Merge with game logic

This commit is contained in:
Robin Engman 2014-02-14 11:54:28 +01:00
commit 61c49cf352
72 changed files with 1617 additions and 638 deletions

View File

@ -68,8 +68,8 @@ Global
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.ActiveCfg = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Build.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|Win32.Deploy.0 = Debug|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Release|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.ActiveCfg = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.Debug|x64.Build.0 = Debug|x64
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{0EC83E64-230E-48EF-B08C-6AC9651B4F82}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -93,8 +93,8 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.ActiveCfg = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Build.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|Win32.Deploy.0 = Debug|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.ActiveCfg = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.Debug|x64.Build.0 = Debug|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -113,13 +113,13 @@ Global
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{F10CBC03-9809-4CBA-95D8-327C287B18EE}.RelWithDebInfo|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.ActiveCfg = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Mixed Platforms.Build.0 = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.ActiveCfg = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Build.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|Win32.Deploy.0 = Debug|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Release|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.ActiveCfg = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.Debug|x64.Build.0 = Debug|x64
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
@ -174,8 +174,8 @@ Global
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{6A066806-F43F-4B31-A4E3-57179674F460}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Release|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Release|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.ActiveCfg = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Mixed Platforms.Build.0 = Debug|x64
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.ActiveCfg = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|Win32.Build.0 = Debug|Win32
{C5AA09D0-6594-4CD3-BD92-1D380C7B3B50}.Debug|x64.ActiveCfg = Release|x64
@ -196,20 +196,19 @@ Global
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Mixed Platforms.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|Win32.Build.0 = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.ActiveCfg = Debug|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Debug|x64.Build.0 = Debug|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Mixed Platforms.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|Win32.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.MinSizeRel|x64.ActiveCfg = Debug|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Mixed Platforms.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|Win32.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.Build.0 = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.ActiveCfg = Release|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.Release|x64.Build.0 = Release|x64
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}.RelWithDebInfo|x64.ActiveCfg = Release|x64
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Mixed Platforms.Build.0 = Debug|Win32
{666FEA52-975F-41CD-B224-B19AF3C0ABBA}.Debug|Win32.ActiveCfg = Debug|Win32

View File

@ -142,8 +142,19 @@ namespace DanBias
HRESULT DanBiasGame::Update(float deltaTime)
{
//Get mouse pos and window size (Temporary)
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Update menu buttons
EventHandler::Instance().Update(m_data->inputObj);
MouseInput mouseInput;
mouseInput.x = (float)p.x / (float)r.right;
mouseInput.y = (float)p.y / (float)r.bottom;
mouseInput.mouseButtonPressed = m_data->inputObj->IsMousePressed();
EventHandler::Instance().Update(mouseInput);
m_data->inputObj->Update();
@ -200,6 +211,10 @@ namespace DanBias
HRESULT DanBiasGame::CleanUp()
{
Oyster::Graphics::API::Clean();
EventHandler::Instance().Clean();
GameServerAPI::ServerStop();
m_data->recieverObj->gameClientState->Release();
delete m_data->recieverObj->gameClientState;
m_data->recieverObj->Disconnect();
@ -207,11 +222,7 @@ namespace DanBias
delete m_data->inputObj;
delete m_data;
EventHandler::Instance().Clean();
Oyster::Graphics::API::Clean();
GameServerAPI::ServerStop();
return S_OK;
}

View File

@ -21,35 +21,33 @@ namespace DanBias
ButtonEllipse()
: EventButtonGUI(), radius(0)
{}
ButtonEllipse(std::wstring textureName, Owner owner, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, owner, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio)
ButtonEllipse(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)
{}
ButtonEllipse(std::wstring textureName, EventFunc func, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio)
ButtonEllipse(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)
{}
ButtonEllipse(std::wstring textureName, EventFunc func, Owner owner, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, owner, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio)
ButtonEllipse(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)
{}
ButtonEllipse(std::wstring textureName, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float textureWidth, float textureHeight, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, owner, userData, xPos, yPos, textureWidth, textureHeight, resizeToScreenAspectRatio)
ButtonEllipse(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)
{}
virtual ~ButtonEllipse()
{}
//Circle vs point collision
bool Collision(InputClass* inputObject)
bool Collision(Oyster::Event::MouseInput& input)
{
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Should come from the InputClass
float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom;
float xMouse = input.x, yMouse = input.y;
double normx = (xMouse - xPos) / width;
double normy = (yMouse - yPos) / height;
double normx = (xMouse - pos.x) / size.x;
double normy = (yMouse - pos.y) / size.y;
return (normx * normx + normy * normy) < 0.25;
}

View File

@ -21,37 +21,35 @@ namespace DanBias
ButtonRectangle()
: EventButtonGUI(), width(0), height(0)
{}
ButtonRectangle(std::wstring textureName, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, owner, xPos, yPos, width, height, resizeToScreenAspectRatio)
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, EventFunc func, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, xPos, yPos, width, height, resizeToScreenAspectRatio)
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, EventFunc func, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, owner, xPos, yPos, width, height, resizeToScreenAspectRatio)
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, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButtonGUI(textureName, func, owner, userData, xPos, yPos, width, height, resizeToScreenAspectRatio)
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)
{}
virtual ~ButtonRectangle()
{}
//Circle vs point collision
bool Collision(InputClass* inputObject)
bool Collision(Oyster::Event::MouseInput& input)
{
POINT p;
RECT r;
GetCursorPos(&p);
ScreenToClient(WindowShell::GetHWND(), &p);
GetClientRect(WindowShell::GetHWND(), &r);
//Should come from the InputClass
float xMouse = (float)p.x / (float)r.right, yMouse = (float)p.y / (float)r.bottom;
float xMouse = input.x, yMouse = input.y;
float widthTemp = xPos - width * 0.5f;
float widthTemp2 = xPos + width * 0.5f;
float heightTemp = yPos - height * 0.5f;
float heightTemp2 = yPos + height * 0.5f;
float widthTemp = pos.x - size.x * 0.5f;
float widthTemp2 = pos.x + size.x * 0.5f;
float heightTemp = pos.y - size.y * 0.5f;
float heightTemp2 = pos.y + size.y * 0.5f;
//std::cout << p.x << ' ' << p.y << ' ' << widthTemp << ' ' << heightTemp << std::endl;
if(xMouse >= widthTemp && xMouse <= widthTemp2 &&

View File

@ -8,40 +8,59 @@
#include "../Misc/EventHandler/EventButton.h"
#include "../OysterGraphics/DllInterfaces/GFXAPI.h"
namespace DanBias
{
namespace Client
{
/*Dictates if the texture should be resized based on the screen aspect ratio.
*/
enum ResizeAspectRatio
{
ResizeAspectRatio_None,
ResizeAspectRatio_Width,
ResizeAspectRatio_Height,
ResizeAspectRatio_Count,
ResizeAspectRatio_Unknown = -1
};
template <typename Owner>
class EventButtonGUI : public Oyster::Event::EventButton<Owner>
{
public:
EventButtonGUI()
: EventButton(), xPos(0), yPos(0), width(0), height(0), texture(NULL)
: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
{}
EventButtonGUI(std::wstring textureName, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButton(owner), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL)
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)
{
CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio();
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
EventButtonGUI(std::wstring textureName, EventFunc func, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButton(func), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL)
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)
{
CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio();
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
EventButtonGUI(std::wstring textureName, EventFunc func, Owner owner, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButton(func, owner), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL)
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)
{
CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio();
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
EventButtonGUI(std::wstring textureName, EventFunc func, Owner owner, void* userData, float xPos, float yPos, float width, float height, bool resizeToScreenAspectRatio = true)
: EventButton(func, owner, userData), xPos(xPos), yPos(yPos), width(width), height(height), texture(NULL)
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)
{
CreateTexture(textureName);
if(resizeToScreenAspectRatio) ResizeWithAspectRatio();
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
}
virtual ~EventButtonGUI()
{
@ -55,7 +74,7 @@ namespace DanBias
texture = Oyster::Graphics::API::CreateTexture(textureName);
}
virtual void Render()
virtual void RenderTexture()
{
if(EventButton<Owner>::Enabled())
{
@ -64,32 +83,48 @@ namespace DanBias
if(EventButton<Owner>::GetState() == ButtonState_None)
{
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
}
else if(EventButton<Owner>::GetState() == ButtonState_Hover)
{
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
}
else
{
Oyster::Graphics::API::RenderGuiElement(texture, Oyster::Math::Float2(xPos, yPos), Oyster::Math::Float2(width, height), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
//Oyster::Graphics::API::RenderGuiElement(texture, pos.xy, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
}
}
}
void ResizeWithAspectRatio()
virtual void RenderText()
{
if(buttonText.size() > 0)
{
//Oyster::Graphics::API::RenderText(buttonText, pos.xy, size, textColor);
}
}
private:
void ResizeWithAspectRatio(ResizeAspectRatio resize)
{
RECT r;
GetClientRect(WindowShell::GetHWND(), &r);
height *= (float)r.right/(float)r.bottom;
if(resize == ResizeAspectRatio_Height)
size.y *= (float)r.right/(float)r.bottom;
else if(resize == ResizeAspectRatio_Width)
size.x *= (float)r.bottom/(float)r.right;
}
protected:
float xPos, yPos;
float width, height;
Oyster::Math::Float3 pos;
Oyster::Math::Float2 size;
Oyster::Graphics::API::Texture texture;
std::wstring buttonText;
Oyster::Math::Float3 textColor;
};
}
}

