbyState.h index 7b6e5909..496c54ed 100644 --- a/Code/Game/GameClient/GameClientState/LobbyState.h +++ b/Code/Game/GameClient/GameClientState/LobbyState.h @@ -23,15 +23,15 @@ namespace DanBias class LobbyState : public GameClientState { public: - LobbyState(void); - ~LobbyState(void); + LobbyState(); + ~LobbyState(); - bool Init( Oyster::Network::NetworkClient* nwClient ); - ClientState Update( float deltaTime, InputClass* KeyInput ); + bool Init( SharedStateContent &shared ); + ClientState Update( float deltaTime ); bool Render(); bool Release(); void ChangeState( ClientState next ); - void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); + const NetEvent & DataRecieved( const NetEvent &message ); private: struct MyData; diff --git a/Code/Game/GameClient/GameClientState/MainState.cpp b/Code/Game/GameClient/GameClientState/MainState.cpp index 81794252..f34b9ad6 100644 --- a/Code/Game/GameClient/GameClientState/MainState.cpp +++ b/Code/Game/GameClient/GameClientState/MainState.cpp @@ -24,6 +24,7 @@ struct MainState::MyData GameClientState::ClientState nextState; NetworkClient *nwClient; + InputClass *input; Graphics::API::Texture background; EventButtonCollection guiElements; }; @@ -32,33 +33,38 @@ void OnButtonInteract_Create( Oyster::Event::ButtonEvent& e ); void OnButtonInteract_Join( Oyster::Event::ButtonEvent& e ); void OnButtonInteract_Quit( Oyster::Event::ButtonEvent& e ); -MainState::MainState(void) {} +MainState::MainState() {} -MainState::~MainState(void) +MainState::~MainState() { if( this->privData ) this->Release(); } -bool MainState::Init( NetworkClient* nwClient ) +bool MainState::Init( SharedStateContent &shared ) { this->privData = new MyData(); this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nwClient = shared.network; + this->privData->input = shared.input; - this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); + this->privData->background = Graphics::API::CreateTexture( L"color_white.png" ); // create buttons ButtonRectangle *button; + Float4 TextCol = Float4(1.0f,0.0f,1.0f,1.0f); + Float4 BackCol = Float4(1.0f,1.0f,1.0f,0.5f); + Float4 HoverCol = Float4(0.0f,1.0f,0.0f,1.0f); + Float4 PressCol = Float4(0.0f,0.0f,1.0f,1.0f); - button = new ButtonRectangle( L"earth_md.png", L"Create", Float3(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); + button = new ButtonRectangle( L"color_white.png", L"Create",TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f)); this->privData->guiElements.AddButton( button ); - button = new ButtonRectangle( L"skysphere_md.png", L"Join", Float3(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); + button = new ButtonRectangle( L"color_white.png", L"Join", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f)); this->privData->guiElements.AddButton( button ); - button = new ButtonRectangle( L"plane_texture_md.png", L"Quit", Float3(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); + button = new ButtonRectangle( L"color_white.png", L"Quit", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f)); this->privData->guiElements.AddButton( button ); // bind button collection to the singleton eventhandler @@ -67,12 +73,17 @@ bool MainState::Init( NetworkClient* nwClient ) return true; } -GameClientState::ClientState MainState::Update(float deltaTime, InputClass* KeyInput) +GameClientState::ClientState MainState::Update( float deltaTime ) { MouseInput mouseState; { - KeyInput->GetMousePos( mouseState.x, mouseState.y ); - mouseState.mouseButtonPressed = KeyInput->IsMousePressed(); + bool test = this->privData->input->IsMousePressed(); + if(test) + { + int i = 0; + }; + this->privData->input->GetMousePos( mouseState.x, mouseState.y ); + mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); } EventHandler::Instance().Update( mouseState ); @@ -85,7 +96,7 @@ bool MainState::Render() Graphics::API::NewFrame(); Graphics::API::StartGuiRender(); - Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) ); + Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(63.0f/255.0f,73.0f/255.0f,127.0f/255.0f,0.6f) ); this->privData->guiElements.RenderTexture(); Graphics::API::StartTextRender(); diff --git a/Code/Game/GameClient/GameClientState/MainState.h b/Code/Game/GameClient/GameClientState/MainState.h index 7255e917..22589686 100644 --- a/Code/Game/GameClient/GameClientState/MainState.h +++ b/Code/Game/GameClient/GameClientState/MainState.h @@ -11,18 +11,18 @@ namespace DanBias { class MainState : public GameClientState { - private: - struct MyData; - ::Utility::DynamicMemory::UniquePointer privData; public: - MainState(void); - ~MainState(void); - bool Init( Oyster::Network::NetworkClient* nwClient ); - ClientState Update(float deltaTime, InputClass* KeyInput); + MainState(); + ~MainState(); + bool Init( SharedStateContent &shared ); + ClientState Update( float deltaTime ); bool Render(); bool Release(); void ChangeState( ClientState next ); + private: + struct MyData; + ::Utility::DynamicMemory::UniquePointer privData; }; } } diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.cpp b/Code/Game/GameClient/GameClientState/NetLoadState.cpp index c8fd1e64..29906d77 100644 --- a/Code/Game/GameClient/GameClientState/NetLoadState.cpp +++ b/Code/Game/GameClient/GameClientState/NetLoadState.cpp @@ -1,11 +1,18 @@ #include "NetLoadState.h" #include "NetworkClient.h" -#include "../Game/GameProtocols/Protocols.h" +#include "OysterMath.h" +#include "Protocols.h" +#include "LevelLoader\LevelLoader.h" +#include "Utilities.h" +#include "C_obj\C_StaticObj.h" +#include "C_obj\C_DynamicObj.h" using namespace ::DanBias::Client; using namespace ::Oyster; +using namespace ::Oyster::Math; using namespace ::Oyster::Network; using namespace ::GameLogic; +using namespace ::Utility::String; struct NetLoadState::MyData { @@ -13,9 +20,18 @@ struct NetLoadState::MyData GameClientState::ClientState nextState; NetworkClient *nwClient; + Graphics::API::Texture background; + ::std::map> *staticObjects; + ::std::map> *dynamicObjects; + bool loading; }; +inline Quaternion ArrayToQuaternion( const float source[4] ) +{ + return Quaternion( Float3(source[0], source[1], source[2]), source[3] ); +} + NetLoadState::NetLoadState(void) {} NetLoadState::~NetLoadState(void) @@ -24,28 +40,39 @@ NetLoadState::~NetLoadState(void) this->Release(); } -bool NetLoadState::Init( NetworkClient* nwClient ) +bool NetLoadState::Init( SharedStateContent &shared ) { this->privData = new MyData(); - this->privData->nextState = GameClientState::ClientState_Same; - this->privData->nwClient = nwClient; + this->privData->nextState = GameClientState::ClientState_Same; + this->privData->nwClient = shared.network; + this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); + this->privData->dynamicObjects = &shared.dynamicObjects; + this->privData->staticObjects = &shared.staticObjects; + this->privData->loading = false; // we may assume that nwClient is properly connected to the server // signals querry to server for loading instructions - nwClient->Send( Protocol_QuerryGameType() ); + this->privData->nwClient->Send( Protocol_QuerryGameType() ); return true; } -GameClientState::ClientState NetLoadState::Update(float deltaTime, InputClass* KeyInput) +GameClientState::ClientState NetLoadState::Update( float deltaTime ) { return this->privData->nextState; } bool NetLoadState::Render() { + Graphics::API::NewFrame(); + Graphics::API::StartGuiRender(); + + Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) ); + + Graphics::API::EndFrame(); + return true; } @@ -63,14 +90,25 @@ void NetLoadState::ChangeState( ClientState next ) this->privData->nextState = next; } -void NetLoadState::DataRecieved( NetEvent e ) +const GameClientState::NetEvent & NetLoadState::DataRecieved( const GameClientState::NetEvent &message ) { // fetching the id data. - short ID = e.args.data.protocol[0].value.netShort; + short ID = message.args.data.protocol[0].value.netShort; - if( ID == protocol_Lobby_CreateGame && !this->privData->loading ) + if( ID == protocol_Lobby_CreateGame ) { - this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).modelName ); + if( !this->privData->loading ) + { + this->LoadGame( Protocol_LobbyCreateGame(message.args.data.protocol).mapName ); + this->ChangeState( ClientState_Game ); + this->privData->loading = false; + } + return GameClientState::event_processed; + } + else + { // HACK: Debug trap + const char *breakPoint = "Being greedy."; + return message; } } @@ -78,7 +116,73 @@ void NetLoadState::LoadGame( const ::std::string &fileName ) { this->privData->loading = true; - // TODO: ask Sam about level loader + LevelLoader loader( "..\\Content\\Worlds\\" ); + auto objects = loader.LoadLevel( fileName ); + auto object = objects.begin(); + ObjectTypeHeader *oth; + + int objectID = 100; // first 100 is reserved for players. This is how the server does it. + + for( ; object != objects.end(); ++object ) + { + ++objectID; + oth = (ObjectTypeHeader*)(*object._Ptr); + switch( oth->typeID ) + { + case ObjectType::ObjectType_Static: + { + ObjectHeader *oh = (ObjectHeader*)oth; + + ModelInitData desc; + desc.id = objectID; + StringToWstring( oh->ModelFile, desc.modelPath ); + desc.position = oh->position; + desc.rotation = ArrayToQuaternion( oh->rotation ); + desc.scale = oh->scale; + desc.visible = true; + + C_StaticObj *staticObject = new C_StaticObj(); + if( staticObject->Init( desc ) ) + { + (*this->privData->staticObjects)[objectID] = staticObject; + } + else + { + delete staticObject; + } + } + break; + case ObjectType::ObjectType_Dynamic: + { + ObjectHeader *oh = (ObjectHeader*)oth; + + ModelInitData desc; + desc.id = objectID; + StringToWstring( oh->ModelFile, desc.modelPath ); + desc.position = oh->position; + desc.rotation = ArrayToQuaternion( oh->rotation ); + desc.scale = oh->scale; + desc.visible = true; + + C_DynamicObj *dynamicObject = new C_DynamicObj(); + if( dynamicObject->Init( desc ) ) + { + (*this->privData->dynamicObjects)[objectID] = dynamicObject; + } + else + { + delete dynamicObject; + } + } + break; + case ObjectType::ObjectType_Light: + { + /* TODO: implement light into the leveformat */ + } + break; + default: break; + } + } this->privData->nextState = ClientState::ClientState_Game; } diff --git a/Code/Game/GameClient/GameClientState/NetLoadState.h b/Code/Game/GameClient/GameClientState/NetLoadState.h index ff2d1acc..16e32867 100644 --- a/Code/Game/GameClient/GameClientState/NetLoadState.h +++ b/Code/Game/GameClient/GameClientState/NetLoadState.h @@ -14,14 +14,14 @@ namespace DanBias NetLoadState( ); virtual ~NetLoadState( ); - bool Init( Oyster::Network::NetworkClient* nwClient ); - ClientState Update( float deltaTime, InputClass* KeyInput ); + bool Init( SharedStateContent &shared ); + ClientState Update( float deltaTime ); bool Render(); bool Release(); void ChangeState( ClientState next ); - void DataRecieved( ::Oyster::Network::NetEvent<::Oyster::Network::NetworkClient*, ::Oyster::Network::NetworkClient::ClientEventArgs> e ); + const NetEvent & DataRecieved( const NetEvent &message ); private: struct MyData; diff --git a/Code/Game/GameClient/GameClientState/SharedStateContent.h b/Code/Game/GameClient/GameClientState/SharedStateContent.h new file mode 100644 index 00000000..da9dc759 --- /dev/null +++ b/Code/Game/GameClient/GameClientState/SharedStateContent.h @@ -0,0 +1,31 @@ +/******************************************************************** + * Created by Dan Andersson, 2014 + * Contains a shared memory struct. + * Whihc reference passed seamlessly between the game states + * at their Init calls. + ********************************************************************/ + +#ifndef SHAREDSTATECONTENT_H +#define SHAREDSTATECONTENT_H + +#include +#include "Utilities.h" +#include "C_Object.h" +#include "C_obj\C_StaticObj.h" +#include "C_obj\C_DynamicObj.h" +#include "NetworkClient.h" +#include "L_inputClass.h" + +namespace DanBias { namespace Client +{ + struct SharedStateContent + { + public: + ::std::map> staticObjects; + ::std::map> dynamicObjects; + ::Oyster::Network::NetworkClient *network; + InputClass* input; + }; +} } + +#endif \ No newline at end of file diff --git a/Code/Game/GameLogic/GameLogic.vcxproj.user b/Code/Game/GameLogic/GameLogic.vcxproj.user index 2e28d6f7..4b847ee6 100644 --- a/Code/Game/GameLogic/GameLogic.vcxproj.user +++ b/Code/Game/GameLogic/GameLogic.vcxproj.user @@ -1,7 +1,7 @@  - true + false $(OutDir) diff --git a/Code/Game/GameLogic/Game_LevelData.cpp b/Code/Game/GameLogic/Game_LevelData.cpp index e82a3834..903cb959 100644 --- a/Code/Game/GameLogic/Game_LevelData.cpp +++ b/Code/Game/GameLogic/Game_LevelData.cpp @@ -54,10 +54,9 @@ IObjectData* Game::LevelData::GetObjectAt(int ID) const void Game::LevelData::GetAllDynamicObjects(Utility::DynamicMemory::DynamicArray& mem) const { - + mem.Resize(level->dynamicObjects.Size()); for(int i = 0; i < (int)level->dynamicObjects.Size(); i++) { mem[i] = level->dynamicObjects[i]; } - } \ No newline at end of file diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 3c289766..969d332d 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -197,12 +197,15 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); return rigidBody; } -void Level::InitiateLevel(std::wstring levelPath) +bool Level::InitiateLevel(std::wstring levelPath) { LevelLoader ll; std::vector> objects; objects = ll.LoadLevel(levelPath); + if(objects.size() == 0) + return false; + API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int objCount = objects.size(); @@ -332,8 +335,9 @@ void Level::InitiateLevel(std::wstring levelPath) break; } } + return true; } -void Level::InitiateLevel(float radius) +bool Level::InitiateLevel(float radius) { API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); @@ -396,6 +400,7 @@ void Level::InitiateLevel(float radius) ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1.0f, 1.0f, 1.0f), Oyster::Math::Float4(0.0f, 0.0f, 0.0f, 1.0f), Oyster::Math::Float3(4.0f, 600.3f, 0.0f), 5.0f, 0.5f, 0.8f, 0.6f); this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0))); + return true; } void Level::AddPlayerToTeam(Player *player, int teamID) diff --git