View File

@ -4,7 +4,9 @@
#include "NetworkClient.h"
#include "Camera.h"
#include <GameServerAPI.h>
#include "LevelLoader\ObjectDefines.h"
using namespace GameLogic;
using namespace DanBias::Client;
using namespace Oyster::Math;
struct GameState::myData
@ -58,27 +60,11 @@ GameState::gameStateState GameState::LoadGame()
plight.Radius = 300;
plight.Bright = 0.5f;
Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(350,350,5);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,350,350);
//plight.Color = Float3(0.9f,0.7f,0.3f);
//plight.Radius = 200;
//plight.Bright = 0.7f;
//Oyster::Graphics::API::AddLight(plight);
//plight.Pos = Float3(10,-15,5);
//plight.Color = Float3(0,0,1);
//plight.Radius = 50;
//plight.Bright = 0.5f;
//Oyster::Graphics::API::AddLight(plight);
// use level loader
//LoadModels("3bana.bias");
LoadModels("../Content/Worlds/ccc.bias");
// hardcoded objects
LoadModels();
Float3 startPos = Float3(0,0,20.0f);
InitCamera(startPos);
return gameStateState_playing;
@ -141,7 +127,7 @@ bool GameState::LoadModels()
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
// add jumppad
modelData.position = Oyster::Math::Float3(4, 600.3, 0);
modelData.position = Oyster::Math::Float3(4, 600.3f, 0);
modelData.modelPath = L"jumppad_round.dan";
modelData.id = id++;
// load models
@ -183,7 +169,7 @@ bool GameState::LoadModels(std::string mapFile)
objects = levelLoader.LoadLevel(mapFile);
int objCount = objects.size();
int modelId = 0;
int modelId = 100;
ModelInitData modelData;
for (int i = 0; i < objCount; i++)
{
@ -200,9 +186,9 @@ bool GameState::LoadModels(std::string mapFile)
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true;
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.position = staticObjData->position;
modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(staticObjData->rotation), staticObjData->rotation[3]);
modelData.scale = staticObjData->scale;
modelData.id = modelId++;
this->staticObjects.Push(new C_StaticObj());
@ -212,11 +198,11 @@ bool GameState::LoadModels(std::string mapFile)
case GameLogic::ObjectType::ObjectType_Dynamic:
{
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true;
modelData.position = dynamicObjData->position;
modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(dynamicObjData->rotation), dynamicObjData->rotation[3]);
modelData.scale = dynamicObjData->scale;
modelData.id = modelId++;
this->dynamicObjects.Push(new C_DynamicObj());
@ -230,8 +216,8 @@ bool GameState::LoadModels(std::string mapFile)
if(lightData->lightType == GameLogic::LightType_PointLight)
{
Oyster::Graphics::Definitions::Pointlight plight;
plight.Pos = ((GameLogic::PointLight*)lightData)->position;
plight.Color = lightData->diffuseColor;
plight.Pos = ((GameLogic::BasicLight*)lightData)->position;
plight.Color = lightData->color;
plight.Radius = 100;
plight.Bright = 0.9f;
Oyster::Graphics::API::AddLight(plight);
@ -242,24 +228,51 @@ bool GameState::LoadModels(std::string mapFile)
break;
}
}
myId += modelId++;
// add player model
//modelData.position = ;
//modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1);
//modelData.scale = Oyster::Math::Float3(2,2,2);
Oyster::Math::Quaternion first = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
Oyster::Math::Quaternion second = Oyster::Math::Quaternion(Float3(0.3536,0.3536,-0.146), 0.8536);
Oyster::Math::Quaternion result = first * second;
Oyster::Math::Quaternion total = Oyster::Math::Quaternion(Float3(0.5,0.5,-0.5), 0.5);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(20, 127,0);
modelData.rotation = first;
modelData.scale = Oyster::Math::Float3(1,1,1);
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);
*/
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(22, 127,0);
modelData.rotation = second;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(24, 127,0);
modelData.rotation = result;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
modelData.visible = true;
modelData.position = Oyster::Math::Float3(26, 127,0);
modelData.rotation = total;
modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
this->staticObjects.Push(new C_StaticObj());
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
return true;
}
@ -378,7 +391,7 @@ bool GameState::Render(float dt)
std::wstring fps;
float f = 1/dt;
fps = std::to_wstring(f);
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
//Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.2f,0.05f));
Oyster::Graphics::API::EndFrame();
return true;
@ -561,6 +574,7 @@ void GameState::Protocol( ObjPos* pos )
if(dynamicObjects[i]->GetId() == myId) // playerobj
{
Float3 pos = dynamicObjects[i]->getPos();
Float3 up = dynamicObjects[i]->getWorld().v[1];
Float3 objForward = dynamicObjects[i]->getWorld().v[2];

View File

@ -17,7 +17,14 @@ struct LevelLoader::PrivData
LevelLoader::LevelLoader()
: pData(new PrivData)
{
pData->folderPath = "Standard path";
//standard path
pData->folderPath = "";
}
LevelLoader::LevelLoader(std::string folderPath)
: pData(new PrivData)
{
pData->folderPath = folderPath;
}
LevelLoader::~LevelLoader()
@ -26,10 +33,20 @@ LevelLoader::~LevelLoader()
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
{
return pData->parser.Parse(fileName);
return pData->parser.Parse(pData->folderPath + fileName);
}
LevelMetaData LevelLoader::LoadLevelHeader(std::string fileName)
{
return pData->parser.ParseHeader(fileName);
return pData->parser.ParseHeader(pData->folderPath + fileName);
}
std::string LevelLoader::GetFolderPath()
{
return this->pData->folderPath;
}
void LevelLoader::SetFolderPath(std::string folderPath)
{
}

View File

@ -17,11 +17,15 @@ namespace GameLogic
public:
LevelLoader();
/***********************************************************
* Lets you set the standard folderpath for the levels
********************************************************/
LevelLoader(std::string folderPath);
~LevelLoader();
/********************************************************
* Loads the level and objects from file.
* @param fileName: Path to the level-file that you want to load.
* @param fileName: Path/name to the level-file that you want to load.
* @return: Returns all structs with objects and information about the level.
********************************************************/
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LoadLevel(std::string fileName);
@ -33,6 +37,16 @@ namespace GameLogic
********************************************************/
LevelMetaData LoadLevelHeader(std::string fileName); //.
/***********************************************************
* @return: Returns the current standard folder path
********************************************************/
std::string GetFolderPath();
/***********************************************************
* Sets the standard folder path
********************************************************/
void SetFolderPath(std::string folderPath);
private:
struct PrivData;
Utility::DynamicMemory::SmartPointer<PrivData> pData;

View File

@ -1,3 +1,7 @@
/////////////////////////////////////
// Created by Pontus Fransson 2013 //
/////////////////////////////////////
#include "LevelParser.h"
#include "Loader.h"
@ -9,7 +13,7 @@ using namespace Utility::DynamicMemory;
LevelParser::LevelParser()
{
formatVersion.formatVersionMajor = 1;
formatVersion.formatVersionMajor = 3;
formatVersion.formatVersionMinor = 0;
}
@ -21,6 +25,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
{
int bufferSize = 0;
int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
@ -29,35 +34,117 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
FormatVersion levelFormatVersion;
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
loadCgf = true;
//Get typeID
ObjectTypeHeader typeID;
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch((int)typeID.typeID)
switch((int)typeID)
{
case ObjectType_LevelMetaData:
{
LevelMetaData* header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *header, counter);
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
objects.push_back(header);
break;
}
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
//Unless they are changed to not be the same.
case ObjectType_Static: case ObjectType_Dynamic:
{
//Get specialType.
ObjectSpecialType specialType;
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
switch(specialType)
{
//there is no difference when parsing these specialTypes.
case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandarsBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header);
break;
}
case ObjectSpecialType_World:
{
WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header);
break;
}
case ObjectSpecialType_Sky:
{
loadCgf = false;
SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header);
break;
}
case ObjectSpecialType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
}
default:
//Couldn't find specialType
break;
}
break;
}
@ -68,7 +155,12 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
//Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
switch(lightType)
//We only support PointLight for now.
BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header);
objects.push_back(header);
/*switch(lightType)
{
case LightType_PointLight:
{
@ -98,7 +190,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
//Undefined LightType.
break;
}
break;
break;*/
}
default:
//Couldn't find typeID. FAIL!!!!!!
@ -123,21 +215,25 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
//Read format version
FormatVersion levelFormatVersion;
LevelLoaderInternal::FormatVersion levelFormatVersion;
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty levelHeader with ObjectType_Unknown.
//Because it will not be able to read another version of the level format.
return levelHeader;
}
//Find the header in the returned string.
while(counter < bufferSize)
{
ObjectTypeHeader typeID;
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
switch(typeID.typeID)
switch(typeID)
{
case ObjectType_LevelMetaData:
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
@ -148,7 +244,19 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], header, counter);
ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;
default:
break;
}
break;
}
@ -157,6 +265,9 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
LightType lightType;
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support pointlight for now.
counter += sizeof(BasicLight);
/*
switch(lightType)
{
case LightType_PointLight:
@ -177,7 +288,7 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
default:
//Undefined LightType.
break;
}
}*/
}
default:

View File

@ -23,7 +23,7 @@ namespace GameLogic
LevelMetaData ParseHeader(std::string filename);
private:
FormatVersion formatVersion;
LevelLoaderInternal::FormatVersion formatVersion;
};
}

View File

@ -23,31 +23,45 @@ namespace GameLogic
ObjectType_Unknown = -1
};
enum UsePhysics
enum ObjectSpecialType
{
UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
ObjectSpecialType_None,
ObjectSpecialType_Sky,
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Stone,
ObjectSpecialType_StandarsBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
ObjectSpecialType_CrystalFormation,
ObjectSpecialType_CrystalShard,
ObjectSpecialType_JumpPad,
ObjectSpecialType_Portal,
ObjectSpecialType_SpawnPoint,
ObjectSpecialType_Player,
UsePhysics_Count,
UsePhysics_Unknown = -1
ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1
};
enum CollisionGeometryType
{
CollisionGeometryType_Box,
CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder,
CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1
};
//Only supports Pointlight right now.
enum LightType
{
LightType_PointLight,
LightType_DirectionalLight,
LightType_SpotLight,
//LightType_DirectionalLight,
//LightType_SpotLight,
LightType_Count,
LightType_Unknown = -1
@ -80,15 +94,24 @@ namespace GameLogic
/************************************
Structs
*************************************/
namespace LevelLoaderInternal
{
struct FormatVersion
{
unsigned int formatVersionMajor;
unsigned int formatVersionMinor;
FormatVersion()
: formatVersionMajor(0), formatVersionMinor(0)
{}
FormatVersion(unsigned int major, unsigned int minor)
: formatVersionMajor(major), formatVersionMinor(minor)
{}
bool operator ==(const FormatVersion& obj)
{
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor);
return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor);
}
bool operator !=(const FormatVersion& obj)
@ -96,23 +119,60 @@ namespace GameLogic
return !(*this == obj);
}
};
}
struct ObjectTypeHeader
{
ObjectType typeID;
//Unless this is here the object destructor wont be called.
virtual ~ObjectTypeHeader(){}
};
struct PhysicsObject
namespace LevelLoaderInternal
{
UsePhysics usePhysics;
float mass;
float inertiaMagnitude[3];
float inertiaRotation[3];
const FormatVersion boundingVolumeVersion(2, 0);
struct BoundingVolumeBase
{
CollisionGeometryType geoType;
float position[3];
float rotation[4];
float frictionCoeffStatic;
float frictionCoeffDynamic;
CollisionGeometryType geometryType;
float restitutionCoeff;
float mass;
};
struct BoundingVolumeBox : public BoundingVolumeBase
{
float size[3];
};
struct BoundingVolumeSphere : public BoundingVolumeBase
{
float radius;
};
struct BoundingVolumeCylinder : public BoundingVolumeBase
{
float length;
float radius;
};
struct BoundingVolume
{
CollisionGeometryType geoType;
union
{
LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
};
};
}
struct LevelMetaData : public ObjectTypeHeader
{
std::string levelName;
@ -123,21 +183,56 @@ namespace GameLogic
WorldSize worldSize;
std::string overviewPicturePath;
std::vector<GameMode> gameModesSupported;
virtual ~LevelMetaData(){}
};
struct ObjectHeader : public ObjectTypeHeader, public PhysicsObject
struct ObjectHeader : public ObjectTypeHeader
{
//Special type id for special objects: portal, jumppad, exploding objects, etc.
ObjectSpecialType specialTypeID;
//Model,
std::string ModelFile;
//Position
float position[3];
//Rotation
float rotation[3];
float angle;
//Rotation Quaternion
float rotation[4];
//Scale
float scale[3];
::GameLogic::LevelLoaderInternal::BoundingVolume boundingVolume;
virtual ~ObjectHeader(){}
};
/************************************
Special objects
*************************************/
struct JumpPadAttributes : public ObjectHeader
{
float direction[3];
float power;
};
struct PortalAttributes : public ObjectHeader
{
float destination[3];
};
struct WorldAttributes : public ObjectHeader
{
float worldSize;
float atmoSphereSize;
};
struct SkyAttributes : public ObjectHeader
{
float skySize;
};
/************************************
Lights
@ -145,12 +240,13 @@ namespace GameLogic
struct BasicLight : public ObjectTypeHeader
{
LightType lightType;
float ambientColor[3];
float diffuseColor[3];
float specularColor[3];
LightType lightType; //Is not used right now
float color[3];
float position[3];
float raduis;
float intensity;
};
/* We only support pointlight right now.
struct PointLight : public BasicLight
{
float position[3];
@ -166,7 +262,7 @@ namespace GameLogic
float direction[3];
float range;
float attenuation[3];
};
};*/
}
#endif

View File

@ -3,10 +3,9 @@
//////////////////////////////////
#include "ParseFunctions.h"
#include "../../../../Misc/Packing/Packing.h"
#include "Loader.h"
#include <string>
using namespace Oyster::Packing;
using namespace GameLogic::LevelFileLoader;
using namespace GameLogic;
using namespace std;
@ -15,12 +14,13 @@ namespace GameLogic
{
namespace LevelFileLoader
{
//can parse any struct if the struct doesnt contain strings or char[]
void ParseObject(char* buffer, void *header, int size)
{
memcpy(header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size)
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
unsigned int tempSize = 0;
@ -29,6 +29,9 @@ namespace GameLogic
memcpy(&header.typeID, &buffer[start], 4);
start += 4;
memcpy(&header.specialTypeID, &buffer[start], 4);
start += 4;
memcpy(&tempSize, &buffer[start], 4);
start += 4;
@ -36,13 +39,29 @@ namespace GameLogic
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
//The reset of the object struct
//3 float[3], 1 float
memcpy(&header.position, &buffer[start], 40);
start += 40;
//2 float[3], 3 float, 2 uint
memcpy(&header.usePhysics, &buffer[start], 44);
start += 44;
//if loadCgf : Read path for bounding volume
if(loadCgf)
{
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
}
//else make sure the counter counts the name so we can jump over the string in the buffer.
else
{
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
}
size += start;
}
@ -107,5 +126,57 @@ namespace GameLogic
size += start;
}
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
{
int start = 0;
int tempSize = 0;
char tempName[128];
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
size += start;
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buf[0], sizeof(version));
start += 4;
memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
start += sizeof(volume.geoType);
switch(volume.geoType)
{
case CollisionGeometryType_Box:
memcpy(&volume.box, &buf[start], sizeof(volume.box));
start += sizeof(volume.box);
break;
case CollisionGeometryType_Sphere:
memcpy(&volume.sphere, &buf[start], sizeof(volume.sphere));
start += sizeof(volume.sphere);
break;
case CollisionGeometryType_Cylinder:
memcpy(&volume.cylinder, &buf[start], sizeof(volume.cylinder));
start += sizeof(volume.cylinder);
break;
default:
break;
}
}
}
}

View File

@ -17,10 +17,10 @@ namespace GameLogic
Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied.
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
}
}

View File

@ -25,7 +25,7 @@ struct LoginState::myData
// game client*
//Menu button collection
EventButtonCollection* collection;
EventButtonCollection collection;
bool createGame;
int testNumber;
}privData;
@ -109,23 +109,33 @@ bool LoginState::Init(Oyster::Network::NetworkClient* nwClient)
InitCamera(Oyster::Math::Float3(0,0,5.4f));
//Create menu buttons
privData->collection = new EventButtonCollection;
EventHandler::Instance().AddCollection(privData->collection);
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.2f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.3f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.4f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonEllipse<LoginState*>(L"circle.png", &LoginState::ButtonCallback, this, (void*)Options, 0.2f, 0.5f, 0.1f, 0.1f));
EventHandler::Instance().AddCollection(&privData->collection);
privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 1, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.3f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.4f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection.AddButton(new ButtonEllipse<LoginState*>(L"circle.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.2f, 0.5f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f), ResizeAspectRatio_Width));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.15f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.25f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.35f, 0.05f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Options, 0.45f, 0.05f, 0.1f, 0.1f));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.15f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.25f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.35f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Options, Oyster::Math::Float3(0.45f, 0.05f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Create, 0.5f, 0.5f, 0.3f, 0.3f));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Create Game", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Create, Oyster::Math::Float3(0.5f, 0.5f, 0.0f), Oyster::Math::Float2(0.3f, 0.3f)));
//Incr/decr buttons
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Incr, 0.85f, 0.2f, 0.1f, 0.1f));
privData->collection->AddButton(new ButtonRectangle<LoginState*>(L"button.png", &LoginState::ButtonCallback, this, (void*)Decr, 0.55f, 0.2f, 0.1f, 0.1f));
//Incr/decr buttons .
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Incr, Oyster::Math::Float3(0.85f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->collection.AddButton(new ButtonRectangle<LoginState*>(L"button.png", L"Hej", Oyster::Math::Float3(1, 0, 0), &LoginState::ButtonCallback, this,
(void*)Decr, Oyster::Math::Float3(0.55f, 0.2f, 0.0f), Oyster::Math::Float2(0.1f, 0.1f)));
privData->createGame = false;
privData->testNumber = 0;
@ -198,7 +208,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
// failed to connect
return ClientState_Same;
}
privData->collection->SetState(EventCollectionState_Disabled);
privData->collection.SetState(EventCollectionState_Disabled);
return ClientState_LobbyCreated;
}
// join game
@ -213,7 +223,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
// failed to connect
return ClientState_Same;
}
privData->collection->SetState(EventCollectionState_Disabled);
privData->collection.SetState(EventCollectionState_Disabled);
return ClientState_Lobby;
}
return ClientState_Same;
@ -236,7 +246,7 @@ bool LoginState::Render(float dt)
//Render buttons
Oyster::Graphics::API::StartGuiRender();
EventHandler::Instance().Render();
EventHandler::Instance().RenderTexture();
std::wstring number;
wchar_t temp[10];
@ -244,7 +254,8 @@ bool LoginState::Render(float dt)
number = temp;
Oyster::Graphics::API::StartTextRender();
Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
EventHandler::Instance().RenderText();
//Oyster::Graphics::API::RenderText(number, Oyster::Math::Float2(0.7f, 0.2f), Oyster::Math::Float2(0.1f, 0.1f*(1008.0f/730.0f)), Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
Oyster::Graphics::API::EndFrame();
return true;
@ -259,7 +270,7 @@ bool LoginState::Release()
privData->object[i] = NULL;
}
delete privData->collection;
EventHandler::Instance().ReleaseCollection(&privData->collection);
delete privData;
privData = NULL;

View File

@ -38,15 +38,11 @@ void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage,
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
ForcePush(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(hasObject)
{
//ForcePush(usage,dt);//WARNING THIS IS A CRAP TEST TO MAKE SURE YOU CAN SHOOT BOXES
break;
}
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
ForcePull(usage,dt);
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
ForceZip(usage,dt);
break;
@ -65,7 +61,7 @@ void AttatchmentMassDriver::Update(float dt)
Oyster::Math::Float3 ownerPos = owner->GetPosition();
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
up *= -0.3;
up *= -0.3f;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5);
//state.centerPos = pos;
@ -117,12 +113,9 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState();
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (1000);
//do something with state
//state.ApplyLinearImpulse(Oyster::Math::Float3(this->owner->GetLookDir()) * (500 * dt));
this->owner->GetRigidBody()->SetState(state);
this->owner->GetRigidBody()->ApplyImpulse(force);
}

View File

@ -14,10 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
AttatchmentSocket::~AttatchmentSocket(void)
{
//if(this->attatchment)
//delete this->attatchment;
if(this->attatchment)
delete this->attatchment;
//this->attatchment = 0;
this->attatchment = 0;
}
IAttatchment* AttatchmentSocket::GetAttatchment()

View File

@ -7,13 +7,17 @@
#include "Game.h"
#include "CollisionManager.h"
#include "JumpPad.h"
#include "Portal.h"
#include "ExplosiveCrate.h"
using namespace Oyster;
using namespace GameLogic;
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
@ -24,22 +28,27 @@ using namespace GameLogic;
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->getExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break;
}
//return Physics::ICustomBody::SubscriptMessage_none;
@ -52,14 +61,13 @@ using namespace GameLogic;
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
case ObjectSpecialType::ObjectSpecialType_Generic:
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
case ObjectSpecialType::ObjectSpecialType_StandardBox:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
case ObjectSpecialType::ObjectSpecialType_Player:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
}
}
@ -69,6 +77,59 @@ using namespace GameLogic;
obj.ApplyImpulse(force);
}
void Portal::PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
Portal *portal = (Portal*)(rigidBodyPortal->GetCustomTag());
if(obj->GetState().mass == 0) return;
Teleport(*obj,portal->portalExit);
}
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target)
{
obj.SetPosition(target);
}
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
int forceThreashHold = 200000; //how much force for the box to explode of the impact
if(kineticEnergyLoss > forceThreashHold)
{
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag());
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
delete hitSphere;
}
}
void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
{
Object *realObj = (Object*)obj->GetCustomTag();
ExplosiveCrate* ExplosionSource = ((ExplosiveCrate*)args);
Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition();
Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision());
//do shredding damage
}
realObj->GetRigidBody()->ApplyImpulse(force);
}
void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{
@ -86,6 +147,20 @@ using namespace GameLogic;
}
void PlayerVLethalObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss, Oyster::Math::Float ExtraDamage)
{
int damageDone = 0;
int forceThreashHold = 200000;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
damageDone += ExtraDamage;
//player.DamageLife(damageDone);
}
}
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
@ -111,7 +186,7 @@ using namespace GameLogic;
Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World)
return;
obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
@ -134,9 +209,7 @@ using namespace GameLogic;
switch(realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
//move obj to limbo in physics to make sure it wont collide with anything
// Oyster::Physics::API::Instance().MoveToLimbo(obj);
case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;

View File

@ -9,33 +9,29 @@ DynamicObject::DynamicObject()
{
}
DynamicObject::DynamicObject(OBJECT_TYPE type)
:Object(type)
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:Object(rigidBody,type)
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
DynamicObject::DynamicObject( void* collisionFuncAfter, OBJECT_TYPE type)
:Object(collisionFuncAfter,type)
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
this->extraDamageOnCollision = extraDamageOnCollision;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
}
DynamicObject::~DynamicObject(void)
{

View File

@ -14,11 +14,11 @@ namespace GameLogic
public:
DynamicObject();
DynamicObject(OBJECT_TYPE type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
DynamicObject( void* collisionFuncAfter, OBJECT_TYPE type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
~DynamicObject(void);

View File

@ -0,0 +1,28 @@
#include "ExplosiveCrate.h"
using namespace GameLogic;
ExplosiveCrate::ExplosiveCrate(void)
:DynamicObject()
{
this->pushForceMagnitude = 0;
this->ExplosionRadius = 0;
}
ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
:DynamicObject(rigidBody,ExplosiveCrate::ExplosiveCrateCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->pushForceMagnitude = pushForceMagnitude;
this->ExplosionRadius = ExplosionRadius;
}
ExplosiveCrate::~ExplosiveCrate(void)
{
}