a/Code/Game/GameLogic/Level.h b/Code/Game/GameLogic/Level.h index 18d650e8..14269c73 100644 --- a/Code/Game/GameLogic/Level.h +++ b/Code/Game/GameLogic/Level.h @@ -30,8 +30,8 @@ namespace GameLogic * Initiates a level for players to play on * @param levelPath: Path to a file that contains all information on the level ********************************************************/ - void InitiateLevel(std::wstring levelPath); - void InitiateLevel(float radius); + bool InitiateLevel(std::wstring levelPath); + bool InitiateLevel(float radius); Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj); Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj); diff --git a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp index 061e2c08..2d23f069 100644 --- a/Code/Game/GameLogic/LevelLoader/LevelParser.cpp +++ b/Code/Game/GameLogic/LevelLoader/LevelParser.cpp @@ -33,7 +33,7 @@ std::vector> LevelParser::Parse(std::wstring file char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize); // Check if file was loaded, else return empty vector - if(bufferSize == 0) + if(!buffer) { return std::vector>(); } diff --git a/Code/Game/GameProtocols/LobbyProtocols.h b/Code/Game/GameProtocols/LobbyProtocols.h index 71202898..26909bbf 100644 --- a/Code/Game/GameProtocols/LobbyProtocols.h +++ b/Code/Game/GameProtocols/LobbyProtocols.h @@ -41,61 +41,41 @@ namespace GameLogic struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject { - short clientID; // The unuiqe id reprsenting a specific client - std::string modelName; - float worldMatrix[16]; - + char majorVersion; + char minorVersion; + std::string mapName; + Protocol_LobbyCreateGame() { - int c = 0; - this->protocol[c].value = protocol_Lobby_CreateGame; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; - } - this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; + this->protocol[0].value = protocol_Lobby_CreateGame; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Char; + this->protocol[2].type = Oyster::Network::NetAttributeType_Char; + this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; } - Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16]) + Protocol_LobbyCreateGame(char majorVersion, char minorVersion, std::string name) { - int c = 0; - this->protocol[c].value = protocol_Lobby_CreateGame; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; + this->protocol[0].value = protocol_Lobby_CreateGame; + this->protocol[0].type = Oyster::Network::NetAttributeType_Short; + this->protocol[1].type = Oyster::Network::NetAttributeType_Char; + this->protocol[2].type = Oyster::Network::NetAttributeType_Char; + this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; - this->protocol[c++].type = Oyster::Network::NetAttributeType_Short; - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].type = Oyster::Network::NetAttributeType_Float; - } - - this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray; - - clientID = _clientID; - modelName = name; - memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16); + this->majorVersion = majorVersion; + this->minorVersion = minorVersion; + this->mapName = name; } Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o) { - int c = 1; - clientID = o[c++].value.netInt; - for (int i = 0; i <= 16; i++) - { - this->worldMatrix[i] = o[c++].value.netFloat; - } - modelName.assign(o[c++].value.netCharPtr); + this->majorVersion = o[1].value.netChar; + this->minorVersion = o[2].value.netChar; + this->mapName.assign(o[3].value.netCharPtr); } Oyster::Network::CustomNetProtocol GetProtocol() override { - int c = 1; - protocol[c++].value = clientID; - - for (int i = 0; i <= 16; i++) - { - this->protocol[c++].value = this->worldMatrix[i]; - } - protocol.Set(c++, this->modelName); + protocol[1].value = this->majorVersion; + protocol[2].value = this->minorVersion; + protocol.Set(3, this->mapName); return protocol; } diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index 70e24883..ff6aa6e5 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -476,7 +476,21 @@ namespace GameLogic } Protocol_ObjectCreate( Oyster::Network::CustomNetProtocol& p ) { - /** @todo TODO: not implemented */ + this->object_ID = p[1].value.netInt; + this->name.assign(p[2].value.netCharPtr); + + this->position[0] = p[3].value.netFloat; + this->position[1] = p[4].value.netFloat; + this->position[2] = p[5].value.netFloat; + + this->rotationQ[0] = p[6].value.netFloat; + this->rotationQ[1] = p[7].value.netFloat; + this->rotationQ[2] = p[8].value.netFloat; + this->rotationQ[3] = p[9].value.netFloat; + + this->scale[0] = p[10].value.netFloat; + this->scale[1] = p[11].value.netFloat; + this->scale[2] = p[12].value.netFloat; } Protocol_ObjectCreate(float p[3], float r[4], float s[3], int id, char *path) { @@ -532,14 +546,14 @@ namespace GameLogic //#define protocol_Gameplay_ObjectCreatePlayer 359 struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject { - //ObjectType type; //ie player, box or whatever - int object_ID; - int teamId; - std::string name; - std::string meshName; - float position[3]; - float rotation[3]; - float scale[3]; + /*1*/ int object_ID; + /*2*/ int teamId; + /*3*/ bool owner; + /*4*/ std::string name; + /*5*/ std::string meshName; + /*6 - 8*/ float position[3]; + /*9 - 11*/ float rotationQ[4]; + /*12 - 14*/ float scale[3]; Protocol_ObjectCreatePlayer() { @@ -550,28 +564,47 @@ namespace GameLogic this->protocol[1].type = Oyster::Network::NetAttributeType_Int; //TEAM_ID this->protocol[2].type = Oyster::Network::NetAttributeType_Int; + //OWNER + this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; //PLAYER-NAME - this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; - //MESH-NAME this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray; + //MESH-NAME + this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray; //POSITION - this->protocol[5].type = Oyster::Network::NetAttributeType_Float; this->protocol[6].type = Oyster::Network::NetAttributeType_Float; this->protocol[7].type = Oyster::Network::NetAttributeType_Float; - //ROTATION this->protocol[8].type = Oyster::Network::NetAttributeType_Float; + //ROTATION this->protocol[9].type = Oyster::Network::NetAttributeType_Float; this->protocol[10].type = Oyster::Network::NetAttributeType_Float; - //SCALE this->protocol[11].type = Oyster::Network::NetAttributeType_Float; + //SCALE this->protocol[12].type = Oyster::Network::NetAttributeType_Float; this->protocol[13].type = Oyster::Network::NetAttributeType_Float; + this->protocol[14].type = Oyster::Network::NetAttributeType_Float; } Protocol_ObjectCreatePlayer(Oyster::Network::CustomNetProtocol& p) { + this->object_ID = p[1].value.netInt; + this->teamId = this->protocol[2].value.netInt; + this->owner = this->protocol[3].value.netBool; + this->name.assign(p[4].value.netCharPtr); + this->meshName.assign(p[5].value.netCharPtr); + + this->position[0] = p[6].value.netFloat; + this->position[1] = p[7].value.netFloat; + this->position[2] = p[8].value.netFloat; + this->rotationQ[0] = p[9].value.netFloat; + this->rotationQ[1] = p[10].value.netFloat; + this->rotationQ[2] = p[11].value.netFloat; + this->rotationQ[3] = p[12].value.netFloat; + + this->scale[0] = p[13].value.netFloat; + this->scale[1] = p[14].value.netFloat; + this->scale[2] = p[15].value.netFloat; } - Protocol_ObjectCreatePlayer(float position[3], float rotation[3], float scale[3], int ObjectID, int teamID, std::string name, std::string meshName) + Protocol_ObjectCreatePlayer(float position[3], float rotation[4], float scale[3], int ObjectID, bool owner, int teamID, std::string name, std::string meshName) { this->protocol[0].value = protocol_Gameplay_ObjectCreatePlayer; this->protocol[0].type = Oyster::Network::NetAttributeType_Short; @@ -580,29 +613,33 @@ namespace GameLogic this->protocol[1].type = Oyster::Network::NetAttributeType_Int; //TEAM_ID this->protocol[2].type = Oyster::Network::NetAttributeType_Int; + //OWNER + this->protocol[3].type = Oyster::Network::NetAttributeType_Bool; //PLAYER-NAME - this->protocol[3].type = Oyster::Network::NetAttributeType_CharArray; - //MESH-NAME this->protocol[4].type = Oyster::Network::NetAttributeType_CharArray; + //MESH-NAME + this->protocol[5].type = Oyster::Network::NetAttributeType_CharArray; //POSITION - this->protocol[5].type = Oyster::Network::NetAttributeType_Float; this->protocol[6].type = Oyster::Network::NetAttributeType_Float; this->protocol[7].type = Oyster::Network::NetAttributeType_Float; - //ROTATION this->protocol[8].type = Oyster::Network::NetAttributeType_Float; + //ROTATION this->protocol[9].type = Oyster::Network::NetAttributeType_Float; this->protocol[10].type = Oyster::Network::NetAttributeType_Float; - //SCALE this->protocol[11].type = Oyster::Network::NetAttributeType_Float; this->protocol[12].type = Oyster::Network::NetAttributeType_Float; + //SCALE this->protocol[13].type = Oyster::Network::NetAttributeType_Float; + this->protocol[14].type = Oyster::Network::NetAttributeType_Float; + this->protocol[15].type = Oyster::Network::NetAttributeType_Float; this->object_ID = ObjectID; this->teamId = teamID; + this->owner = owner; this->name = name; this->meshName = meshName; memcpy(&this->position[0], &position[0], sizeof(float)*3); - memcpy(&this->rotation[0], &rotation[0], sizeof(float)*3); + memcpy(&this->rotationQ[0], &rotation[0], sizeof(float)*4); memcpy(&this->scale[0], &scale[0], sizeof(float)*3); } Oyster::Network::CustomNetProtocol GetProtocol() override @@ -610,21 +647,23 @@ namespace GameLogic this->protocol[1].value = this->object_ID; this->protocol[2].value = this->teamId; - this->protocol.Set(3, this->name); - this->protocol.Set(4, this->meshName); + this->protocol[3].value = this->owner; + this->protocol.Set(4, this->name); + this->protocol.Set(5, this->meshName); //POSITION - this->protocol[5].value = this->position[0]; - this->protocol[6].value = this->position[1]; - this->protocol[7].value = this->position[2]; + this->protocol[6].value = this->position[0]; + this->protocol[7].value = this->position[1]; + this->protocol[8].value = this->position[2]; //ROTATION - this->protocol[8].value = this->rotation[0]; - this->protocol[9].value = this->rotation[1]; - this->protocol[10].value = this->rotation[2]; + this->protocol[9].value = this->rotationQ[0]; + this->protocol[10].value = this->rotationQ[1]; + this->protocol[11].value = this->rotationQ[2]; + this->protocol[12].value = this->rotationQ[3]; //SCALE - this->protocol[11].value = this->scale[0]; - this->protocol[12].value = this->scale[1]; - this->protocol[13].value = this->scale[2]; + this->protocol[13].value = this->scale[0]; + this->protocol[14].value = this->scale[1]; + this->protocol[15].value = this->scale[2]; return protocol; } diff --git a/Code/Game/GameServer/GameClient.h b/Code/Game/GameServer/GameClient.h index a9c33cf3..6fcf6b05 100644 --- a/Code/Game/GameServer/GameClient.h +++ b/Code/Game/GameServer/GameClient.h @@ -5,6 +5,7 @@ #define DANBIASSERVER_CLIENT_OBJECT_H #include +#include #include #include #include @@ -17,27 +18,59 @@ namespace DanBias class GameClient { public: - GameClient(Utility::DynamicMemory::SmartPointer client, GameLogic::IPlayerData* player); + enum ClientState + { + ClientState_CreatingGame, + ClientState_Ready, + }; + + public: + GameClient(Utility::DynamicMemory::SmartPointer nwClient); virtual~GameClient(); - GameLogic::IPlayerData* GetPlayer(); - GameLogic::IPlayerData* ReleasePlayer(); - Utility::DynamicMemory::SmartPointer GetClient(); - Utility::DynamicMemory::SmartPointer ReleaseClient(); + inline bool operator==(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; } + inline bool operator==(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); } - float GetSinceLastResponse() const; - bool IsReady() const; - bool Equals(const Oyster::Network::NetworkClient* c); + inline bool Equals(const GameLogic::IPlayerData* c) { return (this->player) ? (c->GetID() == this->player->GetID()) : false ; } + inline bool Equals(const Oyster::Network::NetworkClient* c) { return (c->GetID() == this->client->GetID()); } + inline float GetSinceLastResponse() const { return this->secondsSinceLastResponse; } + inline std::wstring GetAlias() const { return this->alias; } + inline std::wstring GetCharacter() const { return this->character; } + inline bool IsReady() const { return this->isReady; } + inline GameLogic::IPlayerData* GetPlayer() const { return this->player; } + Oyster::Network::NetClient GetClient() const { return this->client; } + ClientState GetState() const { return this->state; } + + + void SetPlayer(GameLogic::IPlayerData* player); void SetReadyState(bool isReady); + void SetAlias(std::wstring alias); + void SetCharacter(std::wstring character); void SetSinceLastResponse(float seconds); + void SetState(ClientState state); + + GameLogic::IPlayerData* ReleasePlayer(); + Oyster::Network::NetClient ReleaseClient(); + + //NetworkSpecific + void SetOwner(Oyster::Network::NetworkSession* owner); + void UpdateClient(); private: GameLogic::IPlayerData* player; - Utility::DynamicMemory::SmartPointer client; + Oyster::Network::NetClient client; + bool isReady; float secondsSinceLastResponse; - }; + std::wstring alias; + std::wstring character; + + ClientState state; + }; }//End namespace DanBias + +typedef Utility::DynamicMemory::SmartPointer gClient; + #endif // !DANBIASSERVER_CLIENT_OBJECT_H diff --git a/Code/Game/GameServer/GameLobby.h b/Code/Game/GameServer/GameLobby.h index 86cd498a..f62baa63 100644 --- a/Code/Game/GameServer/GameLobby.h +++ b/Code/Game/GameServer/GameLobby.h @@ -15,11 +15,18 @@ namespace DanBias { struct LobbyLevelData { - int mapNumber; int maxClients; - int gameMode; - int gameTime; - std::string gameName; + int gameTimeInMinutes; + std::wstring gameMode; + std::wstring mapName; + std::wstring gameName; + LobbyLevelData() + : maxClients(10) + , gameTimeInMinutes(10) + , gameMode(L"unknown") + , mapName(L"unknown") + , gameName(L"unknown") + { } }; class GameLobby :public Oyster::Network::NetworkSession { @@ -31,34 +38,44 @@ namespace DanBias void SetGameDesc(const LobbyLevelData& desc); void GetGameDesc(LobbyLevelData& desc); - bool