View File

@ -0,0 +1,25 @@
#ifndef EXPLOSIVECRATE_H
#define EXPLOSIVECRATE_H
#include "DynamicObject.h"
namespace GameLogic
{
class ExplosiveCrate : public DynamicObject
{
public:
ExplosiveCrate(void);
ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type,int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius);
~ExplosiveCrate(void);
static void ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
static void Explode(Oyster::Physics::ICustomBody *obj, void* args);
private:
Oyster::Math::Float pushForceMagnitude;
Oyster::Math::Float ExplosionRadius;
};
}
#endif

View File

@ -81,8 +81,9 @@ Game::LevelData* Game::CreateLevel()
if(this->level) return this->level;
this->level = new LevelData();
this->level->level->InitiateLevel(1000);
//this->level->level->InitiateLevel("3bana.bias");
//this->level->level->InitiateLevel(1000);
this->level->level->InitiateLevel("../Content/Worlds/ccc.bias");
return this->level;
}

View File

@ -40,8 +40,10 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
void Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::Float3 right) override;
ObjectSpecialType GetObjectType() const override;
Player *player;
};
@ -56,7 +58,7 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override;
OBJECT_TYPE GetObjectType() const override;
ObjectSpecialType GetObjectType() const override;
int getNrOfDynamicObj()const override;
IObjectData* GetObjectAt(int ID) const override;
Level *level;

View File

@ -12,6 +12,7 @@
#include "GameLogicDef.h"
#include "GameLogicStates.h"
#include <OysterMath.h>
#include "LevelLoader\ObjectDefines.h"
namespace GameLogic
@ -66,7 +67,7 @@ namespace GameLogic
/** Get the type of the object
* @return The OBJECT_TYPE of the object is returned
*/
virtual OBJECT_TYPE GetObjectType() const = 0;
virtual ObjectSpecialType GetObjectType() const = 0;
};
class IPlayerData :public IObjectData

View File

@ -177,6 +177,7 @@
<ClInclude Include="AttatchmentSocket.h" />
<ClInclude Include="CollisionManager.h" />
<ClInclude Include="DynamicObject.h" />
<ClInclude Include="ExplosiveCrate.h" />
<ClInclude Include="Game.h" />
<ClInclude Include="GameAPI.h" />
<ClInclude Include="GameLogicDef.h" />
@ -192,6 +193,7 @@
<ClInclude Include="LevelLoader\LevelParser.h" />
<ClInclude Include="LevelLoader\ParseFunctions.h" />
<ClInclude Include="Player.h" />
<ClInclude Include="Portal.h" />
<ClInclude Include="StaticObject.h" />
<ClInclude Include="Team.h" />
<ClInclude Include="TeamManager.h" />
@ -202,6 +204,7 @@
<ClCompile Include="AttatchmentSocket.cpp" />
<ClCompile Include="CollisionManager.cpp" />
<ClCompile Include="DynamicObject.cpp" />
<ClCompile Include="ExplosiveCrate.cpp" />
<ClCompile Include="Game.cpp" />
<ClCompile Include="GameModeType.cpp" />
<ClCompile Include="Game_LevelData.cpp" />
@ -215,6 +218,7 @@
<ClCompile Include="Object.cpp" />
<ClCompile Include="LevelLoader\ParseFunctions.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="Portal.cpp" />
<ClCompile Include="StaticObject.cpp" />
<ClCompile Include="Team.cpp" />
<ClCompile Include="TeamManager.cpp" />

View File

@ -21,16 +21,6 @@ namespace GameLogic
PLAYER_STATE_INVALID = 8,
};
enum OBJECT_TYPE
{
OBJECT_TYPE_PLAYER = 0,
OBJECT_TYPE_BOX = 1,
OBJECT_TYPE_WORLD = 2,
OBJECT_TYPE_GENERIC = 4,
OBJECT_TYPE_JUMPPAD = 8,
OBJECT_TYPE_UNKNOWN = -1,
};
enum WEAPON_FIRE
{
WEAPON_USE_PRIMARY_PRESS = 0,

View File

@ -38,7 +38,7 @@ int Game::LevelData::GetID() const
{
return ((IObjectData*)this->level)->GetID();
}
OBJECT_TYPE Game::LevelData::GetObjectType() const
ObjectSpecialType Game::LevelData::GetObjectType() const
{
return ((IObjectData*)this->level)->GetObjectType();
//return OBJECT_TYPE_UNKNOWN;

View File

@ -6,25 +6,30 @@ using namespace GameLogic;
Game::PlayerData::PlayerData()
{
//set some stats that are appropriate to a player
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,603,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(50,130,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
Oyster::Math::Float frictionCoeff_Static = 0.4;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
Oyster::Math::Float restitutionCoeff = 0.5f;
Oyster::Math::Float frictionCoeff_Static = 0.4f;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
//create rigid body
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter(1.5f, 0.5f, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
rigidBody->SetAngularFactor(0.0f);
//create player with this rigid body
this->player = new Player(rigidBody, Player::PlayerCollision, OBJECT_TYPE::OBJECT_TYPE_PLAYER);
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
this->player->GetRigidBody()->SetCustomTag(this);
player->EndFrame();
}
Game::PlayerData::PlayerData(int playerID,int teamID)
{
Oyster::Physics::ICustomBody* rigidBody;
this->player = new Player();
}
Game::PlayerData::~PlayerData()
{
@ -68,7 +73,7 @@ int Game::PlayerData::GetTeamID() const
return this->player->GetTeamID();
}
OBJECT_TYPE Game::PlayerData::GetObjectType() const
ObjectSpecialType Game::PlayerData::GetObjectType() const
{
return this->player->GetObjectType();
}

View File

@ -8,8 +8,8 @@ JumpPad::JumpPad(void)
{
}
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type, Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, collisionFuncAfter, type)
JumpPad::JumpPad(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 pushForce)
:StaticObject(rigidBody, JumpPad::JumpPadActivated, type, objectID)
{
this->pushForce = pushForce;
}

View File

@ -9,8 +9,8 @@ namespace GameLogic
JumpPad(void);
JumpPad(Oyster::Physics::ICustomBody *rigidBody
,void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss)
,OBJECT_TYPE type, Oyster::Math::Float3 pushForce);
,ObjectSpecialType type, int objectID,Oyster::Math::Float3 pushForce);
~JumpPad(void);

View File

@ -1,7 +1,9 @@
#include "Level.h"
#include "CollisionManager.h"
#include "Game.h"
#include "JumpPad.h"
#include "ExplosiveCrate.h"
#include "Portal.h"
using namespace GameLogic;
using namespace Utility::DynamicMemory;
using namespace Oyster::Physics;
@ -9,50 +11,203 @@ using namespace Oyster::Physics;
Level::Level(void)
{
objID = 100;
}
Level::~Level(void)
{
delete this->levelObj;
this->levelObj = NULL;
}
void Level::parseObjectType(ObjectTypeHeader* obj)
Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
{
/*switch (obj->objectTypeID)
{
case skySphere:
// save the skysphere to be able to rotate it
break;
case jumppad:
// save direction
break;
case portal:
// save portal destination
break;
case world:
// add gravitation well here
// add outer limit of the world
case spawn:
// save spawnpoint pos
break;
Object* gameObj = NULL;
default:
break;
}*/
}
void Level::parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj)
switch ((ObjectSpecialType)obj->specialTypeID)
{
// offset physObj med modelObj
case ObjectSpecialType_None:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Sky:
{
float skySize = ((SkyAttributes*)obj)->skySize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_World:
{
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200); // could balance gravitation with the world size
float worldSize = ((WorldAttributes*)obj)->worldSize;
float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize;
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Building:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
case ObjectSpecialType_Stone:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_StandardBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_RedExplosiveBox:
{
int dmg = 50;
Oyster::Math::Float force = 50;
int radie = 50;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
}
break;
//case ObjectSpecialType_BlueExplosiveBox:
// int dmg = 70;
// gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox);
// break;
case ObjectSpecialType_SpikeBox:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Spike:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_CrystalFormation:
{
int dmg = 50;
//gameObj = new Crystal(rigidBody);
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_CrystalShard:
{
gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_JumpPad:
{
float power = ((JumpPadAttributes*)obj)->power;
Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction;
Oyster::Math::Float3 pushForce = dir * power;
gameObj = new JumpPad(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++ , pushForce);
}
break;
case ObjectSpecialType_Portal:
{
Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination;
gameObj = new Portal(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, destination);
}
break;
case ObjectSpecialType_SpawnPoint:
{
// save
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
case ObjectSpecialType_Player:
{
// should not be read from the lvl format
//gameObj = new Player(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID,objID++);
}
break;
case ObjectSpecialType_Generic:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
default:
{
gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID, objID++);
}
break;
}
return gameObj;
}
ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj)
{
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
Oyster::Math::Float3 rigidBodySize;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass;
//size scaled
rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale;
//create the rigid body
rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic);
return rigidBody;
}
ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
{
ICustomBody* rigidBody = NULL;
Oyster::Math::Float3 rigidWorldPos;
Oyster::Math::Float4 rigidWorldRotation;
float rigidBodyMass;
float rigidBodyRadius;
//offset the rigidPosition from modelspace to worldspace;
rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position;
//scales the position so the collision geomentry is in the right place
rigidWorldPos = rigidWorldPos * obj->scale;
//offset the rigidRotation from modelspace to worldspace;
Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]);
Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]);
Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion;
rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion);
//mass scaled
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
//Radius scaled
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
//create the rigid body
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::string levelPath)
{
LevelLoader ll;
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> objects;
objects = ll.LoadLevel(levelPath);
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
API::Instance().SetGravity(200);
int objCount = objects.size();
int modelCount = 0;
int staticObjCount = 0;
int dynamicObjCount = 0;
int modelCount = 100;
for (int i = 0; i < objCount; i++)
{
ObjectTypeHeader* obj = objects.at(i);
@ -70,36 +225,82 @@ void Level::InitiateLevel(std::string levelPath)
{
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
//LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj);
staticObjData->ModelFile;
ICustomBody* rigidBody_Static;
ICustomBody* rigidBody_Static = NULL;
// collision shape
// radius, rotation in world, position in world, mass, restitution, static and dynamic friction
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
rigidBody_Static = InitRigidBodySphere(staticObjData);
}
// add rigidbody to the logical obj
// Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this
// set object_type to objID
this->staticObjects.Push(new StaticObject(rigidBody, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box)
{
rigidBody_Static = InitRigidBodyCube(staticObjData);
}
else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Static = InitRigidBodyCylinder(staticObjData);
}
if(rigidBody_Static != NULL)
{
// create game object
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
//Object* staticGameObj = new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID);
if(staticGameObj != NULL)
{
this->staticObjects.Push((StaticObject*)staticGameObj);
//this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++;
//rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
}
//this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID, 0));
//this->staticObjects[staticObjCount]->objectID = modelCount++;
}
this->staticObjects[staticObjCount]->objectID = modelCount++;
rigidBody->SetCustomTag(this->staticObjects[staticObjCount]);
}
break;
case ObjectType::ObjectType_Dynamic:
{
ObjectHeader* staticObjData = ((ObjectHeader*)obj);
staticObjData->ModelFile;
ObjectHeader* dynamicObjData = ((ObjectHeader*)obj);
dynamicObjData->ModelFile;
ICustomBody* rigidBody_Dynamic;
ICustomBody* rigidBody_Dynamic = NULL;
rigidBody_Dynamic = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
// collision shape
if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere)
{
rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData);
}
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
this->dynamicObjects[dynamicObjCount]->objectID = modelCount++;
rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]);
else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box)
{
rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData);
}
else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder)
{
//rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData);
}
if(rigidBody_Dynamic != NULL)
{
// create game object
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
//Object* dynamicGameObj =new DynamicObject(rigidBody_Dynamic, Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID);
if (dynamicGameObj != NULL)
{
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
//this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++;
//rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
}
}
}
break;
case ObjectType::ObjectType_Light:
@ -117,8 +318,10 @@ void Level::InitiateLevel(float radius)
int idCount = 100;
// add level sphere
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
this->levelObj->objectID = idCount++;
levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World, idCount++);
//this->levelObj->objectID = idCount++;
rigidBody->SetCustomTag(levelObj);
@ -130,8 +333,9 @@ void Level::InitiateLevel(float radius)
{
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
this->dynamicObjects[i]->objectID = idCount++;
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
//this->dynamicObjects[i]->objectID = idCount++;
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}
/*offset += nrOfBoxex;
@ -168,24 +372,24 @@ void Level::InitiateLevel(float radius)
// add crystal
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandardBox, idCount++));
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
//this->dynamicObjects[nrOfBoxex]->objectID = idCount++;
// add house
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic, idCount++));
rigidBody_House->SetCustomTag(this->staticObjects[0]);
this->staticObjects[0]->objectID = idCount++;
//this->staticObjects[0]->objectID = idCount++;
// add jumppad
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 0, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, OBJECT_TYPE::OBJECT_TYPE_JUMPPAD, Oyster::Math::Float3(0,2000,0)));
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, ObjectSpecialType_JumpPad,idCount++ ,Oyster::Math::Float3(0,2000,0)));
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
this->staticObjects[1]->objectID = idCount++;
//this->staticObjects[1]->objectID = idCount++;
}
void Level::AddPlayerToTeam(Player *player, int teamID)

View File

@ -9,7 +9,7 @@
#include "StaticObject.h"
#include "DynamicObject.h"
#include "GameModeType.h"
#include "JumpPad.h"
#include "Player.h"
#include "PhysicsAPI.h"
#include "TeamManager.h"
@ -32,9 +32,10 @@ namespace GameLogic
********************************************************/
void InitiateLevel(std::string levelPath);
void InitiateLevel(float radius);
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
void parseObjectType(ObjectTypeHeader* obj);
void parsePhysicsObj(LevelLoaderInternal::BoundingVolumeBase* obj);
Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
/********************************************************
* Creates a team in the level
* @param teamSize: The size of the team you want to create
@ -75,6 +76,7 @@ namespace GameLogic
GameModeType gameMode;
Utility::DynamicMemory::SmartPointer<Oyster::Physics::ICustomBody> rigidBodyLevel;
StaticObject *levelObj;
int objID;
};

View File

@ -25,6 +25,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
{
int bufferSize = 0;
int counter = 0;
bool loadCgf;
std::vector<SmartPointer<ObjectTypeHeader>> objects;
@ -38,14 +39,13 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
counter += sizeof(levelFormatVersion);
if(this->formatVersion != levelFormatVersion)
{
//Do something if it's not the same version
//Returns an empty vector, because it will most likely fail to read the level format.
return objects;
}
while(counter < bufferSize)
{
loadCgf = true;
//Get typeID
ObjectType typeID;
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
@ -69,45 +69,43 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
switch(specialType)
{
//These three does not have any specail variables at this time.
//There for they are using the same 'parser'.
//there is no difference when parsing these specialTypes.
case ObjectSpecialType_CrystalShard:
case ObjectSpecialType_CrystalFormation:
case ObjectSpecialType_Spike:
case ObjectSpecialType_SpikeBox:
case ObjectSpecialType_RedExplosiveBox:
case ObjectSpecialType_StandardBox:
case ObjectSpecialType_Stone:
case ObjectSpecialType_Building:
case ObjectSpecialType_Damaging:
case ObjectSpecialType_Explosive:
{
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
objects.push_back(header);
break;
}
case ObjectSpecialType_JumpPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
//Read the spec
ParseObject(&buffer[counter], header->direction, 16);
counter += 16;
objects.push_back(header);
break;
}
case ObjectSpecialType_BoostPad:
{
JumpPadAttributes* header = new JumpPadAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], header->direction, 16);
objects.push_back(header);
break;
}
case ObjectSpecialType_Portal:
{
PortalAttributes* header = new PortalAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], header->destination, 12);
counter += 12;
objects.push_back(header);
break;
@ -116,22 +114,33 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectSpecialType_World:
{
WorldAttributes* header = new WorldAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->worldSize, 8);
counter += 8;
objects.push_back(header);
break;
}
case ObjectSpecialType_Sky:
{
loadCgf = false;
SkyAttributes* header = new SkyAttributes;
ParseObject(&buffer[counter], *header, counter);
ParseObject(&buffer[counter], *header, counter, loadCgf);
ParseObject(&buffer[counter], &header->skySize, 4);
counter += 4;
objects.push_back(header);
break;
}
case ObjectSpecialType_SpawnPoint:
{
loadCgf = false;
ObjectHeader* header = new ObjectHeader;
ParseObject(&buffer[counter], *header, counter, loadCgf);
}
default:
//Couldn't find specialType
break;
@ -235,16 +244,13 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
case ObjectType_Static: case ObjectType_Dynamic:
{
ObjectHeader header;
ParseObject(&buffer[counter], header, counter);
ParseObject(&buffer[counter], &header, counter);
switch(header.specialTypeID)
{
case ObjectSpecialType_JumpPad:
counter += sizeof(16);
break;
case ObjectSpecialType_BoostPad:
counter += sizeof(16);
break;
case ObjectSpecialType_Portal:
counter += sizeof(12);
break;

View File

@ -25,30 +25,28 @@ namespace GameLogic
enum ObjectSpecialType
{
ObjectSpecialType_None,
ObjectSpecialType_Sky,
ObjectSpecialType_World, //Always the main celestial body
ObjectSpecialType_Building,
ObjectSpecialType_Damaging,
ObjectSpecialType_Explosive,
ObjectSpecialType_Stone,
ObjectSpecialType_StandardBox,
ObjectSpecialType_RedExplosiveBox,
ObjectSpecialType_SpikeBox,
ObjectSpecialType_Spike,
ObjectSpecialType_CrystalFormation,
ObjectSpecialType_CrystalShard,
ObjectSpecialType_JumpPad,
ObjectSpecialType_BoostPad,
ObjectSpecialType_Portal,
ObjectSpecialType_Sky,
ObjectSpecialType_SpawnPoint,
ObjectSpecialType_Player,
ObjectSpecialType_Generic,
ObjectSpecialType_Count,
ObjectSpecialType_Unknown = -1
};
enum UsePhysics
{
UsePhysics_UseFullPhysics,
UsePhysics_IgnoreGravity,
UsePhysics_IgnorePhysics,
UsePhysics_IgnoreCollision,
UsePhysics_Count,
UsePhysics_Unknown = -1
};
enum CollisionGeometryType
{
CollisionGeometryType_Box,

View File

@ -16,13 +16,13 @@ namespace GameLogic
{
namespace LevelFileLoader
{
//can parse any struct without strings or char[]
//can parse any struct if the struct doesnt contain strings or char[]
void ParseObject(char* buffer, void *header, int size)
{
memcpy(header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size)
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{
char tempName[128];
unsigned int tempSize = 0;
@ -46,8 +46,24 @@ namespace GameLogic
memcpy(&header.position, &buffer[start], 40);
start += 40;
//Read path for bounding volume
//if loadCgf : Read path for bounding volume
if(loadCgf)
{
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
}
//else make sure the counter counts the name so we can jump over the string in the buffer.
else
{
memcpy(&tempSize, &buffer[start], 4);
start += 4;
memcpy(&tempName, &buffer[start], tempSize);
string fileName;
fileName.assign(&tempName[0], &tempName[tempSize]);
start += tempSize;
}
size += start;
}
@ -133,15 +149,14 @@ namespace GameLogic
//Läs in filen.
int fileLength = 0;
Loader loader;
char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength);
char* buf = loader.LoadFile("../Content/Worlds/cgf/"+ fileName, fileLength);
start = 0;
LevelLoaderInternal::FormatVersion version;
memcpy(&version, &buf[0], sizeof(version));
start += 4;
start += 8;
memcpy(&volume.geoType, &buf[start], sizeof(volume.geoType));
start += sizeof(volume.geoType);
switch(volume.geoType)
{

View File

@ -17,9 +17,8 @@ namespace GameLogic
Or the current index that is being used to parse the entire file (if it is sent by reference) this means you have to increase size with the appropiate size after you have copied.
*/
void ParseObject(char* buffer, void *header, int size);
void ParseObject(char* buffer, ObjectHeader& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
}

View File

@ -18,60 +18,37 @@ Object::Object()
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
this->type = OBJECT_TYPE::OBJECT_TYPE_UNKNOWN;
this->objectID = GID();
this->type = ObjectSpecialType_Unknown;
this->objectID = -1;
}
Object::Object(OBJECT_TYPE type)
{
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
this->type = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
{
this->rigidBody = rigidBody;
this->type = type;
this->objectID = GID();
}
Object::Object( void* collisionFuncAfter, OBJECT_TYPE type)
{
this->rigidBody = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.0f, 0.0f, 0.0f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
this->type = type;
this->objectID = GID();
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type)
Object::Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = GID();
this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
}
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
Object::Object(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
{
this->rigidBody = rigidBody;
this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_AfterCollisionResponse)(collisionFuncAfter));
this->type = type;
this->objectID = GID();
this->objectID = objectID;
this->extraDamageOnCollision = 0;
this->rigidBody->SetCustomTag(this);
}
void Object::ApplyLinearImpulse(Oyster::Math::Float3 force)
{
}
Object::~Object(void)
{
}
OBJECT_TYPE Object::GetObjectType() const
ObjectSpecialType Object::GetObjectType() const
{
return this->type;
}
@ -129,3 +106,9 @@ Oyster::Math::Float4x4 Object::GetOrientation()
state = this->rigidBody->GetState();
return state.GetOrientation();
}
Oyster::Math::Float Object::getExtraDamageOnCollision()
{
return this->extraDamageOnCollision;
}

View File

@ -18,24 +18,26 @@ namespace GameLogic
{
public:
Object();
Object(OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
Object(void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
Object(Oyster::Physics::ICustomBody *rigidBody, void (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
Object(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
~Object(void);
OBJECT_TYPE GetObjectType() const override;
ObjectSpecialType GetObjectType() const override;
int GetID() const override;
void setID(int id);
Oyster::Math::Float3 GetPosition() override;
Oyster::Math::Quaternion GetRotation() override;
Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override;
void setID(int id);
Oyster::Math::Float getExtraDamageOnCollision();
// API overrides
Oyster::Physics::ICustomBody* GetRigidBody();
void ApplyLinearImpulse(Oyster::Math::Float3 force);
virtual void BeginFrame();
virtual void EndFrame();
@ -45,9 +47,9 @@ namespace GameLogic
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
public: //HACK: This should be private when level is dynamic
OBJECT_TYPE type;
int objectID;
public: //TODO: Hax This should be private when level is dynamic
protected:
Oyster::Physics::ICustomBody *rigidBody;
@ -55,6 +57,11 @@ namespace GameLogic
static const Game* gameInstance;
Oyster::Math::Float3 currLook;
Oyster::Math::Float3 newLook;
ObjectSpecialType type;
int objectID;
Oyster::Math::Float extraDamageOnCollision;
};
}