StartGameSession(); + /** + * If param is true, the server will start a game session regardless of clients connected. + */ + bool StartGameSession( bool forceStart ); + + int GetGameSessionClientCount(); private: void ParseProtocol(Oyster::Network::CustomNetProtocol& p, Oyster::Network::NetworkClient* c); - void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status: - void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text: - //void LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Create: - void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start: - //void LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Join: - void LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: - void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: - void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: - void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: - void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState: + void GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Status: + void GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c); //id = protocol_General_Text: + void LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Start: + void LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Login: + void LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_Refresh: + void LobbyGameData(GameLogic::Protocol_LobbyGameData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_GameData: + void LobbyMainData(GameLogic::Protocol_LobbyClientData& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_MainData: + void LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_ClientReadyState: + void LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c); //id = protocol_Lobby_QuerryGameType: + + private: + int FindClient(Oyster::Network::NetworkClient* c); private: void ClientEventCallback(Oyster::Network::NetEvent e) override; void ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) override; + void ProcessClients() override; + bool Attach(Utility::DynamicMemory::SmartPointer client) override; private: - Utility::WinTimer timer; - float refreshFrequency; + //Utility::WinTimer timer; + //float refreshFrequency; + Utility::DynamicMemory::LinkedList readyList; GameSession gameSession; LobbyLevelData description; Utility::DynamicMemory::SmartPointer sessionOwner; - + Utility::DynamicMemory::DynamicArray> gClients; }; }//End namespace DanBias #endif // !DANBIASGAME_GAMELOBBY_H diff --git a/Code/Game/GameServer/GameServerAPI.h b/Code/Game/GameServer/GameServerAPI.h index a9e8c63f..0a5a8a88 100644 --- a/Code/Game/GameServer/GameServerAPI.h +++ b/Code/Game/GameServer/GameServerAPI.h @@ -55,16 +55,24 @@ namespace DanBias static void NotifyWhenClientConnect(ClientConnectedNotify func); static void NotifyWhenClientDisconnect(ClientDisconnectedNotify func); - static void GameSetMapName(const wchar_t* val); - static void GameSetMaxClients(const int& val); - static void GameSetGameMode(const wchar_t* val); static void GameSetGameTime(const int& val); - static int GameGetMapId(); - static int GameGetMaxClients(); - static int GameGetGameMode(); + static void GameSetMaxClients(const int& val); + static void GameSetGameName(const wchar_t* val); + static void GameSetMapName(const wchar_t* val); + static void GameSetGameMode(const wchar_t* val); + static int GameGetGameTime(); - static const char* GameGetGameName(); - static bool GameStart(); + static int GameGetMaxClients(); + static const wchar_t* GameGetGameMode(); + static const wchar_t* GameGetGameName(); + static const wchar_t* GameGetMapName(); + static int GetConnectedClientCount(); + + /* Starts a game + * @param forceStart If forceStart is true, server will start with or without clients. + * If there are clients not "ready" the will be stareted anyways. + */ + static bool GameStart(bool forceStart); };//End class DanBiasServer diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index 3d86ea78..28e8bde3 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -31,12 +31,12 @@ namespace DanBias */ struct GameDescription { - int maxClients; - int mapNumber; - int gameMode; - int gameTime; + unsigned int maxClients; + std::wstring mapName; + std::wstring gameMode; + int gameTimeMinutes; Oyster::Network::NetworkSession* owner; - Utility::DynamicMemory::DynamicArray clients; + Utility::DynamicMemory::DynamicArray> clients; }; public: @@ -44,7 +44,7 @@ namespace DanBias virtual~GameSession(); /** Initiates and creates a game session. */ - bool Create(GameDescription& desc); + bool Create(GameDescription& desc, bool forceStart); /** Runs the game session (ie starts the game loop). */ void Run(); @@ -52,23 +52,27 @@ namespace DanBias /** Join an existing/running game session * @param client The client to attach to the session */ - bool Attach(Oyster::Network::NetClient client) override; - void CloseSession( bool dissconnectClients ) override; + bool Join(gClient client); + + //void CloseSession( bool dissconnectClients ) override; inline bool IsCreated() const { return this->isCreated; } inline bool IsRunning() const { return this->isRunning; } - operator bool() { return (this->isCreated && this->isCreated); } + operator bool() { return (this->isCreated && this->isRunning); } //Private member functions private: - // TODO: find out what this method does.. + // Client event callback function void ClientEventCallback(Oyster::Network::NetEvent e) override; + void ProcessClients() override; + bool Send(Oyster::Network::CustomNetProtocol& message) override; + bool Send(Oyster::Network::CustomNetProtocol& protocol, int ID) override; - //Sends a client to the owner, if obj is NULL then all clients is sent + //Sends a client to the owner, if param is NULL then all clients is sent void SendToOwner(DanBias::GameClient* obj); //Derived from IThreadObject - void ThreadEntry() override; + void ThreadEntry( ) override; bool DoWork ( ) override; @@ -98,8 +102,8 @@ namespace DanBias //Private member variables private: - Utility::DynamicMemory::DynamicArray> clients; - Utility::DynamicMemory::SmartPointer sessionOwner; + Utility::DynamicMemory::DynamicArray gClients; + gClient sessionOwner; Oyster::Thread::OysterThread worker; GameLogic::GameAPI& gameInstance; GameLogic::ILevelData *levelData; @@ -115,6 +119,7 @@ namespace DanBias //TODO: Remove this uggly hax static GameSession* gameSession; + };//End GameSession }//End namespace DanBias #endif // !DANBIASSERVER_GAME_SESSION_H \ No newline at end of file diff --git a/Code/Game/GameServer/Implementation/GameClient.cpp b/Code/Game/GameServer/Implementation/GameClient.cpp index 3956fe57..81066450 100644 --- a/Code/Game/GameServer/Implementation/GameClient.cpp +++ b/Code/Game/GameServer/Implementation/GameClient.cpp @@ -12,51 +12,27 @@ using namespace DanBias; using namespace GameLogic; -GameClient::GameClient(SmartPointer client, GameLogic::IPlayerData* player) +GameClient::GameClient(Utility::DynamicMemory::SmartPointer nwClient) { - this->client = client; - this->player = player; + this->client = nwClient; + this->player = 0; isReady = false; + this->character = L"Unknown"; + this->alias = L"Unknown"; + this->secondsSinceLastResponse = 0.0f; } GameClient::~GameClient() { - this->client->Disconnect(); this->player = 0; - isReady = false; + this->isReady = false; + this->character = L"Unknown"; + this->alias = L"Unknown"; + this->secondsSinceLastResponse = 0.0f; } -GameLogic::IPlayerData* GameClient::GetPlayer() +void GameClient::SetPlayer(GameLogic::IPlayerData* player) { - return this->player; -} -GameLogic::IPlayerData* GameClient::ReleasePlayer() -{ - GameLogic::IPlayerData *temp = this->player; - this->player = 0; - return temp; -} -SmartPointer GameClient::GetClient() -{ - return this->client; -} -SmartPointer GameClient::ReleaseClient() -{ - SmartPointer temp = this->client; - this->client = 0; - return temp; -} - -float GameClient::GetSinceLastResponse() const -{ - return this->secondsSinceLastResponse; -} -bool GameClient::IsReady() const -{ - return this->isReady; -} -bool GameClient::Equals(const NetworkClient* c) -{ - return (c->GetID() == this->client->GetID()); + this->player = player; } void GameClient::SetReadyState(bool r) { @@ -66,5 +42,44 @@ void GameClient::SetSinceLastResponse(float s) { this->secondsSinceLastResponse = s; } +void GameClient::SetAlias(std::wstring alias) +{ + this->alias = alias; +} +void GameClient::SetCharacter(std::wstring character) +{ + this->character = character; +} +void GameClient::SetState(ClientState state) +{ + this->state = state; +} +void GameClient::SetOwner(Oyster::Network::NetworkSession* owner) +{ + this->client->SetOwner(owner); +} +void GameClient::UpdateClient() +{ + switch (this->state) + { + case ClientState_Ready: + this->client->Update(); + break; + } +} + + +IPlayerData* GameClient::ReleasePlayer() +{ + IPlayerData* temp = this->player; + this->player = 0; + return temp; +} +NetClient GameClient::ReleaseClient() +{ + NetClient temp = this->client; + this->client = 0; + return temp; +} diff --git a/Code/Game/GameServer/Implementation/GameLobby.cpp b/Code/Game/GameServer/Implementation/GameLobby.cpp index 1b8b63ec..cadfa53a 100644 --- a/Code/Game/GameServer/Implementation/GameLobby.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby.cpp @@ -11,130 +11,205 @@ using namespace Oyster::Network; using namespace Oyster; using namespace GameLogic; -namespace DanBias +using namespace DanBias; + +GameLobby::GameLobby() +{ } +GameLobby::~GameLobby() +{ + this->gClients.Clear(); +} +void GameLobby::Release() +{ + NetworkSession::CloseSession(true); + this->gameSession.CloseSession(true); +} +void GameLobby::Update() { - GameLobby::GameLobby() - { } + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + this->gClients[i]->GetClient()->Update(); + } + } +} +void GameLobby::SetGameDesc(const LobbyLevelData& desc) +{ + this->description.gameMode = desc.gameMode; + this->description.gameName = desc.gameName; + this->description.mapName = desc.mapName; + this->description.gameTimeInMinutes = desc.gameTimeInMinutes; + this->description.maxClients = desc.maxClients; + + if(this->gClients.Size() > (unsigned int)desc.maxClients) + { + //Kick overflow + for (unsigned int i = (unsigned int)desc.maxClients - 1; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + this->gClients[i]->GetClient()->Disconnect(); + } + } + } + this->gClients.Resize((unsigned int)desc.maxClients); - GameLobby::~GameLobby() - { - this->clients.Clear(); +} +void GameLobby::GetGameDesc(LobbyLevelData& desc) +{ + desc.gameTimeInMinutes = this->description.gameTimeInMinutes; + desc.maxClients = this->description.maxClients; + desc.mapName = this->description.mapName; + desc.gameName = this->description.gameName; + desc.gameMode = this->description.gameMode; + +} +bool GameLobby::StartGameSession( bool forceStart ) +{ +//Check if all clients is ready, in not force start + if(!forceStart) + { + if(!this->GetClientCount()) + { /*None connected*/ return false;} + else if( this->GetClientCount() != this->readyList.Size() ) + { /*Not enough connected*/ return false; } } - void GameLobby::Release() - { - NetworkSession::CloseSession(true); - this->gameSession.CloseSession(true); - } - - void GameLobby::Update() - { - this->ProcessClients(); - } - void GameLobby::SetGameDesc(const LobbyLevelData& desc) - { - this->description.gameMode = desc.gameMode; - this->description.gameTime = desc.gameTime; - this->description.mapNumber = desc.mapNumber; - this->description.maxClients = desc.maxClients; - } - void GameLobby::GetGameDesc(LobbyLevelData& desc) - { + GameSession::GameDescription desc; + desc.maxClients = this->description.maxClients; desc.gameMode = this->description.gameMode; - desc.gameTime = this->description.gameTime; - desc.mapNumber = this->description.mapNumber; - desc.maxClients = this->description.maxClients; - } - bool GameLobby::StartGameSession( ) - { - //Check if all clients is ready - if(this->GetClientCount() && this->GetClientCount() == this->readyList.Size()) - { - GameSession::GameDescription desc; - desc.maxClients = this->description.maxClients; - desc.gameMode = this->description.gameMode; - desc.gameTime = this->description.gameTime; - desc.mapNumber = this->description.mapNumber; - desc.owner = this; - desc.clients = this->clients; + desc.gameTimeMinutes = this->description.gameTimeInMinutes; + desc.mapName = this->description.mapName; + desc.owner = this; + desc.clients = this->gClients; - if(desc.gameTime == 0.0f) - desc.gameTime = (int)(60.0f * 10.0f); //note: should be fetched from somewhere. + if(desc.gameTimeMinutes == 0) + desc.gameTimeMinutes = 10; //note: should be fetched from somewhere. - if(desc.maxClients == 0) - desc.maxClients = 10; //note: should be fetched somewhere else.. + if(desc.maxClients == 0) + desc.maxClients = 10; //note: should be fetched somewhere else.. - this->clients.Clear(); //Remove clients from lobby list + this->gClients.Clear(); //Remove clients from lobby list - if(this->gameSession.Create(desc)) - { - this->gameSession.Run(); + if(this->gameSession.Create(desc, forceStart)) + { + this->gameSession.Run(); - return true; + return true; + } + + + return false; +} +int GameLobby::GetGameSessionClientCount() +{ + return this->gameSession.GetClientCount(); +} + +void GameLobby::ClientEventCallback(NetEvent e) +{ + switch (e.args.type) + { + case NetworkClient::ClientEventArgs::EventType_Disconnect: + + break; + case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve: + + break; + case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend: + printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); + //e.sender->Disconnect(); + //this->readyList.Remove(e.sender); + //this->gClients.Remove(e.sender); + break; + case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: + printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); + this->ParseProtocol(e.args.data.protocol, e.sender); + break; + } +} +void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) +{ + printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str()); + + if(this->gameSession) + { + if(!this->Attach(client)) + { + client->Disconnect(); + } + } + else + { + if(!this->Attach(client)) + { + //Send message that lobby full + client->Disconnect(); + return; + } + + Protocol_LobbyClientData p1; + Protocol_LobbyGameData p2; + + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + Protocol_LobbyClientData::PlayerData t; + t.id = client->GetID(); + t.ip = client->GetIpAddress(); + t.team = 0; + t.name = "Dennis är kung tycker Erik!"; + p1.list.Push(t); } } - else - { - //? - } - return false; - } + p2.majorVersion = 1; + p2.minorVersion = 0; + p2.mapName = "Dennis är kung tycker Erik!"; - void GameLobby::ClientEventCallback(NetEvent e) + client->Send(p1.GetProtocol()); + client->Send(p2.GetProtocol()); + } +} +void GameLobby::ProcessClients() +{ + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - switch (e.args.type) + if(this->gClients[i]) { - case NetworkClient::ClientEventArgs::EventType_Disconnect: - - break; - case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve: - - break; - case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend: - printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); - e.sender->Disconnect(); - this->readyList.Remove(e.sender); - this->clients.Remove(e.sender); - break; - case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: - printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str()); - this->ParseProtocol(e.args.data.protocol, e.sender); - break; + this->gClients[i]->UpdateClient(); } } - void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer client) +} +bool GameLobby::Attach(Utility::DynamicMemory::SmartPointer client) +{ + if(this->clientCount == this->description.maxClients) return false; + + client->SetOwner(this); + + bool added = false; + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str()); - - if(this->gameSession) + if(!this->gClients[i]) { - this->gameSession.Attach(client); - } - else - { - Attach(client); - Protocol_LobbyClientData p1; - Protocol_LobbyGameData p2; - - for (unsigned int i = 0; i < this->clients.Size(); i++) - { - if(this->clients[i]) - { - Protocol_LobbyClientData::PlayerData t; - t.id = this->clients[i]->GetID(); - t.ip = this->clients[i]->GetIpAddress(); - t.team = 0; - t.name = "Dennis är kung tycker Erik!"; - p1.list.Push(t); - } - } - p2.majorVersion = 1; - p2.minorVersion = 0; - p2.mapName = "Dennis är kung tycker Erik!"; - - client->Send(p1.GetProtocol()); - client->Send(p2.GetProtocol()); + added = true; + this->gClients[i] = new GameClient(client); } } -}//End namespace DanBias \ No newline at end of file + if(!added) + { + this->gClients.Push(new GameClient(client)); + } + return true; +} + + + + + + + + + diff --git a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp index 7493cb5a..2c4f148a 100644 --- a/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp +++ b/Code/Game/GameServer/Implementation/GameLobby_ProtocolParser.cpp @@ -12,25 +12,23 @@ void GameLobby::ParseProtocol(Oyster::Network::CustomNetProtocol& p, NetworkClie { switch (p[0].value.netShort) { - case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c); + case protocol_General_Status: this->GeneralStatus (Protocol_General_Status (p), c); break; - case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c); + case protocol_General_Text: this->GeneralText (Protocol_General_Text (p), c); break; - //case protocol_Lobby_Create: this->LobbyCreateGame (Protocol_LobbyCreateGame (p), c); - //break; - case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c); + case protocol_Lobby_StartGame: this->LobbyStartGame (Protocol_LobbyStartGame (p), c); break; - //case protocol_Lobby_Join: this->LobbyJoin (Protocol_LobbyJoin (p), c); - //break; - case protocol_Lobby_Login: this->LobbyLogin (Protocol_LobbyJoinGame (p), c); + case protocol_Lobby_JoinGame: this->LobbyJoin (Protocol_LobbyJoinGame (p), c); break; - case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c); + case protocol_Lobby_Refresh: this->LobbyRefresh (Protocol_LobbyRefresh (p), c); break; - case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c); + case protocol_Lobby_GameData: this->LobbyGameData (Protocol_LobbyGameData (p), c); break; - case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c); + case protocol_Lobby_ClientData: this->LobbyMainData (Protocol_LobbyClientData (p), c); break; - case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); + case protocol_Lobby_ClientReadyState: this->LobbyReady (Protocol_LobbyClientReadyState (p), c); + break; + case protocol_Lobby_QuerryGameType: this->LobbyQuerryGameData (Protocol_QuerryGameType (), c); break; } } @@ -42,52 +40,75 @@ void GameLobby::GeneralStatus(GameLogic::Protocol_General_Status& p, Oyster::Net { case Protocol_General_Status::States_ready: { - + int temp = FindClient(c); + if(temp != -1 ) + { + switch (this->gClients[temp]->GetState()) + { + case GameClient::ClientState_CreatingGame: + { + this->gameSession.Join(this->gClients[temp]); + this->gClients[temp] = 0; + } + break; + } + } + else + { + c->Disconnect(); + } } + break; case Protocol_General_Status::States_idle: { } + break; case Protocol_General_Status::States_leave: + break; case Protocol_General_Status::States_disconected: { Detach(c)->Disconnect(); } + break; } } void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network::NetworkClient* c) { + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + this->gClients[i]->GetClient()->Send(p); + } + } printf(p.text.c_str()); } -//void GameLobby::LobbyCreateGame(GameLogic::Protocol_LobbyCreateGame& p, Oyster::Network::NetworkClient* c) -//{ -// -//} void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c) { if(this->sessionOwner->GetClient()->GetID() == c->GetID()) { - + //Send countdown timer before lobby shuts down + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + this->gClients[i]->GetClient()->Send(Protocol_LobbyStartGame(3.0f)); + } } else { //Someone else tried to start the server.. } } -//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c) -//{ -// //for (unsigned int i = 0; i < this->gameLobby.Size(); i++) -// //{ -// // if (this->gameLobby[i]->GetID() == p.value) -// // { -// // this->gameLobby[i]->Attach(Detach(c)); -// // return; -// // } -// //} -//} -void GameLobby::LobbyLogin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c) +void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoinGame& p, Oyster::Network::NetworkClient* c) { - + //for (unsigned int i = 0; i < this->gameLobby.Size(); i++) + //{ + // if (this->gameLobby[i]->GetID() == p.value) + // { + // this->gameLobby[i]->Attach(Detach(c)); + // return; + // } + //} } void GameLobby::LobbyRefresh(GameLogic::Protocol_LobbyRefresh& p, Oyster::Network::NetworkClient* c) { @@ -110,6 +131,48 @@ void GameLobby::LobbyReady(GameLogic::Protocol_LobbyClientReadyState& p, Oyster: else { this->readyList.Remove(c); + + } +} +void GameLobby::LobbyQuerryGameData(GameLogic::Protocol_QuerryGameType& p, Oyster::Network::NetworkClient* c) +{ + if(this->gameSession) + { + int temp = FindClient(c); + + //Something is wrong + if(temp == -1) + { + c->Disconnect(); + } + else + { + //Send game data + Protocol_LobbyCreateGame lcg((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string())); + c->Send(lcg); + this->gClients[temp]->SetState(GameClient::ClientState_CreatingGame); + } + } + else + { + // Nothing.- } } + +int GameLobby::FindClient(Oyster::Network::NetworkClient* c) +{ + int temp = -1; + + //find client in waiting list + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]->GetClient()->GetID() == c->GetID()) + { + temp = i; + break; + } + } + + return temp; +} \ No newline at end of file diff --git a/Code/Game/GameServer/Implementation/GameServer.cpp b/Code/Game/GameServer/Implementation/GameServer.cpp index 4fd6e03c..f003fc50 100644 --- a/Code/Game/GameServer/Implementation/GameServer.cpp +++ b/Code/Game/GameServer/Implementation/GameServer.cpp @@ -61,8 +61,6 @@ void GameServerAPI::ServerStart() { timer.reset(); server.Start(); - - } void GameServerAPI::ServerStop() { @@ -113,8 +111,6 @@ void GameServerAPI::NotifyWhenClientConnect(ClientConnectedNotify func) { if(!func) clientConnectedCallback = DefaultClientConnectedNotify; else clientConnectedCallback = func; - - } void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func) { @@ -122,69 +118,81 @@ void GameServerAPI::NotifyWhenClientDisconnect(ClientDisconnectedNotify func) else clientDisconnectedCallback = func; } -void GameServerAPI::GameSetMapName(const wchar_t* val) +void GameServerAPI::GameSetMapName(const wchar_t* val) { LobbyLevelData d; lobby.GetGameDesc(d); - //d.mapNumber = val; //TODO: implement + d.mapName = val; lobby.SetGameDesc(d); } -void GameServerAPI::GameSetMaxClients(const int& val) +void GameServerAPI::GameSetGameMode(const wchar_t* val) +{ + LobbyLevelData d; + lobby.GetGameDesc(d); + d.gameMode = val; + lobby.SetGameDesc(d); +} +void GameServerAPI::GameSetGameName(const wchar_t* val) +{ + LobbyLevelData d; + lobby.GetGameDesc(d); + d.gameName = val; + lobby.SetGameDesc(d); +} +void GameServerAPI::GameSetMaxClients(const int& val) { LobbyLevelData d; lobby.GetGameDesc(d); d.maxClients = val; lobby.SetGameDesc(d); } -void GameServerAPI::GameSetGameMode(const wchar_t* val) +void GameServerAPI::GameSetGameTime(const int& val) { LobbyLevelData d; lobby.GetGameDesc(d); - //d.gameMode = val; //TODO: implement + d.gameTimeInMinutes = val; lobby.SetGameDesc(d); } -void GameServerAPI::GameSetGameTime(const int& val) + +const wchar_t* GameServerAPI::GameGetMapName() { LobbyLevelData d; lobby.GetGameDesc(d); - d.gameTime = val; - lobby.SetGameDesc(d); + return d.mapName.c_str(); } -int GameServerAPI::GameGetMapId() -{ - LobbyLevelData d; - lobby.GetGameDesc(d); - return d.mapNumber; -} -int GameServerAPI::GameGetMaxClients() +int GameServerAPI::GameGetMaxClients() { LobbyLevelData d; lobby.GetGameDesc(d); return d.maxClients; } -int GameServerAPI::GameGetGameMode() +const wchar_t* GameServerAPI::GameGetGameMode() { LobbyLevelData d; lobby.GetGameDesc(d); - return d.gameMode; + return d.gameMode.c_str(); } -int GameServerAPI::GameGetGameTime() +int GameServerAPI::GameGetGameTime() { LobbyLevelData d; lobby.GetGameDesc(d); - return d.gameTime; + return d.gameTimeInMinutes; } -const char* GameServerAPI::GameGetGameName() +const wchar_t* GameServerAPI::GameGetGameName() { LobbyLevelData d; lobby.GetGameDesc(d); return d.gameName.c_str(); } -bool GameServerAPI::GameStart() +int GameServerAPI::GetConnectedClientCount() { - if(lobby.StartGameSession()) + return lobby.GetGameSessionClientCount(); +} + +bool GameServerAPI::GameStart( bool forceStart ) +{ + if(lobby.StartGameSession( forceStart )) { - return true; } return false; diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index ca1572a1..6a9c09c2 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -19,11 +19,8 @@ using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; +using namespace DanBias; -namespace DanBias -{ - Utility::WinTimer testTimer; - int testID = -1; bool GameSession::DoWork( ) { @@ -46,9 +43,9 @@ namespace DanBias { int temp = -1; //Find the idiot - for (unsigned int i = 0; i < this->clients.Size(); i++) + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(this->clients[i]->Equals(e.sender)) + if(this->gClients[i] && this->gClients[i]->Equals(e.sender)) { temp = i; } @@ -59,7 +56,7 @@ namespace DanBias this->Detach(e.sender)->Disconnect(); return; } - SmartPointer cl = this->clients[temp]; + SmartPointer cl = this->gClients[temp]; switch (e.args.type) { @@ -73,15 +70,48 @@ namespace DanBias break; case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved: printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str()); - testID = 2; - if(cl->GetPlayer()->GetID() == testID)//TODO: TEST - { - testTimer.reset(); - } this->ParseProtocol(e.args.data.protocol, cl); break; } } + void GameSession::ProcessClients() + { + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i] ) + { + this->gClients[i]->UpdateClient(); + } + } + } + bool GameSession::Send(Oyster::Network::CustomNetProtocol& message) + { + bool returnValue = false; + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + this->gClients[i]->GetClient()->Send(message); + returnValue = true; + } + } + + return returnValue; + + } + bool GameSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID) + { + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID) + { + this->gClients[i]->GetClient()->Send(protocol); + return true; + } + } + return false; + } + void GameSession::ObjectMove(GameLogic::IObjectData* movedObject) { @@ -246,7 +276,6 @@ namespace DanBias printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str()); } -}//End namespace DanBias diff --git a/Code/Game/GameServer/Implementation/GameSession_General.cpp b/Code/Game/GameServer/Implementation/GameSession_General.cpp index 647cee4a..933807a4 100644 --- a/Code/Game/GameServer/Implementation/GameSession_General.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_General.cpp @@ -3,6 +3,7 @@ ///////////////////////////////////////////////////////////////////// #include "..\GameSession.h" #include "..\GameClient.h" +#include "..