View File

@ -6,40 +6,16 @@
using namespace GameLogic;
using namespace Oyster::Physics;
const int MOVE_FORCE = 30;
const float MOVE_FORCE = 30;
const float KEY_TIMER = 0.03f;
Player::Player()
:DynamicObject()
{
}
Player::Player(OBJECT_TYPE type)
:DynamicObject(type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:DynamicObject(rigidBody,type)
{
InitPlayer();
}
Player::Player( void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(collisionFuncAfter,type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:DynamicObject(rigidBody, collisionFuncAfter, type)
{
InitPlayer();
}
void Player::InitPlayer()
Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
weapon = new Weapon(2,this);
@ -47,6 +23,36 @@ void Player::InitPlayer()
this->teamID = -1;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
this->moveDir = Oyster::Math::Float3(0,0,0);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
key_strafeLeft = 0;
}
Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID)
:DynamicObject(rigidBody, EventOnCollision, type, objectID)
{
this->rigidBody = rigidBody;
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(0,400,0);
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,1.0f,0.5f);
Oyster::Math::Float mass = 60;
Oyster::Math::Float restitutionCoeff = 0.5;
Oyster::Math::Float frictionCoeff_Static = 0.4;
Oyster::Math::Float frictionCoeff_Dynamic = 0.3;
this->rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
this->rigidBody->SetAngularFactor(0.0f);
weapon = new Weapon(2,this);
this->life = 100;
this->teamID = teamID;
this->playerState = PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float3(0,0,-1);
key_forward = 0;
key_backward = 0;
key_strafeRight = 0;
@ -203,7 +209,6 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{
key_jump =
this->life = 100;
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
this->lookDir = Oyster::Math::Float4(1,0,0);
@ -221,12 +226,18 @@ void Player::Rotate(const Oyster::Math3D::Float3 lookDir, const Oyster::Math3D::
void Player::Jump()
{
<<<<<<< HEAD
if(this->rigidBody->GetLamda() < 1.0f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
this->rigidBody->ApplyImpulse(up *1500);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
}
=======
Oyster::Math::Float3 up = this->rigidBody->GetState().GetOrientation().v[1].GetNormalized();
this->rigidBody->ApplyImpulse(up *1500);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
>>>>>>> origin/GameLogic
}
bool Player::IsWalking()

View File

@ -16,13 +16,11 @@ namespace GameLogic
{
public:
Player(void);
Player(OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
Player( void* collisionFuncAfter, OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, void* collisionFuncAfter, OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID);
~Player(void);
void InitPlayer();
/********************************************************
* Moves the player based on input
@ -79,7 +77,7 @@ namespace GameLogic
void Jump();
private:
int life;
Oyster::Math::Float life;
int teamID;
Weapon *weapon;
PLAYER_STATE playerState;

View File

@ -0,0 +1,23 @@
#include "Portal.h"
using namespace GameLogic;
using namespace Oyster::Math;
Portal::Portal(void)
:StaticObject()
{
this->portalExit = Float3(0,0,0);
}
Portal::Portal(Oyster::Physics::ICustomBody *rigidBody, ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit)
:StaticObject(rigidBody, Portal::PortalActivated, type, objectID)
{
this->portalExit = portalExit;
}
Portal::~Portal(void)
{
}

View File

@ -0,0 +1,22 @@
#ifndef PORTAL_H
#define PORTAL_H
#include "StaticObject.h"
namespace GameLogic
{
class Portal : public StaticObject
{
public:
Portal(void);
Portal(Oyster::Physics::ICustomBody *rigidBody
,ObjectSpecialType type,int objectID ,Oyster::Math::Float3 portalExit);
~Portal(void);
static void PortalActivated(Oyster::Physics::ICustomBody *rigidBodyPortal, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
private:
Oyster::Math::Float3 portalExit;
};
}
#endif

View File

@ -10,34 +10,30 @@ StaticObject::StaticObject()
{
}
StaticObject::StaticObject(OBJECT_TYPE type)
:Object(type)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type)
:Object(rigidBody,type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
//this->rigidBody->SetGravity(true);
//this->rigidBody->SetSubscription((Oyster::Physics::ICustomBody::EventAction_BeforeCollisionResponse)(CollisionManager::IgnoreCollision));
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject( void* collisionFuncAfter, OBJECT_TYPE type)
:Object(collisionFuncAfter,type)
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type)
:Object(rigidBody, collisionFuncAfter, type)
{
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
{
this->extraDamageOnCollision = extraDamageOnCollision;
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
{
this->extraDamageOnCollision = extraDamageOnCollision;
//use setMass(when it is made) and set the mass to 0 in order to ensure that the object is static
}
StaticObject::~StaticObject(void)
{

View File

@ -8,6 +8,7 @@
#include "Object.h"
namespace GameLogic
{
@ -16,11 +17,12 @@ namespace GameLogic
public:
StaticObject();
StaticObject(OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody, OBJECT_TYPE type);
StaticObject( void* collisionFuncAfter, OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void* collisionFuncAfter, OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*collisionFuncAfter)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), OBJECT_TYPE type);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
StaticObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision);
~StaticObject(void);

View File

@ -19,7 +19,11 @@ Weapon::Weapon()
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
{
attatchmentSockets.Resize(MaxNrOfSockets);
attatchmentSockets[0] = new AttatchmentSocket();
for(int i = 0; i < MaxNrOfSockets; i++)
{
attatchmentSockets[i] = new AttatchmentSocket();
}
weaponState = WEAPON_STATE_IDLE;
currentNrOfAttatchments = 0;
@ -37,10 +41,14 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
Weapon::~Weapon(void)
{
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
{
if(this->attatchmentSockets[i])
{
delete this->attatchmentSockets[i];
this->attatchmentSockets[i] = 0;
}
}
}
/********************************************************

View File

@ -46,7 +46,7 @@ namespace Oyster
private:
//Implement this in the inherited classes for collision against that shape.
virtual bool Collision(InputClass *input) = 0;
virtual bool Collision(MouseInput& input) = 0;
public:
EventButton();
@ -56,7 +56,7 @@ namespace Oyster
EventButton(EventFunc func, Owner owner, void* userData);
virtual ~EventButton();
void Update(InputClass *input);
void Update(MouseInput& input);
//Send event to callback function
void SendEvent(ButtonState state);
@ -135,16 +135,18 @@ namespace Oyster
//Checks for collision and
template <typename Owner>
void EventButton<Owner>::Update(InputClass *input)
void EventButton<Owner>::Update(MouseInput& input)
{
if(this->privData.enabled)
{
ButtonState currentState = ButtonState_None;
static bool outside = false;
static bool clicked = false;
//Check for collision against the button.
if(Collision(input))
{
if(input->IsMousePressed())
if(input.mouseButtonPressed)
{
//Change state when the mouse button is pressed
switch(this->privData.previousState)

View File

@ -15,11 +15,12 @@ EventButtonCollection::EventButtonCollection(EventCollectionState state)
EventButtonCollection::~EventButtonCollection()
{
for(int i = 0; i < EventHandler::Instance().collections.size(); i++)
for(int i = 0; i < (int)EventHandler::Instance().collections.size(); i++)
{
if(EventHandler::Instance().collections.at(i) == this)
{
EventHandler::Instance().collections.erase(EventHandler::Instance().collections.begin() + i);
break;
}
}
@ -31,24 +32,35 @@ EventButtonCollection::~EventButtonCollection()
}
}
void EventButtonCollection::Update(InputClass* inputObject)
void EventButtonCollection::Update(MouseInput& input)
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->Update(inputObject);
buttons[i]->Update(input);
}
}
}
void EventButtonCollection::Render()
void EventButtonCollection::RenderTexture()
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->Render();
buttons[i]->RenderTexture();
}
}
}
void EventButtonCollection::RenderText()
{
if(this->collectionState == EventCollectionState_Enabled)
{
for(int i = 0; i < (int)buttons.size(); i++)
{
buttons[i]->RenderText();
}
}
}

View File

@ -36,8 +36,9 @@ namespace Oyster
EventButtonCollection(EventCollectionState state = EventCollectionState_Enabled);
~EventButtonCollection();
void Update(InputClass* inputObject);
void Render();
void Update(MouseInput& input);
void RenderTexture();
void RenderText();
/*Add a button to the collection when a button is added to the collection you are not allowed to delete it.
*/

View File

@ -19,44 +19,41 @@ EventHandler::EventHandler()
EventHandler::~EventHandler()
{
int size = collections.size();
for(int i = 0; i < size; i++)
{
delete collections[i];
collections[i] = NULL;
}
Clean();
}
void EventHandler::Clean()
{
int size = collections.size();
for(int i = 0; i < size; i++)
{
delete collections[i];
collections[i] = NULL;
}
collections.clear();
}
void EventHandler::Update(InputClass* inputObject)
void EventHandler::Update(MouseInput& input)
{
for(int i = 0; i < (int)collections.size(); i++)
{
collections.at(i)->Update(inputObject);
collections.at(i)->Update(input);
}
}
void EventHandler::Render()
void EventHandler::RenderTexture()
{
for(int i = 0; i < (int)collections.size(); i++)
{
collections.at(i)->Render();
collections.at(i)->RenderTexture();
}
}
void EventHandler::RenderText()
{
for(int i = 0; i < (int)collections.size(); i++)
{
collections.at(i)->RenderText();
}
}
void EventHandler::AddCollection(EventButtonCollection* collection)
{
for(int i = 0; i < collections.size(); i++)
for(int i = 0; i < (int)collections.size(); i++)
{
//Do not add the collection if it's already in the list.
if(collections.at(i) == collection)
@ -65,14 +62,12 @@ void EventHandler::AddCollection(EventButtonCollection* collection)
collections.push_back(collection);
}
void EventHandler::DeleteCollection(EventButtonCollection* collection)
void EventHandler::ReleaseCollection(EventButtonCollection* collection)
{
for(int i = 0; i < collections.size(); i++)
for(int i = 0; i < (int)collections.size(); i++)
{
if(collections.at(i) == collection)
{
delete collection;
collection = NULL;
collections.erase(collections.begin() + i);
break;
}

View File

@ -26,14 +26,16 @@ namespace Oyster
void Clean();
void Update(InputClass* inputObject);
void Render();
void Update(MouseInput& input);
void RenderTexture();
void RenderText();
/*Add a collection to the EventHandler will only add collections not already present in the list.
*/
void AddCollection(EventButtonCollection* collection);
void DeleteCollection(EventButtonCollection* collection);
void ReleaseCollection(EventButtonCollection* collection);
private:
//Can't copy this class.
@ -43,7 +45,7 @@ namespace Oyster
private:
std::vector<EventButtonCollection*> collections;
//EventButtonCollection is a firend so it can delete it self.
//EventButtonCollection is a friend so it can delete it self.
friend class EventButtonCollection;
};
}

View File

@ -20,13 +20,23 @@ namespace Oyster
ButtonState_Released,
};
//Takes normalized device coordinates
struct MouseInput
{
//Normalized device coordinates
float x, y;
bool mouseButtonPressed;
};
class IEventButton
{
public:
virtual ~IEventButton(){}
virtual void Render() = 0;
virtual void Update(InputClass *input) = 0;
virtual void RenderTexture() = 0;
virtual void RenderText() = 0;
virtual void Update(MouseInput& input) = 0;
virtual void SendEvent(ButtonState state) = 0;

View File

@ -21,6 +21,9 @@
#include <queue>
#include <WinSock2.h>
//For conversion from wstring to string
#include <codecvt>
using namespace Oyster::Network;
using namespace Oyster::Thread;
using namespace Utility::DynamicMemory;
@ -293,6 +296,17 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
return true;
}
bool NetworkClient::Connect(unsigned short port, std::wstring serverIP)
{
//Convert from wstring to string.
typedef std::codecvt_utf8<wchar_t> convert_typeX;
std::wstring_convert<convert_typeX, wchar_t> converterX;
std::string ip = converterX.to_bytes(serverIP);
return this->Connect(port, ip.c_str());
}
void NetworkClient::Disconnect()
{
if(!privateData) return;

View File

@ -88,6 +88,11 @@ namespace Oyster
*/
bool Connect(unsigned short port, const char serverIP[]);
/**
*
*/
bool Connect(unsigned short port, std::wstring serverIP);
/**
*
*/

View File

@ -73,6 +73,15 @@ namespace Oyster
int offset;
float coff;
};
struct BlurrData
{
unsigned int StartX;
unsigned int StartY;
unsigned int StopX;
unsigned int StopY;
Math::Float4 BlurMask;
};
}
}
}

View File

@ -87,6 +87,7 @@ namespace Oyster
m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true;
m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -158,7 +159,7 @@ namespace Oyster
Render::Gui::Begin2DRender();
}
void API::RenderGuiElement(API::Texture tex, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color)
{
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
}
@ -191,9 +192,9 @@ namespace Oyster
Render::Gui::Begin2DTextRender();
}
void API::RenderText(std::wstring text, Math::Float2 Pos, Math::Float2 Size, Math::Float3 color)
void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color)
{
Render::Gui::RenderText(text,Pos,Size,color);
Render::Gui::RenderText(text, Pos, Size, FontSize, color);
}
}
}

View File

@ -57,13 +57,13 @@ 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::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(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::Float2 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1));
//! @brief Performs light calculations, post effects and presents the scene
static void EndFrame();

View File

@ -23,6 +23,7 @@ namespace Oyster
{
ModelInfo* info;
Oyster::Math::Float4x4 WorldMatrix;
Oyster::Math::Float3 Tint;
bool Visible;
AnimationData Animation;
};

View File

@ -138,6 +138,10 @@ namespace Oyster
memcpy(data,&(pm),sizeof(pm));
Resources::Gather::ModelData.Unmap();
data = Render::Resources::Color.Map();
memcpy(data,&models[i].Tint,sizeof(Math::Float3));
Render::Resources::Color.Unmap();
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
@ -158,6 +162,46 @@ namespace Oyster
}
}
void BlurGlow()
{
Definitions::BlurrData bd;
bd.BlurMask = Math::Float4(1,1,1,1);
bd.StopX = Core::resolution.x/2;
bd.StopY = Core::resolution.y;
bd.StartX = 0;
bd.StartY = Core::resolution.y/2;
void* data = Resources::Blur::Data.Map();
memcpy(data,&bd,sizeof(Definitions::BlurrData));
Resources::Blur::Data.Unmap();
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void BlurSSAO()
{
Definitions::BlurrData bd;
bd.BlurMask = Math::Float4(0,0,0,1);
bd.StopX = Core::resolution.x/2;
bd.StopY = Core::resolution.y/2;
bd.StartX = 0;
bd.StartY = 0;
void* data = Resources::Blur::Data.Map();
memcpy(data,&bd,sizeof(Definitions::BlurrData));
Resources::Blur::Data.Unmap();
Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x/2 + 127U) / 128U), (UINT)(Core::resolution.y/2), 1);
Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
}
void DefaultRenderer::EndFrame()
{
@ -165,11 +209,9 @@ namespace Oyster
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
//Core::PipelineManager::SetRenderPass(Resources::Blur::HorPass);
//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
BlurGlow();
//Core::PipelineManager::SetRenderPass(Resources::Blur::VertPass);
//Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);
BlurSSAO();
Core::PipelineManager::SetRenderPass(Resources::Post::Pass);

View File

@ -16,7 +16,7 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
}
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float2 pos, Math::Float2 size, Math::Float3 color)
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color)
{
Core::deviceContext->PSSetShaderResources(0,1,&tex);
@ -28,6 +28,7 @@ namespace Oyster
gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y;
gd.Translation.m43 = pos.z;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
@ -35,9 +36,9 @@ namespace Oyster
memcpy(data,&gd,sizeof(Definitions::GuiData));
Render::Resources::Gui::Data.Unmap();
data = Render::Resources::Gui::Color.Map();
data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap();
Render::Resources::Color.Unmap();
Core::deviceContext->Draw(1,0);
@ -49,10 +50,10 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
}
void Gui::RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 color)
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color)
{
size.x = size.x / (text.length() * TEXT_SPACING /2);
//size.x = size.x / (text.length() * TEXT_SPACING /2);
pos *= 2;
@ -60,15 +61,18 @@ namespace Oyster
pos.y *= -1;
pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2);
//pos.x = pos.x - (size.x * (text.length()-1) * TEXT_SPACING /2);
pos.x = pos.x + size.x/ (text.length() * TEXT_SPACING/2);
pos.y = pos.y - size.y/2;
Definitions::GuiData gd;
gd.Translation = Math::Matrix::identity;
gd.Translation.m41 = pos.x;
gd.Translation.m42 = pos.y;
gd.Translation.m11 = size.x;
gd.Translation.m22 = size.y;
gd.Translation.m43 = pos.z;
gd.Translation.m11 = FontSize * 0.8f;
gd.Translation.m22 = FontSize;
void* data = Render::Resources::Gui::Data.Map();
@ -76,25 +80,26 @@ namespace Oyster
Render::Resources::Gui::Data.Unmap();
Definitions::Text2D tmpInst;
data = Render::Resources::Gui::Color.Map();
data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3));
Render::Resources::Gui::Color.Unmap();
Render::Resources::Color.Unmap();
void* dest = Resources::Gui::Text::Vertex.Map();
Definitions::Text2D* dataView = reinterpret_cast<Definitions::Text2D*>(dest);
//tmpInst.charOffset=_pos;
for (unsigned int i=0; i<text.length(); i++)
{
tmpInst.coff=(1.0f/TEXT_NR_LETTERS);
tmpInst.offset=text[i]-32;
tmpInst.pos=i*(size.x * TEXT_SPACING);
//float tst=getCharID(_str[i]);
//tmpInst.offset=tst;
//tmpInst.charOffset.x=_pos.x-i*TEXT_SIZE;
//tmpInst.data=tst;
tmpInst.pos=i*(FontSize * 0.8f * TEXT_SPACING);
if(tmpInst.pos > size.x)
{
text = text.substr(0,i-1);
break;
}
dataView[i]=tmpInst;
}
//TextInstances[_id].NumLetters=instances;
Resources::Gui::Text::Vertex.Unmap();

View File

@ -12,9 +12,9 @@ namespace Oyster
{
public:
static void Begin2DRender();
static void Render(ID3D11ShaderResourceView* tex, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
static void Begin2DTextRender();
static void RenderText(std::wstring text, Math::Float2 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1));
};
}
}

View File

@ -23,7 +23,7 @@ namespace Oyster
{
namespace Render
{
#pragma region Declare Static
ID3D11RenderTargetView* Resources::GBufferRTV[Resources::GBufferSize] = {0};
ID3D11ShaderResourceView* Resources::GBufferSRV[Resources::GBufferSize] = {0};
@ -45,9 +45,10 @@ namespace Oyster
Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Gui::Color = Buffer();
Buffer Resources::Color = Buffer();
Buffer Resources::Gui::Text::Vertex = Buffer();
Buffer Resources::Post::Data = Buffer();
Buffer Resources::Blur::Data = Buffer();
Buffer Resources::Light::PointLightsData = Buffer();
ID3D11ShaderResourceView* Resources::Light::PointLightView = NULL;
@ -61,6 +62,7 @@ namespace Oyster
ID3D11BlendState* Resources::RenderStates::bs = NULL;
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
#pragma endregion
Core::Init::State Resources::InitShaders()
@ -121,7 +123,7 @@ namespace Oyster
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
desc.ElementSize = sizeof(Math::Float3);
Gui::Color.Init(desc);
Color.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
desc.NumElements = 1;
@ -135,6 +137,9 @@ namespace Oyster
desc.ElementSize = sizeof(Definitions::LightConstants);
Light::LightConstantsData.Init(desc);
desc.ElementSize = sizeof(Definitions::BlurrData);
Blur::Data.Init(desc);
desc.ElementSize = sizeof(Definitions::Pointlight);
desc.NumElements = MaxLightSize;
desc.Type = Buffer::STRUCTURED_BUFFER;
@ -235,6 +240,9 @@ namespace Oyster
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&LBufferSRV[i],&LBufferUAV[i]);
}
//Blur
Core::Init::CreateLinkedShaderResourceFromTexture(NULL,&Blur::BufferSRV,&Blur::BufferUAV);
Buffer* b = &Light::PointLightsData;
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&Light::PointLightView,NULL);
@ -342,6 +350,7 @@ namespace Oyster
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.CBuffers.Pixel.push_back(Color);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss;
@ -376,6 +385,8 @@ namespace Oyster
}
Post::Pass.UAV.Compute.push_back(Core::backBufferUAV);
Post::Pass.CBuffers.Compute.push_back(Post::Data);
Post::Pass.RenderStates.SampleCount = 1;
Post::Pass.RenderStates.SampleState = RenderStates::ss;
////---------------- GUI Pass Setup ----------------------------
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
@ -383,7 +394,7 @@ namespace Oyster
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(Gui::Color);
Gui::Pass.CBuffers.Pixel.push_back(Color);
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{
@ -411,6 +422,9 @@ namespace Oyster
//And the Ambient UAV is now the output texture
Blur::VertPass.UAV.Compute.push_back(LBufferUAV[2]);
Blur::HorPass.CBuffers.Compute.push_back(Blur::Data);
Blur::VertPass.CBuffers.Compute.push_back(Blur::Data);
////---------------- 2DText Pass Setup ----------------------------
Gui::Text::Pass.Shaders.Vertex = GetShader::Vertex(L"2DText");
Gui::Text::Pass.Shaders.Geometry = GetShader::Geometry(L"2DText");
@ -427,7 +441,7 @@ namespace Oyster
Shader::CreateInputLayout(Text2Ddesc,3, GetShader::Vertex(L"2DText") ,Gui::Text::Pass.IAStage.Layout);
Gui::Text::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Text::Pass.CBuffers.Pixel.push_back(Gui::Color);
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.RenderStates.SampleCount = 1;
@ -455,9 +469,10 @@ namespace Oyster
Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer();
Gui::Data.~Buffer();
Gui::Color.~Buffer();
Color.~Buffer();
Gui::Text::Vertex.~Buffer();
Post::Data.~Buffer();
Blur::Data.~Buffer();
SAFE_RELEASE(Light::PointLightView);
SAFE_RELEASE(Light::SSAOKernel);
SAFE_RELEASE(Light::SSAORandom);