\GameLobby.h" #include #include #include @@ -24,216 +25,253 @@ using namespace Oyster; using namespace Oyster::Network; using namespace Oyster::Thread; using namespace GameLogic; +using namespace DanBias; -namespace DanBias +GameSession* GameSession::gameSession = nullptr; + +GameSession::GameSession() + :gameInstance(GameAPI::Instance()) { - GameSession* GameSession::gameSession = nullptr; + this->owner = 0; + this->isCreated = false; + this->isRunning = false; + this->gameSession = this; + this->logicFrameTime = DELTA_TIME_20; + this->networkFrameTime = DELTA_TIME_20; + this->networkTimer.reset(); + this->logicTimer.reset(); - GameSession::GameSession() - :gameInstance(GameAPI::Instance()) + memset(&this->description, 0, sizeof(GameDescription)); +} + +GameSession::~GameSession() +{ + this->worker.Terminate(); + this->clients.Clear(); + this->gameInstance; + this->owner = 0; + this->isCreated = false; + this->isRunning = false; +} + +bool GameSession::Create(GameDescription& desc, bool forceStart) +{ + this->description = desc; +/* Do some error checking */ + if(!forceStart && desc.clients.Size() == 0) return false; + if(!desc.owner) return false; + if(this->isCreated) return false; + +/* standard initialization of some data */ + this->gClients.Resize((unsigned int)desc.maxClients); + for (unsigned int i = 0; i < desc.clients.Size(); i++) { - this->owner = 0; - this->isCreated = false; - this->isRunning = false; - this->gameSession = this; - this->logicFrameTime = DELTA_TIME_20; - this->networkFrameTime = DELTA_TIME_20; - this->networkTimer.reset(); - this->logicTimer.reset(); - - memset(&this->description, 0, sizeof(GameDescription)); - } - - GameSession::~GameSession() - { - this->worker.Terminate(); - this->clients.Clear(); - this->gameInstance; - this->owner = 0; - this->isCreated = false; - this->isRunning = false; - } - - bool GameSession::Create(GameDescription& desc) - { - this->description = desc; - /* Do some error checking */ - if(desc.clients.Size() == 0) return false; - if(!desc.owner) return false; - if(this->isCreated) return false; - - /* standard initialization of some data */ - NetworkSession::clients = desc.clients; - NetworkSession::clients.Resize((unsigned int)desc.maxClients); - this->clients.Resize((unsigned int)desc.maxClients); - this->owner = desc.owner; - - /* Initiate the game instance */ - if(!this->gameInstance.Initiate()) + if(desc.clients[i]) { - printf("Failed to initiate the game instance\n"); + this->clientCount++; + this->gClients[i] = desc.clients[i]; + this->gClients[i]->SetOwner(this); } + } + this->owner = desc.owner; - /* Create the players in the game instance */ - GameLogic::IPlayerData* p = 0; - for (unsigned int i = 0; i < desc.clients.Size(); i++) +/* Initiate the game instance */ + if(!this->gameInstance.Initiate()) + { + printf("Failed to initiate the game instance\n"); + } + +/* Create the players in the game instance */ + GameLogic::IPlayerData* p = 0; + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) { - if(desc.clients[i]) + if( (p = this->gameInstance.CreatePlayer()) ) { - if( (p = this->gameInstance.CreatePlayer()) ) - { - desc.clients[i]->SetOwner(this); - this->clients[i] = (new GameClient(desc.clients[i], p)); - } - else - { - printf("Failed to create player (%i)\n", i); - } + this->gClients[i]->SetPlayer(p); + } + else + { + printf("Failed to create player (%i)\n", i); } } - - /* Create the game level */ - if(!(this->levelData = this->gameInstance.CreateLevel())) - { - printf("Level not created!"); - return false; - } - - /* Set some game instance data options */ - this->gameInstance.SetSubscription(GameSession::ObjectMove); - this->gameInstance.SetSubscription(GameSession::ObjectDisabled); - this->gameInstance.SetFPS(60); - - this->description.clients.Clear(); - - this->isCreated = true; - - /* Create the worker thread */ - if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) - return false; - - return this->isCreated; } - void GameSession::Run() +/* Create the game level */ + if(!(this->levelData = this->gameInstance.CreateLevel(this->description.mapName.c_str()))) { - if(this->isRunning) return; - - if(this->clients.Size() > 0) - { - this->worker.Start(); - this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); - this->isRunning = true; - } + printf("Level not created!"); + return false; } - void GameSession::ThreadEntry( ) - { - //List with clients that we are waiting on.. - DynamicArray> readyList;// = this->clients; +/* Set some game instance data options */ + this->gameInstance.SetSubscription(GameSession::ObjectMove); + this->gameInstance.SetSubscription(GameSession::ObjectDisabled); + this->gameInstance.SetFPS(60); - //First we need to clean invalid clients, if any, and tell them to start loading game data - for (unsigned int i = 0; i < this->clients.Size(); i++) - { - if(this->clients[i]) - { - if(this->clients[i]->IsReady()) - { - readyList.Push(this->clients[i]); - Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation()); - readyList[readyList.Size() - 1]->GetClient()->Send(p); - } - } - } + this->description.clients.Clear(); + + this->isCreated = true; + + /* Create the worker thread */ + if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS) + return false; + + return this->isCreated; +} + +void GameSession::Run() +{ + if(this->isRunning) return; + + this->worker.Start(); + this->worker.SetPriority(OYSTER_THREAD_PRIORITY_1); + this->isRunning = true; - unsigned int readyCounter = readyList.Size(); +} - //Sync with clients - while (readyCounter != 0) +void GameSession::ThreadEntry( ) +{ +//List with clients that we are waiting on.. + DynamicArray readyList;// = this->clients; + +//First we need to clean invalid clients, if any, and tell them to start loading game data + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) { - this->ProcessClients(); - for (unsigned int i = 0; i < readyList.Size(); i++) + readyList.Push(this->gClients[i]); + Protocol_LobbyCreateGame p((char)1, (char)0, Utility::String::WStringToString(this->description.mapName, std::string())); + readyList[readyList.Size() - 1]->GetClient()->Send(p); + } + } + + unsigned int readyCounter = readyList.Size(); + +//Sync with clients + while (readyCounter != 0) + { + this->ProcessClients(); + for (unsigned int i = 0; i < readyList.Size(); i++) + { + if(readyList[i] && readyList[i]->IsReady()) { - if(readyList[i] && readyList[i]->IsReady()) + //Need to send information about other players, to all players + for (unsigned int k = 0; k < this->gClients.Size(); k++) { - //Need to send information about other players, to all players - for (unsigned int k = 0; k < this->clients.Size(); k++) + if((this->gClients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->gClients[k]->GetClient()->GetID()) { - if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID()) - { - //Protocol_ObjectCreatePlayer - Protocol_ObjectCreate p( this->clients[k]->GetPlayer()->GetPosition(), - this->clients[k]->GetPlayer()->GetRotation(), - this->clients[k]->GetPlayer()->GetScale(), - this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later.. - readyList[i]->GetClient()->Send(p); - } + IPlayerData* pl = this->gClients[k]->GetPlayer(); + Protocol_ObjectCreatePlayer p( pl->GetPosition(), pl->GetRotation(), pl->GetScale(), + pl->GetID(), true, this->gClients[k]->GetPlayer()->GetTeamID(), + /*nwClient->GetAlias()*/"", /*playerData->GetMesh()*/"char_white.dan"); + readyList[i]->GetClient()->Send(p); } - - readyCounter-- ; - readyList[i] = 0; } - } - Sleep(5); //TODO: This might not be needed here. - } - - for (unsigned int i = 0; i < this->clients.Size(); i++) - { - if(this->clients[i]) - { - this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5)); + + readyCounter-- ; + readyList[i] = 0; } } + Sleep(5); //TODO: This might not be needed here. } - bool GameSession::Attach(Utility::DynamicMemory::SmartPointer client) +//Sync with clients before starting countdown + for (unsigned int i = 0; i < this->gClients.Size(); i++) { - if(!this->isCreated) return false; - if(this->GetClientCount() == this->clients.Capacity()) return false; - - client->SetOwner(this); - - IPlayerData* player = this->gameInstance.CreatePlayer(); - if(!player) return false; - - SmartPointer obj = new GameClient(client, player); - - // Send the chosen mesh name - Protocol_LobbyCreateGame lcg(obj->GetPlayer()->GetID(), "char_white.dan", obj->GetPlayer()->GetOrientation()); - obj->GetClient()->Send(lcg); - - // Send the player data only - for (unsigned int i = 0; i < this->clients.Capacity(); i++) + if(this->gClients[i]) { - if(this->clients[i]) - { - IPlayerData* p = this->clients[i]->GetPlayer(); - Protocol_ObjectCreate oc(p->GetPosition(), p->GetRotation(), p->GetScale(), p->GetID(), "char_white.dan"); - this->clients[i]->GetClient()->Send(oc); - } + this->gClients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5.0f)); } - - obj->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(0)); - - for (unsigned int i = 0; i < this->clients.Size(); i++) - { - if(!clients[i]) - { - NetworkSession::clients[i] = client; - clients[i] = obj; - return true; - } - } - - return true; } +} - void GameSession::CloseSession( bool dissconnectClients ) +bool GameSession::Join(gClient gameClient) +{ + if(!this->isCreated) return false; + if(this->GetClientCount() == this->gClients.Capacity()) return false; + + gameClient->SetOwner(this); + + IPlayerData* playerData = this->gameInstance.CreatePlayer(); + if(!playerData) return false; + + gameClient->SetPlayer(playerData); + NetworkClient* nwClient = gameClient->GetClient(); + +// Send the player data only { - this->worker.Terminate(); - NetworkSession::CloseSession(true); - this->clients.Clear(); + Protocol_ObjectCreatePlayer oc( playerData->GetPosition(), playerData->GetRotation(), playerData->GetScale(), + playerData->GetID(), true, playerData->GetTeamID(), + /*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan"); + nwClient->Send(oc); } -}//End namespace DanBias +// Send information about other clients + { + for (unsigned int i = 0; i < this->gClients.Size(); i++) + { + if(this->gClients[i]) + { + IPlayerData* temp = this->gClients[i]->GetPlayer(); + Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), + temp->GetID(), false, temp->GetTeamID(), + /*nwClient->GetAlias()*/"Unknown", /*playerData->GetMesh()*/"char_white.dan"); + nwClient->Send(oc); + } + } + } + +//TODO: Need to be able to get the current gameplay data from the logic, to sync it with the client + { + DynamicArray objects; + this->levelData->GetAllDynamicObjects(objects); + for (unsigned int i = 0; i < objects.Size(); i++) + { + //Protocol_ObjectPosition p(movedObject->GetPosition(), id); + Protocol_ObjectPositionRotation p(objects[i]->GetPosition(), objects[i]->GetRotation(), objects[i]->GetID()); + GameSession::gameSession->Send(p.GetProtocol()); + } + } + +// Insert the new client to the update list + bool added = false; + { + for (unsigned int i = 0; !added && i < this->gClients.Size(); i++) + { + if(!this->gClients[i]) + { + this->gClients[i] = gameClient; + // Send the start signal + { + nwClient->Send(GameLogic::Protocol_LobbyStartGame(0)); + } + added = true; + this->clientCount++; + } + } + } + + gameClient->SetState(GameClient::ClientState_Ready); + + return added; +} + +//DynamicArray GameSession::CloseSession( bool dissconnectClients ) +//{ +// this->worker.Terminate(); +// //TODO: Send clients to lobby +// +// //for (unsigned int i = 0; i < this->gClients.Size(); i++) +// //{ +// // if(this->gClients[i]) +// // { +// // ((GameLobby*)this->owner)-> this->gClients[i] +// // } +// //} +// +// this->gClients.Clear(); +//} + diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp index 3a10b6ce..1065a28a 100644 --- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp +++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.cpp @@ -72,26 +72,32 @@ void StandaloneGameServerCLI::GameSetMapName(String^ value) pin_ptr wch = PtrToStringChars(value); DanBias::GameServerAPI::GameSetMapName(wch); } +void StandaloneGameServerCLI::GameSetGameMode(String^ value) +{ + pin_ptr wch = PtrToStringChars(value); + DanBias::GameServerAPI::GameSetGameMode(wch); +} +void StandaloneGameServerCLI::GameSetGameName(String^ value) +{ + pin_ptr wch = PtrToStringChars(value); + DanBias::GameServerAPI::GameSetGameName(wch); +} void StandaloneGameServerCLI::GameSetMaxClients(const int val) { DanBias::GameServerAPI::GameSetMaxClients(val); } -void StandaloneGameServerCLI::GameSetGameMode(String^ value) -{ - pin_ptr wch = PtrToStringChars(value); - DanBias::GameServerAPI::GameSetGameMode(wch); -} + void StandaloneGameServerCLI::GameSetGameTime(const int val) { DanBias::GameServerAPI::GameSetGameTime(val); } -int StandaloneGameServerCLI::GameGetMapId() +String^ StandaloneGameServerCLI::GameGetMapName() { - return DanBias::GameServerAPI::GameGetMapId(); + return gcnew String( DanBias::GameServerAPI::GameGetMapName()); } int StandaloneGameServerCLI::GameGetMaxClients() @@ -99,9 +105,9 @@ int StandaloneGameServerCLI::GameGetMaxClients() return DanBias::GameServerAPI::GameGetMaxClients(); } -int StandaloneGameServerCLI::GameGetGameMode() +String^ StandaloneGameServerCLI::GameGetGameMode() { - return DanBias::GameServerAPI::GameGetGameMode(); + return gcnew String( DanBias::GameServerAPI::GameGetGameMode()); } int StandaloneGameServerCLI::GameGetGameTime() @@ -111,10 +117,17 @@ int StandaloneGameServerCLI::GameGetGameTime() String^ StandaloneGameServerCLI::GameGetGameName() { - return gcnew String(DanBias::GameServerAPI::GameGetGameName()); + return gcnew String( DanBias::GameServerAPI::GameGetGameName()); } -bool StandaloneGameServerCLI::GameStart() +bool StandaloneGameServerCLI::GameStart(bool f) { - return DanBias::GameServerAPI::GameStart(); -} \ No newline at end of file + return DanBias::GameServerAPI::GameStart(f); +} +int StandaloneGameServerCLI::GetClientsConnectedCount() +{ + return DanBias::GameServerAPI::GetConnectedClientCount(); +} + + + diff --git a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h index 3fdd0713..576a7433 100644 --- a/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h +++ b/Code/Game/LanServer/CLIStandaloneServer/StandaloneGameServerCLI.h @@ -47,15 +47,18 @@ namespace System { namespace Windows { namespace Interop bool ServerIsRunning(); void GameSetMapName(String^ val); - void GameSetMaxClients(const int val); void GameSetGameMode(String^ val); + void GameSetGameName(String^ val); + void GameSetMaxClients(const int val); void GameSetGameTime(const int val); - int GameGetMapId(); + int GameGetMaxClients(); - int GameGetGameMode(); int GameGetGameTime(); + System::String^ GameGetMapName(); + System::String^ GameGetGameMode(); System::String^ GameGetGameName(); - bool GameStart(); + bool GameStart( bool forceStart ); + int GetClientsConnectedCount(); }; } } } diff --git a/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs b/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs index df569295..bd168c3c 100644 --- a/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs +++ b/Code/Game/LanServer/StandAloneLauncher/Form1.Designer.cs @@ -36,30 +36,34 @@ this.label_listenPort = new System.Windows.Forms.Label(); this.panel_serverOptions = new System.Windows.Forms.Panel(); this.panel_commands = new System.Windows.Forms.Panel(); + this.mapName = new System.Windows.Forms.TextBox(); + this.timeLimit = new System.Windows.Forms.NumericUpDown(); + this.gameModes = new System.Windows.Forms.ComboBox(); + this.label3 = new System.Windows.Forms.Label(); + this.forceStart = new System.Windows.Forms.CheckBox(); + this.label2 = new System.Windows.Forms.Label(); + this.label4 = new System.Windows.Forms.Label(); + this.labelClientsConnected = new System.Windows.Forms.Label(); + this.label1 = new System.Windows.Forms.Label(); + this.nrOfClients = new System.Windows.Forms.NumericUpDown(); + this.buttonStartGame = new System.Windows.Forms.Button(); this.panel_clientArea = new System.Windows.Forms.Panel(); this.ServerInfoTextArea = new System.Windows.Forms.RichTextBox(); this.splitter1 = new System.Windows.Forms.Splitter(); this.clientInfoBox = new System.Windows.Forms.ListBox(); - this.buttonStartGame = new System.Windows.Forms.Button(); - this.nrOfClients = new System.Windows.Forms.NumericUpDown(); - this.label1 = new System.Windows.Forms.Label(); - this.label2 = new System.Windows.Forms.Label(); - this.gameModes = new System.Windows.Forms.ComboBox(); - this.timeLimit = new System.Windows.Forms.NumericUpDown(); - this.label3 = new System.Windows.Forms.Label(); - this.label4 = new System.Windows.Forms.Label(); - this.mapName = new System.Windows.Forms.TextBox(); + this.panel_CommanArea = new System.Windows.Forms.Panel(); ((System.ComponentModel.ISupportInitialize)(this.listenPort)).BeginInit(); this.panel_serverOptions.SuspendLayout(); this.panel_commands.SuspendLayout(); - this.panel_clientArea.SuspendLayout(); - ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).BeginInit(); ((System.ComponentModel.ISupportInitialize)(this.timeLimit)).BeginInit(); + ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).BeginInit(); + this.panel_clientArea.SuspendLayout(); + this.panel_CommanArea.SuspendLayout(); this.SuspendLayout(); // // serverToggle // - this.serverToggle.Location = new System.Drawing.Point(9, 81); + this.serverToggle.Location = new System.Drawing.Point(9, 106); this.serverToggle.Name = "serverToggle"; this.serverToggle.Size = new System.Drawing.Size(75, 23); this.serverToggle.TabIndex = 0; @@ -111,7 +115,7 @@ this.listenPort.Size = new System.Drawing.Size(95, 20); this.listenPort.TabIndex = 5; this.listenPort.Value = new decimal(new int[] { - 2048, + 15151, 0, 0, 0}); @@ -133,9 +137,10 @@ this.panel_serverOptions.Controls.Add(this.label_listenPort); this.panel_serverOptions.Controls.Add(this.lanBroadcast); this.panel_serverOptions.Controls.Add(this.label_serverName); - this.panel_serverOptions.Location = new System.Drawing.Point(12, 12); + this.panel_serverOptions.Dock = System.Windows.Forms.DockStyle.Top; + this.panel_serverOptions.Location = new System.Drawing.Point(0, 0); this.panel_serverOptions.Name = "panel_serverOptions"; - this.panel_serverOptions.Size = new System.Drawing.Size(183, 113); + this.panel_serverOptions.Size = new System.Drawing.Size(200, 141); this.panel_serverOptions.TabIndex = 6; // // panel_commands @@ -144,68 +149,113 @@ this.panel_commands.Controls.Add(this.timeLimit); this.panel_commands.Controls.Add(this.gameModes); this.panel_commands.Controls.Add(this.label3); + this.panel_commands.Controls.Add(this.forceStart); this.panel_commands.Controls.Add(this.label2); this.panel_commands.Controls.Add(this.label4); + this.panel_commands.Controls.Add(this.labelClientsConnected); this.panel_commands.Controls.Add(this.label1); this.panel_commands.Controls.Add(this.nrOfClients); this.panel_commands.Controls.Add(this.buttonStartGame); - this.panel_commands.Location = new System.Drawing.Point(12, 131); + this.panel_commands.Location = new System.Drawing.Point(3, 150); this.panel_commands.Name = "panel_commands"; - this.panel_commands.Size = new System.Drawing.Size(183, 230); + this.panel_commands.Size = new System.Drawing.Size(191, 202); this.panel_commands.TabIndex = 7; this.panel_commands.Visible = false; // - // panel_clientArea + // mapName // - this.panel_clientArea.Controls.Add(this.ServerInfoTextArea); - this.panel_clientArea.Controls.Add(this.splitter1); - this.panel_clientArea.Controls.Add(this.clientInfoBox); - this.panel_clientArea.Location = new System.Drawing.Point(202, 12); - this.panel_clientArea.Name = "panel_clientArea"; - this.panel_clientArea.Size = new System.Drawing.Size(303, 349); - this.panel_clientArea.TabIndex = 8; + this.mapName.Location = new System.Drawing.Point(75, 10); + this.mapName.Name = "mapName"; + this.mapName.Size = new System.Drawing.Size(113, 20); + this.mapName.TabIndex = 12; + this.mapName.Text = "2ofAll_updated.bias"; // - // ServerInfoTextArea + // timeLimit // - this.ServerInfoTextArea.BackColor = System.Drawing.SystemColors.ActiveCaptionText; - this.ServerInfoTextArea.BorderStyle = System.Windows.Forms.BorderStyle.None; - this.ServerInfoTextArea.Dock = System.Windows.Forms.DockStyle.Fill; - this.ServerInfoTextArea.Font = new System.Drawing.Font("GulimChe", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ServerInfoTextArea.ForeColor = System.Drawing.SystemColors.Info; - this.ServerInfoTextArea.Location = new System.Drawing.Point(0, 152); - this.ServerInfoTextArea.Name = "ServerInfoTextArea"; - this.ServerInfoTextArea.ReadOnly = true; - this.ServerInfoTextArea.Size = new System.Drawing.Size(303, 197); - this.ServerInfoTextArea.TabIndex = 1; - this.ServerInfoTextArea.Text = ""; + this.timeLimit.Location = new System.Drawing.Point(109, 94); + this.timeLimit.Minimum = new decimal(new int[] { + 5, + 0, + 0, + 0}); + this.timeLimit.Name = "timeLimit"; + this.timeLimit.Size = new System.Drawing.Size(68, 20); + this.timeLimit.TabIndex = 11; + this.timeLimit.ThousandsSeparator = true; + this.timeLimit.Value = new decimal(new int[] { + 15, + 0, + 0, + 0}); // - // splitter1 + // gameModes // - this.splitter1.Dock = System.Windows.Forms.DockStyle.Top; - this.splitter1.Location = new System.Drawing.Point(0, 147); - this.splitter1.Name = "splitter1"; - this.splitter1.Size = new System.Drawing.Size(303, 5); - this.splitter1.TabIndex = 2; - this.splitter1.TabStop = false; + this.gameModes.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList; + this.gameModes.FormattingEnabled = true; + this.gameModes.Items.AddRange(new object[] { + "Free-for-all", + "Team death-match"}); + this.gameModes.Location = new System.Drawing.Point(78, 66); + this.gameModes.Name = "gameModes"; + this.gameModes.Size = new System.Drawing.Size(110, 21); + this.gameModes.TabIndex = 10; // - // clientInfoBox + // label3 // - this.clientInfoBox.Dock = System.Windows.Forms.DockStyle.Top; - this.clientInfoBox.FormattingEnabled = true; - this.clientInfoBox.Location = new System.Drawing.Point(0, 0); - this.clientInfoBox.Name = "clientInfoBox"; - this.clientInfoBox.Size = new System.Drawing.Size(303, 147); - this.clientInfoBox.TabIndex = 0; + this.label3.AutoSize = true; + this.label3.Location = new System.Drawing.Point(8, 96); + this.label3.Name = "label3"; + this.label3.Size = new System.Drawing.Size(95, 13); + this.label3.TabIndex = 9; + this.label3.Text = "Time limit (minutes)"; // - // buttonStartGame + // forceStart // - this.buttonStartGame.Location = new System.Drawing.Point(53, 195); - this.buttonStartGame.Name = "buttonStartGame"; - this.buttonStartGame.Size = new System.Drawing.Size(75, 23); - this.buttonStartGame.TabIndex = 6; - this.buttonStartGame.Text = "Start game"; - this.buttonStartGame.UseVisualStyleBackColor = true; - this.buttonStartGame.Click += new System.EventHandler(this.buttonStartGame_Click); + this.forceStart.AutoSize = true; + this.forceStart.Checked = true; + this.forceStart.CheckState = System.Windows.Forms.CheckState.Checked; + this.forceStart.Location = new System.Drawing.Point(12, 120); + this.forceStart.Name = "forceStart"; + this.forceStart.Size = new System.Drawing.Size(115, 17); + this.forceStart.TabIndex = 1; + this.forceStart.Text = "Ignore empty lobby"; + this.forceStart.UseVisualStyleBackColor = true; + // + // label2 + // + this.label2.AutoSize = true; + this.label2.Location = new System.Drawing.Point(8, 69); + this.label2.Name = "label2"; + this.label2.Size = new System.Drawing.Size(64, 13); + this.label2.TabIndex = 9; + this.label2.Text = "Game mode"; + // + // label4 + // + this.label4.AutoSize = true; + this.label4.Location = new System.Drawing.Point(9, 15); + this.label4.Name = "label4"; + this.label4.Size = new System.Drawing.Size(57, 13); + this.label4.TabIndex = 8; + this.label4.Text = "Map name"; + // + // labelClientsConnected + // + this.labelClientsConnected.AutoSize = true; + this.labelClientsConnected.Location = new System.Drawing.Point(9, 149); + this.labelClientsConnected.Name = "labelClientsConnected"; + this.labelClientsConnected.Size = new System.Drawing.Size(104, 13); + this.labelClientsConnected.TabIndex = 8; + this.labelClientsConnected.Text = "Clients connected: 0"; + // + // label1 + // + this.label1.AutoSize = true; + this.label1.Location = new System.Drawing.Point(8, 38); + this.label1.Name = "label1"; + this.label1.Size = new System.Drawing.Size(53, 13); + this.label1.TabIndex = 8; + this.label1.Text = "Client limit"; // // nrOfClients // @@ -224,102 +274,93 @@ this.nrOfClients.Size = new System.Drawing.Size(39, 20); this.nrOfClients.TabIndex = 7; this.nrOfClients.Value = new decimal(new int[] { - 2, + 10, 0, 0, 0}); // - // label1 + // buttonStartGame // - this.label1.AutoSize = true; - this.label1.Location = new System.Drawing.Point(8, 38); - this.label1.Name = "label1"; - this.label1.Size = new System.Drawing.Size(53, 13); - this.label1.TabIndex = 8; - this.label1.Text = "Client limit"; + this.buttonStartGame.Location = new System.Drawing.Point(9, 176); + this.buttonStartGame.Name = "buttonStartGame"; + this.buttonStartGame.Size = new System.Drawing.Size(75, 23); + this.buttonStartGame.TabIndex = 6; + this.buttonStartGame.Text = "Start game"; + this.buttonStartGame.UseVisualStyleBackColor = true; + this.buttonStartGame.Click += new System.EventHandler(this.buttonStartGame_Click); // - // label2 + // panel_clientArea // - this.label2.AutoSize = true; - this.label2.Location = new System.Drawing.Point(8, 69); - this.label2.Name = "label2"; - this.label2.Size = new System.Drawing.Size(64, 13); - this.label2.TabIndex = 9; - this.label2.Text = "Game mode"; + this.panel_clientArea.Controls.Add(this.ServerInfoTextArea); + this.panel_clientArea.Controls.Add(this.splitter1); + this.panel_clientArea.Controls.Add(this.clientInfoBox); + this.panel_clientArea.Dock = System.Windows.Forms.DockStyle.Fill; + this.panel_clientArea.Location = new System.Drawing.Point(200, 0); + this.panel_clientArea.Name = "panel_clientArea"; + this.panel_clientArea.Size = new System.Drawing.Size(535, 616); + this.panel_clientArea.TabIndex = 8; // - // gameModes + // ServerInfoTextArea // - this.gameModes.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList; - this.gameModes.FormattingEnabled = true; - this.gameModes.Items.AddRange(new object[] { - "Free-for-all", - "Team death-match"}); - this.gameModes.Location = new System.Drawing.Point(78, 66); - this.gameModes.Name = "gameModes"; - this.gameModes.Size = new System.Drawing.Size(99, 21); - this.gameModes.TabIndex = 10; + this.ServerInfoTextArea.BackColor = System.Drawing.SystemColors.ActiveCaptionText; + this.ServerInfoTextArea.BorderStyle = System.Windows.Forms.BorderStyle.None; + this.ServerInfoTextArea.Dock = System.Windows.Forms.DockStyle.Fill; + this.ServerInfoTextArea.Font = new System.Drawing.Font("GulimChe", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ServerInfoTextArea.ForeColor = System.Drawing.SystemColors.Info; + this.ServerInfoTextArea.Location = new System.Drawing.Point(0, 152); + this.ServerInfoTextArea.Name = "ServerInfoTextArea"; + this.ServerInfoTextArea.ReadOnly = true; + this.ServerInfoTextArea.Size = new System.Drawing.Size(535, 464); + this.ServerInfoTextArea.TabIndex = 1; + this.ServerInfoTextArea.Text = ""; // - // timeLimit + // splitter1 // - this.timeLimit.Location = new System.Drawing.Point(109, 94); - this.timeLimit.Minimum = new decimal(new int[] { - 5, - 0, - 0, - 0}); - this.timeLimit.Name = "timeLimit"; - this.timeLimit.Size = new System.Drawing.Size(68, 20); - this.timeLimit.TabIndex = 11; - this.timeLimit.ThousandsSeparator = true; - this.timeLimit.Value = new decimal(new int[] { - 5, - 0, - 0, - 0}); + this.splitter1.Dock = System.Windows.Forms.DockStyle.Top; + this.splitter1.Location = new System.Drawing.Point(0, 147); + this.splitter1.Name = "splitter1"; + this.splitter1.Size = new System.Drawing.Size(535, 5); + this.splitter1.TabIndex = 2; + this.splitter1.TabStop = false; // - // label3 + // clientInfoBox // - this.label3.AutoSize = true; - this.label3.Location = new System.Drawing.Point(8, 96); - this.label3.Name = "label3"; - this.label3.Size = new System.Drawing.Size(95, 13); - this.label3.TabIndex = 9; - this.label3.Text = "Time limit (minutes)"; + this.clientInfoBox.Dock = System.Windows.Forms.DockStyle.Top; + this.clientInfoBox.FormattingEnabled = true; + this.clientInfoBox.Location = new System.Drawing.Point(0, 0); + this.clientInfoBox.Name = "clientInfoBox"; + this.clientInfoBox.Size = new System.Drawing.Size(535, 147); + this.clientInfoBox.TabIndex = 0; // - // label4 + // panel_CommanArea // - this.label4.AutoSize = true; - this.label4.Location = new System.Drawing.Point(9, 15); - this.label4.Name = "label4"; - this.label4.Size = new System.Drawing.Size(57, 13); - this.label4.TabIndex = 8; - this.label4.Text = "Map name"; - // - // mapName - // - this.mapName.Location = new System.Drawing.Point(78, 7); - this.mapName.Name = "mapName"; - this.mapName.Size = new System.Drawing.Size(98, 20); - this.mapName.TabIndex = 12; + this.panel_CommanArea.Controls.Add(this.panel_commands); + this.panel_CommanArea.Controls.Add(this.panel_serverOptions); + this.panel_CommanArea.Dock = System.Windows.Forms.DockStyle.Left; + this.panel_CommanArea.Location = new System.Drawing.Point(0, 0); + this.panel_CommanArea.Name = "panel_CommanArea"; + this.panel_CommanArea.Size = new System.Drawing.Size(200, 616); + this.panel_CommanArea.TabIndex = 9; // // Form1 // this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.ClientSize = new System.Drawing.Size(517, 373); + this.ClientSize = new System.Drawing.Size(735, 616); this.Controls.Add(this.panel_clientArea); - this.Controls.Add(this.panel_commands); - this.Controls.Add(this.panel_serverOptions); + this.Controls.Add(this.panel_CommanArea); this.Name = "Form1"; this.Text = "Form1"; + this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormClosingEvent); ((System.ComponentModel.ISupportInitialize)(this.listenPort)).EndInit(); this.panel_serverOptions.ResumeLayout(false); this.panel_serverOptions.PerformLayout(); this.panel_commands.ResumeLayout(false); this.panel_commands.PerformLayout(); - this.panel_clientArea.ResumeLayout(false); - ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).EndInit(); ((System.ComponentModel.ISupportInitialize)(this.timeLimit)).EndInit(); + ((System.ComponentModel.ISupportInitialize)(this.nrOfClients)).EndInit(); + this.panel_clientArea.ResumeLayout(false); + this.panel_CommanArea.ResumeLayout(false); this.ResumeLayout(false); } @@ -347,6 +388,9 @@ private System.Windows.Forms.Label label3; private System.Windows.Forms.Label label4; private System.Windows.Forms.TextBox mapName; + private System.Windows.Forms.CheckBox forceStart; + private System.Windows.Forms.Label labelClientsConnected; + private System.Windows.Forms.Panel panel_CommanArea; } } diff --git a/Code/Game/LanServer/StandAloneLauncher/Form1.cs b/Code/Game/LanServer/StandAloneLauncher/Form1.cs index 1240c333..58deb2a9 100644 --- a/Code/Game/LanServer/StandAloneLauncher/Form1.cs +++ b/Code/Game/LanServer/StandAloneLauncher/Form1.cs @@ -9,6 +9,8 @@ using System.Threading.Tasks; using System.Windows.Forms; using System.Windows.Interop; using System.Runtime.InteropServices; +using System.Threading; +using System.Timers; namespace StandAloneLauncher { @@ -20,7 +22,7 @@ namespace StandAloneLauncher public Form1() { InitializeComponent(); - + this.gameModes.SelectedIndex = 0; } @@ -30,17 +32,17 @@ namespace StandAloneLauncher return true; } + public void Run() { while (this.Created) { Application.DoEvents(); - - //Do some stuff this.gameServer.ServerUpdate(); + this.labelClientsConnected.Text = "Clients connected: " + this.gameServer.GetClientsConnectedCount().ToString(); } } - + private void button1_serverToggle_Click(object sender, EventArgs e) { if (this.serverIsRunning) @@ -87,9 +89,10 @@ namespace StandAloneLauncher { //this.gameServer.GameSetGameMode(this.gameModes.SelectedText); this.gameServer.GameSetGameTime((int)this.timeLimit.Value); - //this.gameServer.GameSetMapId(0); + this.gameServer.GameSetMapName(this.mapName.Text); this.gameServer.GameSetMaxClients((int)this.nrOfClients.Value); - if (!this.gameServer.GameStart()) + + if (!this.gameServer.GameStart( this.forceStart.Checked )) { this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Failed to start the game session!\n"); } @@ -98,5 +101,13 @@ namespace StandAloneLauncher this.ServerInfoTextArea.AppendText(DateTime.Now.ToUniversalTime() + "\n\t" + "Game session started!\n"); } } + + private void FormClosingEvent(object sender, FormClosingEventArgs e) + { + if (serverIsRunning) + { + this.gameServer.ServerStop(); + } + } } } diff --git a/Code/Misc/OysterMath/Quaternion.h b/Code/Misc/OysterMath/Quaternion.h index da790f75..f5ea5951 100644 --- a/Code/Misc/OysterMath/Quaternion.h +++ b/Code/Misc/OysterMath/Quaternion.h @@ -36,6 +36,7 @@ namespace LinearAlgebra const ScalarType & operator [] ( int i ) const; Quaternion & operator = ( const Quaternion &quaternion ); + Quaternion & operator *= ( const Quaternion &quaternion ); Quaternion & operator *= ( const ScalarType &scalar ); Quaternion & operator /= ( const ScalarType &scalar ); Quaternion & operator += ( const Quaternion &quaternion ); @@ -112,6 +113,12 @@ namespace LinearAlgebra return *this; } + template + Quaternion & Quaternion::operator *= ( const Quaternion &quaternion ) + { + return *this = *this * quaternion; + } + template Quaternion & Quaternion::operator *= ( const ScalarType &scalar ) { diff --git a/Code/Misc/Utilities/Resource/OResourceHandler.cpp b/Code/Misc/Utilities/Resource/OResourceHandler.cpp index 52d93af0..cc297f67 100644 --- a/Code/Misc/Utilities/Resource/OResourceHandler.cpp +++ b/Code/Misc/Utilities/Resource/OResourceHandler.cpp @@ -52,6 +52,8 @@ OHRESOURCE OysterResource::LoadResource(const wchar_t* filename, ResourceType ty } } + if(!resourceData) return 0; + return resourceData->GetResourceHandle(); } OHRESOURCE OysterResource::LoadResource(const wchar_t filename[], CustomLoadFunction loadFnc, int customId, bool force) diff --git a/Code/Misc/Utilities/Utilities.h b/Code/Misc/Utilities/Utilities.h index c259a845..b97d62d7 100644 --- a/Code/Misc/Utilities/Utilities.h +++ b/Code/Misc/Utilities/Utilities.h @@ -337,7 +337,11 @@ namespace Utility template inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max ) - { return value < min ? Max( value, max ) : min; } + { + if( value < min ) return min; + if( value > max ) return max; + return value; + } template inline ValueType Average( const ValueType &valueA, const ValueType &valueB ) diff --git a/Code/Network/NetworkAPI/CustomNetProtocol.cpp b/Code/Network/NetworkAPI/CustomNetProtocol.cpp index ecb57bf9..90fb100d 100644 --- a/Code/Network/NetworkAPI/CustomNetProtocol.cpp +++ b/Code/Network/NetworkAPI/CustomNetProtocol.cpp @@ -40,12 +40,13 @@ CustomNetProtocol::CustomNetProtocol() { this->privateData = new PrivateData(); } -CustomNetProtocol::CustomNetProtocol(CustomNetProtocol& o) +CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o) { this->privateData = new PrivateData(); this->privateData->attributes = o.privateData->attributes; } -const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o) + +CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o) { if(this->privateData) { @@ -56,11 +57,29 @@ const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o) this->privateData->attributes = o.privateData->attributes; return *this; } + CustomNetProtocol::~CustomNetProtocol() { delete this->privateData; this->privateData = 0; } + +const NetAttributeContainer& CustomNetProtocol::operator[](int ID) const +{ + //if(!this->privateData) this->privateData = new PrivateData(); + if((unsigned int)ID >= this->privateData->attributes.Size()) + { + NetAttributeContainer temp; + + temp.type = NetAttributeType_UNKNOWN; + memset(&temp.value, 0, sizeof(NetAttributeValue)); + + this->privateData->attributes.Push(ID, temp); + } + + return this->privateData->attributes[ID]; +} + NetAttributeContainer& CustomNetProtocol::operator[](int ID) { //if(!this->privateData) this->privateData = new PrivateData(); diff --git a/Code/Network/NetworkAPI/CustomNetProtocol.h b/Code/Network/NetworkAPI/CustomNetProtocol.h index 48feb3a9..24df6ebf 100644 --- a/Code/Network/NetworkAPI/CustomNetProtocol.h +++ b/Code/Network/NetworkAPI/CustomNetProtocol.h @@ -130,10 +130,12 @@ namespace Oyster public: CustomNetProtocol(); ~CustomNetProtocol(); - CustomNetProtocol(CustomNetProtocol& o); - const CustomNetProtocol& operator=(CustomNetProtocol& o); + CustomNetProtocol( const CustomNetProtocol& o); + CustomNetProtocol& operator=(const CustomNetProtocol& o); + + const NetAttributeContainer& operator[](int ID) const; + NetAttributeContainer& operator[](int ID); - NetAttributeContainer& operator[](int ID); void Set(int id, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type); void Set(int ID, std::string s); const NetAttributeContainer& Get(int id); diff --git a/Code/Network/NetworkAPI/NetworkClient.cpp b/Code/Network/NetworkAPI/NetworkClient.cpp index 96d149f3..69872fc1 100644 --- a/Code/Network/NetworkAPI/NetworkClient.cpp +++ b/Code/Network/NetworkAPI/NetworkClient.cpp @@ -96,6 +96,10 @@ struct NetworkClient::PrivateData : public IThreadObject //printf("\t(%i)\n", this->sendQueue.Size()); OysterByte temp; CustomNetProtocol p = this->sendQueue.Pop(); + + if(p[0].value.netShort == 304) + int i = 0; + this->translator.Pack(temp, p); errorCode = this->connection.Send(temp); diff --git a/Code/Network/NetworkAPI/NetworkClient.h b/Code/Network/NetworkAPI/NetworkClient.h index 58d81360..6f037117 100644 --- a/Code/Network/NetworkAPI/NetworkClient.h +++ b/Code/Network/NetworkAPI/NetworkClient.h @@ -133,13 +133,7 @@ namespace Oyster */ virtual void DataRecieved(NetEvent e); - /** ! Deprecate ! - * Do not use this furthermore, instead use void DataRecieved(NetEvent e); - * @see DataRecieved - */ - //virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p); - - virtual std::string GetIpAddress(); + std::string GetIpAddress(); private: NetworkClient(const NetworkClient& obj); diff --git a/Code/Network/NetworkAPI/NetworkSession.h b/Code/Network/NetworkAPI/NetworkSession.h index f0677c77..b4e8e8fe 100644 --- a/Code/Network/NetworkAPI/NetworkSession.h +++ b/Code/Network/NetworkAPI/NetworkSession.h @@ -98,9 +98,9 @@ namespace Oyster protected: NetClientList clients; - - private: int clientCount; + + private: struct PrivateSessionData; PrivateSessionData* data; }; diff --git a/Code/OysterGraphics/Definitions/GraphicalDefinition.h b/Code/OysterGraphics/Definitions/GraphicalDefinition.h index ffd2869a..fcfd865c 100644 --- a/Code/OysterGraphics/Definitions/GraphicalDefinition.h +++ b/Code/OysterGraphics/Definitions/GraphicalDefinition.h @@ -61,8 +61,7 @@ namespace Oyster struct PostData { - int x; - int y; + float Amb; }; struct Text2D diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index f3bd12fd..96e2bbe2 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -19,11 +19,19 @@ namespace Oyster Math::Float4x4 Projection; std::vector Lights; float deltaTime; +#ifdef _DEBUG + Model::Model* cube; + Model::Model* sphere; + + ID3D11RasterizerState* wire; +#endif } - API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion) + API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, API::Option o) { - Core::resolution = resulotion; + Core::resolution = o.Resolution; + Core::modelPath = o.modelPath; + Core::texturePath = o.texturePath; if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail) { @@ -32,7 +40,33 @@ namespace Oyster Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png"); Render::Resources::Init(); + Definitions::PostData pd; + pd.Amb = o.AmbientValue; + + void* data = Render::Resources::Post::Data.Map(); + memcpy(data,&pd,sizeof(Definitions::PostData)); + Render::Resources::Post::Data.Unmap(); + Render::Preparations::Basic::SetViewPort(); +#ifdef _DEBUG + //fix load model + cube = CreateModel(L"debug_cube.dan"); + sphere = CreateModel(L"debug_sphere.dan"); + + D3D11_RASTERIZER_DESC desc; + desc.CullMode = D3D11_CULL_BACK; + desc.FillMode = D3D11_FILL_WIREFRAME; + desc.FrontCounterClockwise = false; + desc.DepthBias = 0; + desc.DepthBiasClamp = 0; + desc.DepthClipEnable = true; + desc.SlopeScaledDepthBias = 0; + desc.ScissorEnable = false; + desc.MultisampleEnable = false; + desc.AntialiasedLineEnable = false; + + Core::device->CreateRasterizerState(&desc,&wire); +#endif return API::Sucsess; } @@ -77,6 +111,14 @@ namespace Oyster { Core::modelPath = option.modelPath; Core::texturePath = option.texturePath; + + Definitions::PostData pd; + pd.Amb = option.AmbientValue; + + void* data = Render::Resources::Post::Data.Map(); + memcpy(data,&pd,sizeof(Definitions::PostData)); + Render::Resources::Post::Data.Unmap(); + return API::Sucsess; } @@ -113,6 +155,11 @@ namespace Oyster void API::Clean() { +#ifdef _DEBUG + DeleteModel(cube); + DeleteModel(sphere); + SAFE_RELEASE(wire); +#endif DeleteTexture(Render::Resources::Gui::Text::Font); SAFE_DELETE(Core::viewPort); Core::loader.Clean(); @@ -127,6 +174,7 @@ namespace Oyster SAFE_RELEASE(Core::swapChain); SAFE_RELEASE(Core::deviceContext); SAFE_RELEASE(Core::device); + } void API::AddLight(Definitions::Pointlight light) @@ -145,6 +193,24 @@ namespace Oyster Render::Resources::InitShaders(); return State::Sucsess; } + + void API::StartRenderWireFrame() + { + Core::deviceContext->RSSetState(wire); + Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); + } + + void API::RenderDebugCube(Math::Matrix world) + { + cube->WorldMatrix = world; + Render::DefaultRenderer::RenderScene(cube,1,View,Projection); + } + + void API::RenderDebugSphere(Math::Matrix world) + { + sphere->WorldMatrix = world; + Render::DefaultRenderer::RenderScene(sphere,1,View,Projection); + } #endif API::Option API::GetOption() @@ -153,6 +219,7 @@ namespace Oyster o.BytesUsed = Core::UsedMem; o.modelPath = Core::modelPath; o.texturePath = Core::texturePath; + o.Resolution = Core::resolution; return o; } @@ -161,7 +228,7 @@ namespace Oyster Render::Gui::Begin2DRender(); } - void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color) + void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float4 color) { Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color); } @@ -196,7 +263,7 @@ namespace Oyster Render::Gui::Begin2DTextRender(); } - void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color) + void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color) { Render::Gui::RenderText(text, Pos, Size, FontSize, color); } diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.h b/Code/OysterGraphics/DllInterfaces/GFXAPI.h index e2cea318..71e12662 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.h +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.h @@ -27,13 +27,30 @@ namespace Oyster struct Option { std::wstring modelPath, texturePath; + //between 0-1 + float AmbientValue; + + Math::Float2 Resolution; + + //Bytes on the GPU int BytesUsed; }; typedef void* Texture; - static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion); + static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options); #ifdef _DEBUG static State ReloadShaders(); + + //should be called after rendered normal models, before GUI or Text rendering + static void StartRenderWireFrame(); + + //Render a unit cube with the presented WorldMatrix + static void RenderDebugCube(Math::Matrix world); + + //Render a unit Sphere with the presented WorldMatrix + static void RenderDebugSphere(Math::Matrix world); + + static void StartRenderFullModel(); #endif //! @todo Memory Leaks @@ -57,13 +74,13 @@ namespace Oyster static void StartGuiRender(); //! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system - static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1)); + static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1)); //! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame() static void StartTextRender(); //! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system - static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1)); + static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1)); //! @brief Performs light calculations, post effects and presents the scene static void EndFrame(); diff --git a/Code/OysterGraphics/OysterGraphics.vcxproj.user b/Code/OysterGraphics/OysterGraphics.vcxproj.user index 9a0b0ae0..3f030911 100644 --- a/Code/OysterGraphics/OysterGraphics.vcxproj.user +++ b/Code/OysterGraphics/OysterGraphics.vcxproj.user @@ -1,6 +1,6 @@  - true + false \ No newline at end of file diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index c0c2990e..22b71df7 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -16,7 +16,8 @@ namespace Oyster void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights) { - Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1)); + 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]; @@ -38,14 +39,6 @@ namespace Oyster data = Resources::Light::PointLightsData.Map(); memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights); Resources::Light::PointLightsData.Unmap(); - - Definitions::PostData pd; - pd.x = (int)lc.Pixels.x; - pd.y = (int)lc.Pixels.y; - - data = Resources::Post::Data.Map(); - memcpy(data, &pd, sizeof(Definitions::PostData)); - Resources::Post::Data.Unmap(); } void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime) @@ -57,8 +50,8 @@ namespace Oyster if(models[i].Visible) { Definitions::PerModel pm; - pm.WV = View * models[i].WorldMatrix; - pm.WVP = Projection * pm.WV; + pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse(); + pm.WVP = Projection * View * models[i].WorldMatrix; Model::ModelInfo* info = models[i].info; diff --git a/Code/OysterGraphics/Render/GuiRenderer.cpp b/Code/OysterGraphics/Render/GuiRenderer.cpp index 8eda0bf5..02e202e4 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.cpp +++ b/Code/OysterGraphics/Render/GuiRenderer.cpp @@ -9,19 +9,19 @@ namespace Oyster namespace Render { const int TEXT_NR_LETTERS=95; - const float TEXT_SPACING=1.8f; + const float TEXT_SPACING=2.0f; void Gui::Begin2DRender() { Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass); } - void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color) + void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float4 color) { Core::deviceContext->PSSetShaderResources(0,1,&tex); - pos *= 2; - pos -= 1; + pos.xy *= 2; + pos.xy -= 1; pos.y *= -1; Definitions::GuiData gd; @@ -37,7 +37,7 @@ namespace Oyster Render::Resources::Gui::Data.Unmap(); data = Render::Resources::Color.Map(); - memcpy(data,&color,sizeof(Math::Float3)); + memcpy(data,&color,sizeof(Math::Float4)); Render::Resources::Color.Unmap(); @@ -50,7 +50,7 @@ namespace Oyster Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass); } - void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color) + void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 color) { //size.x = size.x / (text.length() * TEXT_SPACING /2); @@ -81,7 +81,7 @@ namespace Oyster Definitions::Text2D tmpInst; data = Render::Resources::Color.Map(); - memcpy(data,&color,sizeof(Math::Float3)); + memcpy(data,&color,sizeof(Math::Float4)); Render::Resources::Color.Unmap(); void* dest = Resources::Gui::Text::Vertex.Map(); diff --git a/Code/OysterGraphics/Render/GuiRenderer.h b/Code/OysterGraphics/Render/GuiRenderer.h index 3e4a8de0..64d6fdd3 100644 --- a/Code/OysterGraphics/Render/GuiRenderer.h +++ b/Code/OysterGraphics/Render/GuiRenderer.h @@ -12,9 +12,9 @@ namespace Oyster { public: static void Begin2DRender(); - static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1)); + static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float4 tint = Math::Float4(1,1,1,1)); static void Begin2DTextRender(); - static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1)); + static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 tint = Math::Float4(1,1,1,1)); }; } } diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp index 0c5bf592..124b1bf1 100644 --- a/Code/OysterGraphics/Render/Resources.cpp +++ b/Code/OysterGraphics/Render/Resources.cpp @@ -62,6 +62,7 @@ namespace Oyster ID3D11BlendState* Resources::RenderStates::bs = NULL; ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; + ID3D11DepthStencilView* Resources::Gui::depth = NULL; #pragma endregion @@ -159,7 +160,7 @@ namespace Oyster D3D11_RASTERIZER_DESC rdesc; rdesc.CullMode = D3D11_CULL_BACK; rdesc.FillMode = D3D11_FILL_SOLID; - rdesc.FrontCounterClockwise = false; + rdesc.FrontCounterClockwise = true; rdesc.DepthBias = 0; rdesc.DepthBiasClamp = 0; rdesc.DepthClipEnable = true; @@ -304,6 +305,7 @@ namespace Oyster ID3D11Texture1D *pTexture1; Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 ); + Core::UsedMem += T1desc.Width * 16; Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel ); pTexture1->Release(); @@ -323,8 +325,33 @@ namespace Oyster ID3D11Texture2D *pTexture2; Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 ); + Core::UsedMem += T2desc.Height * T2desc.Width * 16; Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom ); pTexture2->Release(); + + //create Depth Buffer + D3D11_TEXTURE2D_DESC dTDesc; + dTDesc.MipLevels=1; + dTDesc.ArraySize=1; + dTDesc.Format = DXGI_FORMAT_D32_FLOAT; + dTDesc.Usage = D3D11_USAGE_DEFAULT; + dTDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; + dTDesc.CPUAccessFlags=0; + dTDesc.MiscFlags=0; + dTDesc.Height = (UINT)Core::resolution.y; + dTDesc.Width = (UINT)Core::resolution.x; + dTDesc.SampleDesc.Count=1; + dTDesc.SampleDesc.Quality=0; + + ID3D11Texture2D* depthstencil; + Core::device->CreateTexture2D(&dTDesc,0,&depthstencil); + Core::UsedMem += dTDesc.Height * dTDesc.Width * 4; + Core::device->CreateDepthStencilView(depthstencil,NULL,&Gui::depth); + depthstencil->Release(); + + + D3D11_DEPTH_STENCIL_DESC dDesc; + return Core::Init::Success; } @@ -390,10 +417,13 @@ namespace Oyster Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D"); Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D"); Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D"); + Gui::Pass.RTV.push_back(GBufferRTV[2]); Gui::Pass.CBuffers.Geometry.push_back(Gui::Data); Gui::Pass.CBuffers.Pixel.push_back(Color); + Gui::Pass.depth = Gui::depth; + D3D11_INPUT_ELEMENT_DESC indesc2D[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, @@ -405,6 +435,7 @@ namespace Oyster Gui::Pass.RenderStates.SampleCount = 1; Gui::Pass.RenderStates.SampleState = RenderStates::ss; Gui::Pass.RenderStates.BlendState = RenderStates::bs; + Gui::Pass.RenderStates.DepthStencil = RenderStates::dsState; ////---------------- Blur Pass Setup ---------------------------- Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor"); @@ -442,9 +473,13 @@ namespace Oyster Gui::Text::Pass.CBuffers.Pixel.push_back(Color); Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font); Gui::Text::Pass.RTV.push_back(GBufferRTV[2]); + + Gui::Text::Pass.depth = Gui::depth; + Gui::Text::Pass.RenderStates.SampleCount = 1; Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss; Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs; + Gui::Text::Pass.RenderStates.DepthStencil = RenderStates::dsState; return Core::Init::Success; } @@ -510,6 +545,8 @@ namespace Oyster SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState); SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout); + + SAFE_RELEASE(Gui::depth); } } } diff --git a/Code/OysterGraphics/Render/Resources.h b/Code/OysterGraphics/Render/Resources.h index 6b4e140e..665ab8dc 100644 --- a/Code/OysterGraphics/Render/Resources.h +++ b/Code/OysterGraphics/Render/Resources.h @@ -64,6 +64,7 @@ namespace Oyster { static Core::PipelineManager::RenderPass Pass; static Core::Buffer Data; + static ID3D11DepthStencilView* depth; struct Text { static Core::PipelineManager::RenderPass Pass; diff --git a/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl b/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl index 86fea579..56b6294f 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl +++ b/Code/OysterGraphics/Shader/Passes/2D/2DGeometry.hlsl @@ -4,19 +4,19 @@ void main(point Vertex2DIn input[1],inout TriangleStream Quads) { Pixel2DIn output; - output.Pos = mul(float4(-1,-1,1,1) ,Translation); + output.Pos = mul(float4(-1,-1,0,1) ,Translation); output.Uv = float2(0,1); Quads.Append(output); - output.Pos = mul(float4(-1,1,1,1), Translation); + output.Pos = mul(float4(-1,1,0,1), Translation); output.Uv = float2(0,0); Quads.Append(output); - output.Pos = mul(float4(1,-1,1,1), Translation); + output.Pos = mul(float4(1,-1,0,1), Translation); output.Uv = float2(1,1); Quads.Append(output); - output.Pos = mul(float4(1,1,1,1), Translation); + output.Pos = mul(float4(1,1,0,1), Translation); output.Uv = float2(1,0); Quads.Append(output); } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl b/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl index c28fd642..0c8d3c68 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl +++ b/Code/OysterGraphics/Shader/Passes/2D/2DPixel.hlsl @@ -2,5 +2,5 @@ float4 main(Pixel2DIn input) : SV_Target0 { - return Material.Sample(LinearSampler,input.Uv) * float4(Color,1); + return Material.Sample(LinearSampler,input.Uv) * Color; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli b/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli index 4b507644..f84483f5 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli +++ b/Code/OysterGraphics/Shader/Passes/2D/Header.hlsli @@ -10,7 +10,7 @@ cbuffer EveryObject2D : register(b0) cbuffer ColorData : register(b0) { - float3 Color; + float4 Color; }; struct Pixel2DIn diff --git a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl index 4e0bed02..feefbed7 100644 --- a/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl +++ b/Code/OysterGraphics/Shader/Passes/2D/Text/2DTextGeometry.hlsl @@ -7,22 +7,22 @@ void main(point Text2DIn input[1],inout TriangleStream Quads) float endoff=startoff+input[0].coff; Pixel2DIn output; - output.Pos = mul(float4(-1,-1,1,1), Translation); + output.Pos = mul(float4(-1,-1,0,1), Translation); output.Pos.x += input[0].Pos; output.Uv = float2(startoff,1); Quads.Append(output); - output.Pos = mul(float4(-1,1,1,1), Translation); + output.Pos = mul(float4(-1,1,0,1), Translation); output.Pos.x += input[0].Pos; output.Uv = float2(startoff,0); Quads.Append(output); - output.Pos = mul(float4(1,-1,1,1), Translation); + output.Pos = mul(float4(1,-1,0,1), Translation); output.Pos.x += input[0].Pos; output.Uv = float2(endoff,1); Quads.Append(output); - output.Pos = mul(float4(1,1,1,1), Translation); + output.Pos = mul(float4(1,1,0,1), Translation); output.Pos.x += input[0].Pos; output.Uv = float2(endoff,0); Quads.Append(output); diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl index aeb89bda..a6843985 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurHor.hlsl @@ -27,7 +27,7 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask); + outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask); //outTex[ThreadID.xy + Start] = inTex[ThreadID.xy + Start]; } diff --git a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl index 24f873db..2933283e 100644 --- a/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Blur/BlurVert.hlsl @@ -11,10 +11,10 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID } if(gThreadID.y >= N-blurRadius) { - int y = min(ThreadID.y+blurRadius, Stop.y-1); + int y = min(ThreadID.y +blurRadius, Stop.y-1); gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y) + Start]; } - gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-1)]; + gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)]; GroupMemoryBarrierWithGroupSync(); @@ -27,6 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID blurCol +=Weights[i + blurRadius] * gCache[k]; } - outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);; + outTex[min(ThreadID.xy + Start, Stop-1)] = blurCol * BlurMask + inTex[min(ThreadID.xy + Start, Stop-1)] * ( float4(1,1,1,1) - BlurMask);; //outTex[ThreadID.xy + Start] = inTex[ThreadID.xy+ Start]; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl index 0c6ad9ca..decf5526 100644 --- a/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Post/PostPass.hlsl @@ -8,11 +8,9 @@ SamplerState S1 : register(s0); cbuffer Size : register(b0) { - int2 Pixels; + float AmbFactor; } -#define AmbFactor 0.1f; - float4 SuperSample(float4 Glow, uint3 DTid) { // Line X @@ -20,7 +18,7 @@ float4 SuperSample(float4 Glow, uint3 DTid) index += float2(0,Output.Length.y/2); index = index / Output.Length; Glow = Ambient.SampleLevel(S1, index,1); - Glow = Glow * Glow.w*10; + Glow = Glow; return Glow; } @@ -30,13 +28,10 @@ void main( uint3 DTid : SV_DispatchThreadID ) { float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]); float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0); - //float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)]; - - Glow = SuperSample(Glow,DTid); float4 GUI; - uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0); + uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0); float3 PostLight = Amb.xyz * AmbFactor; PostLight = PostLight + Light.xyz + Glow; GUI = float4(Ambient[index]); @@ -44,4 +39,5 @@ void main( uint3 DTid : SV_DispatchThreadID ) Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1); //Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1); + //Output[DTid.xy] = Ambient[DTid.xy]; } \ No newline at end of file