View File

@ -31,6 +31,9 @@ namespace Oyster
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
static Core::Buffer Color;
struct RenderStates
{
static ID3D11RasterizerState* rs;
@ -61,7 +64,6 @@ namespace Oyster
{
static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data;
static Core::Buffer Color;
struct Text
{
static Core::PipelineManager::RenderPass Pass;
@ -79,6 +81,8 @@ namespace Oyster
//Blur UAV and SRV
static ID3D11UnorderedAccessView* BufferUAV;
static ID3D11ShaderResourceView* BufferSRV;
static Core::Buffer Data;
};
struct Post

View File

@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
if(gThreadID.x < blurRadius)
{
int x = max(ThreadID.x-blurRadius,0);
gCache[gThreadID.x] = inTex[int2(x,ThreadID.y)];
gCache[gThreadID.x] = inTex[min(int2(x,ThreadID.y) + Start, Stop-1)];
}
if(gThreadID.x >= N-blurRadius)
{
int x = min(ThreadID.x+blurRadius,inTex.Length.x-1);
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y)];
int x = min(ThreadID.x+blurRadius,Stop.x-1);
gCache[gThreadID.x+2*blurRadius] = inTex[int2(x,ThreadID.y) + Start];
}
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy,inTex.Length.xy-1)];
gCache[gThreadID.x+blurRadius] = inTex[min(ThreadID.xy + Start, Stop-1)];
GroupMemoryBarrierWithGroupSync();
@ -27,7 +27,6 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
blurCol +=Weights[i + blurRadius] * gCache[k];
}
outTex[ThreadID.xy] = blurCol;
//Output[ThreadID.xy] = Diffuse[((ThreadID.xy))];
outTex[ThreadID.xy + Start] = blurCol * BlurMask + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);
}

View File

@ -3,12 +3,26 @@
cbuffer BlurrData : register(b1)
{
//static const int blurRadius = 0;
//static const float Weights[1] =
//{
// 1.0f
//};
/*static const int blurRadius = 4;
static const float Weights[9] =
{
0.05f, 0.05f, 0.1f, 0.15f, 0.3f, 0.15f, 0.1f, 0.05f, 0.05f
};*/
static const int blurRadius = 5;
static const float Weights[11] =
{
0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
};
};
static const int blurRadius = 4;
#define N 128
#define gSize (N+2*blurRadius)
@ -17,14 +31,13 @@ groupshared float4 gCache[gSize];
Texture2D inTex : register(t0);
RWTexture2D<float4> outTex : register(u0);
//cbuffer BlurrData : register(c0)
//{
// static const int blurRadius = 5;
// static const float Weights[11] =
// {
// 0.05f,0.05f,0.1f,0.1f,0.1f,0.2f,0.1f,0.1f,0.1f,0.05f,0.05f
// };
//};
cbuffer BlurrData : register(b0)
{
uint2 Start;
uint2 Stop;
float4 BlurMask;
};
//[numthreads(16,16,1)]
//void TryCompute(uint3 ThreadID : SV_DispatchThreadID)

View File

@ -7,14 +7,14 @@ void main(int3 ThreadID : SV_DispatchThreadID, int3 gThreadID : SV_GroupThreadID
if(gThreadID.y < blurRadius)
{
int y = max(ThreadID.y-blurRadius,0);
gCache[gThreadID.y] = inTex[int2(ThreadID.x,y)];
gCache[gThreadID.y] = inTex[min(int2(ThreadID.x,y) + Start, Stop-1)];
}
if(gThreadID.y >= N-blurRadius)
{
int y = min(ThreadID.y+blurRadius,inTex.Length.y-1);
gCache[gThreadID.y+2*blurRadius] = inTex[int2(ThreadID.x,y)];
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,inTex.Length.xy-1)];
gCache[gThreadID.y+blurRadius] = inTex[min(ThreadID.xy + Start, Stop.xy-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] = blurCol;
//Output[ThreadID.xy] = inTex[((ThreadID.xy))];
outTex[ThreadID.xy + Start] = blurCol + inTex[ThreadID.xy + Start] * ( float4(1,1,1,1) - BlurMask);;
//outTex[ThreadID.xy] = inTex[ThreadID.xy];
}

View File

@ -1,9 +1,51 @@
#include "Header.hlsli"
float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
{
// get edge vectors of the pixel triangle
float3 dp1 = ddx( p );
float3 dp2 = ddy( p );
float2 duv1 = ddx( uv );
float2 duv2 = ddy( uv );
// solve the linear system
float3 dp2perp = cross( dp2, N );
float3 dp1perp = cross( N, dp1 );
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) );
return float3x3( T * invmax, B * invmax, N );
}
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
float3 map = Normal.Sample(S1,texcoord).xyz;
map = map * 255./127. - 128./127.;
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
float3x3 TBN = cotangent_frame( N, -V, texcoord );
return normalize( mul(transpose(TBN), map) );
}
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV);
output.NormalSpec = float4(normalize(input.normal), Normal.Sample(S1,input.UV).w);
output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
float3 normal = normalize(input.normal);
normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
//output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0);
return output;
}

View File

@ -14,6 +14,7 @@ VertexOut main( VertexIn input )
input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated);
output.pos = mul(WVP, float4(input.pos,1));
output.ViewPos = mul(WV, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
return output;

View File

@ -12,7 +12,7 @@ struct VertexIn
struct VertexOut
{
float4 pos : SV_POSITION;
//float4 ViewPos : POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
//float3 tangent : TANGENT;
@ -42,3 +42,8 @@ cbuffer PerModel : register(b1)
int Animated;
float3 Pad;
}
cbuffer Tint : register(b0)
{
float3 Color;
}

View File

@ -24,5 +24,7 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
output.Diffuse = float3(0,0,0);
output.Specular = float3(0,0,0);
}
float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f;
output.Specular = output.Specular * SpecCo;
return output;
}

View File

@ -36,7 +36,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
Ambient[DTid.xy/2] = float4(DiffuseGlow[DTid.xy].xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
//Ambient[DTid.xy] = GUI[DTid.xy];
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffuseGlow[DTid.xy].xyz * DiffuseGlow[DTid.xy].w*10,1);
}
}

View File

@ -4,6 +4,8 @@ Texture2D Ambient : register(t2);
RWTexture2D<float4> Output;
SamplerState S1 : register(s0);
cbuffer Size : register(b0)
{
int2 Pixels;
@ -11,16 +13,40 @@ cbuffer Size : register(b0)
#define AmbFactor 0.8f;
float4 SuperSample(float4 Glow, uint3 DTid)
{
// Line X
float2 index = (float2)(DTid.xy/2);
index += float2(0,Output.Length.y/2);
index = index / Output.Length;
Glow = Ambient.SampleLevel(S1, index,1);
//Line Y+1
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)+1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)+1)];
//Line Y-1
//Glow += Ambient[DTid.xy/2 + uint2(1,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(0,(Output.Length.y/2)-1)] + Ambient[DTid.xy/2 + uint2(-1,(Output.Length.y/2)-1)];
//Glow = Glow/9;
return Glow;
}
[numthreads(16, 16, 1)]
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 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(Pixels.x/2,0);
uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0);
float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz;
PostLight = PostLight + Light.xyz; // + Glow;
GUI = float4(Ambient[index]);
PostLight = PostLight * (1 - GUI.w);
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
//Output[DTid.xy] = Glow;
}

View File

@ -171,12 +171,15 @@ HRESULT InitDirect3D()
}
m = Oyster::Graphics::API::CreateModel(L"crate_colonists.dan");
m->WorldMatrix.m[0][0] = 50;
m->WorldMatrix.m[1][1] = 50;
m->WorldMatrix.m[2][2] = 0.00000005f;
//m->WorldMatrix.m[0][0] = 50;
//m->WorldMatrix.m[1][1] = 50;
//m->WorldMatrix.m[2][2] = 0.00000005f;
m2 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->Tint = Oyster::Math::Float3(0.1f,0.1f,1);
m3 = Oyster::Graphics::API::CreateModel(L"char_temporary.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
Oyster::Graphics::API::PlayAnimation(m2, L"movement",false);
Oyster::Graphics::API::PlayAnimation(m2, L"movement", true);
Oyster::Graphics::API::PlayAnimation(m3, L"movement", true);
t = Oyster::Graphics::API::CreateTexture(L"structure_corp_mdg.png");
t2 = Oyster::Graphics::API::CreateTexture(L"whiteGui.png");
@ -189,22 +192,22 @@ HRESULT InitDirect3D()
pl.Color = Oyster::Math::Float3(1,0,0);
pl.Bright = 1;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(-20,0,0);
pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl);
pl.Color = Oyster::Math::Float3(0,1,0);
pl.Bright = 1;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(0,20,0);
pl.Radius = 90;
Oyster::Graphics::API::AddLight(pl);
pl.Color = Oyster::Math::Float3(0,0,1);
pl.Bright = 1;
pl.Color = Oyster::Math::Float3(1,1,1);
pl.Bright = 0.5f;
pl.Pos = Oyster::Math::Float3(0,0,20);
pl.Radius = 90;
@ -217,7 +220,9 @@ float angle = 0;
HRESULT Update(float deltaTime)
{
//angle += Oyster::Math::pi/16 * deltaTime;
m->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0) * angle,Oyster::Math::Float3(0,0,0),Oyster::Math::Float3::null);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * angle,Oyster::Math::Float3(4,0,0),Oyster::Math::Float3::null);
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0) * -angle,Oyster::Math::Float3(-4,0,0),Oyster::Math::Float3::null);
//Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
Oyster::Graphics::API::Update(deltaTime);
//m2->Animation.data.AnimationTime += deltaTime;// * 0.5f;
@ -231,16 +236,17 @@ HRESULT Render(float deltaTime)
Oyster::Graphics::API::RenderModel(m);
Oyster::Graphics::API::RenderModel(m2);
Oyster::Graphics::API::RenderModel(m3);
Oyster::Graphics::API::StartGuiRender();
Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1));
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(1,0,0));
//Oyster::Graphics::API::RenderGuiElement(t,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1), Oyster::Math::Float3(0,0,1));
//Oyster::Graphics::API::RenderGuiElement(t2,Oyster::Math::Float2(0.5f,0.5f),Oyster::Math::Float2(1,1),Oyster::Math::Float3(1,0,0));
Oyster::Graphics::API::StartTextRender();
std::wstring fps;
float f = 1/deltaTime;
fps = std::to_wstring(f);
//Oyster::Graphics::API::RenderText(L"Lanariel",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
//Oyster::Graphics::API::RenderText(L"Lanariel WAS HERE",Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f));
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float2(0.5f,0.1f),Oyster::Math::Float3(0,1,0));
Oyster::Graphics::API::RenderText(fps,Oyster::Math::Float3(0.5f,0.1f,1.0f),Oyster::Math::Float2(0.5f,0.1f), 0.08f, Oyster::Math::Float3(0,1,0));
Oyster::Graphics::API::EndFrame();
return S_OK;