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

This commit is contained in:
dean11 2014-02-20 12:45:25 +01:00
commit 6414fc1a4f
24 changed files with 389 additions and 28 deletions

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@ -5,7 +5,7 @@ C_Object::C_Object()
world = Oyster::Math::Float4x4::identity;
position = Oyster::Math::Float3::null;
rotation = Oyster::Math::Quaternion::identity;
scale = Oyster::Math::Float3::null;
scale = Oyster::Math::Float3(1);
id = 0;
model = NULL;
@ -89,7 +89,10 @@ int C_Object::GetId() const
}
void C_Object::Render()
{
Oyster::Graphics::API::RenderModel(model);
if( this->model )
{
Oyster::Graphics::API::RenderModel(model);
}
}
void C_Object::Release()
{
@ -100,6 +103,26 @@ void C_Object::Release()
}
}
Oyster::Math::Float3 C_Object::GetTint()
{
return model->Tint;
}
Oyster::Math::Float3 C_Object::GetGlowTint()
{
return model->GlowTint;
}
void C_Object::SetTint(Oyster::Math::Float3 tint)
{
model->Tint = tint;
}
void C_Object::SetGlowTint(Oyster::Math::Float3 tint)
{
model->GlowTint = tint;
}
////////////////////////////////////////////////
@ -113,14 +136,16 @@ bool C_Object::InitRB(RBInitData RBInit)
type = RBInit.type;
return true;
}
void C_Object::updateRBWorld()
{
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->position);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->rotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->scale);
RBworld = translation * rot * scale;
}
Oyster::Math::Float4x4 C_Object::getRBWorld() const
{
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(this->RBposition);
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(this->RBscale);
Oyster::Math3D::Float4x4 world = translation * rot * scale;
return world;
return RBworld;
}
void C_Object::setRBPos(Oyster::Math::Float3 newPos)
{

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@ -40,6 +40,7 @@ namespace DanBias
Oyster::Math::Float3 scale;
// RB DEBUG
Oyster::Math::Float4x4 RBworld;
Oyster::Math::Float3 RBposition;
Oyster::Math::Quaternion RBrotation;
Oyster::Math::Float3 RBscale;
@ -66,7 +67,15 @@ namespace DanBias
void addScale(Oyster::Math::Float3 deltaScale);
Oyster::Math::Float3 getScale() const;
Oyster::Math::Float3 GetTint();
Oyster::Math::Float3 GetGlowTint();
void SetTint(Oyster::Math::Float3);
void SetGlowTint(Oyster::Math::Float3);
// RB DEBUG
void updateRBWorld();
bool InitRB(RBInitData modelInit);
Oyster::Math::Float4x4 getRBWorld() const;
void setRBPos(Oyster::Math::Float3 newPos);

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@ -126,6 +126,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
RBData.position = position;
RBData.rotation = ArrayToQuaternion( rotation );
RBData.scale = scale;
RBData.type = RB_Type_Cube;
// !RB DEBUG
if( isMyPlayer )
{
@ -138,7 +139,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f );
offset.y = this->privData->player.getScale().y * 0.9f;
// DEBUG position of camera so we can see the player model
offset.y = this->privData->player.getScale().y * 5.0f;
offset.z = this->privData->player.getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
}
@ -182,7 +186,9 @@ bool GameState::Render()
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
if( dynamicObject->second )
{
dynamicObject->second->Render();
}
}
@ -327,7 +333,11 @@ void GameState::ReadKeyInput()
{
static const float mouseSensitivity = Radian( 1.0f );
this->privData->camera.PitchDown( this->privData->input->GetPitch() * mouseSensitivity );
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(this->privData->input->GetYaw() * mouseSensitivity) );
float yaw = this->privData->input->GetYaw();
//if( yaw != 0.0f ) //This made the camera reset to a specific rotation.
{
this->privData->nwClient->Send( Protocol_PlayerLeftTurn(yaw * mouseSensitivity) );
}
}
// shoot
@ -496,6 +506,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
this->privData->camera.SetRotation( rotation );
this->privData->player.setPos( position );
this->privData->player.setRot( rotation );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( position );
this->privData->player.setRBRot ( rotation );
this->privData->player.updateRBWorld();
// !RB DEBUG
}
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
@ -504,9 +520,11 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
{
object->setPos( position );
object->setRot( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
}
}

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@ -79,9 +79,10 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{
bool test = this->privData->input->IsMousePressed();
if(test)
{
{ // HACK: debug trap still in use?
int i = 0;
};
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
}

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@ -157,6 +157,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
RBData.type = RB_Type_Cube;
staticObject->InitRB( RBData );
staticObject->updateRBWorld();
}
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
@ -166,6 +167,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
RBData.type = RB_Type_Sphere;
staticObject->InitRB( RBData );
staticObject->updateRBWorld();
}
// !RB DEBUG

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@ -5,7 +5,7 @@ using namespace GameLogic;
Game::PlayerData::PlayerData()
{
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
Oyster::Math::Float height = 2.0f;
Oyster::Math::Float radius = 0.5f;
Oyster::Math::Float mass = 40;
@ -24,7 +24,7 @@ Game::PlayerData::PlayerData()
Game::PlayerData::PlayerData(int playerID,int teamID)
{
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
Oyster::Math::Float height = 2.0f;
Oyster::Math::Float radius = 0.5f;
Oyster::Math::Float mass = 40;

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@ -300,6 +300,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
if (dynamicGameObj != NULL)
{
dynamicGameObj->GetRigidBody()->SetSubscription(Level::PhysicsOnMoveLevel);
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
}
}

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@ -127,7 +127,7 @@ void Player::BeginFrame()
}
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
{
/* Dampen when on the ground and not being moved by the player */
linearVelocity *= 0.2f;

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@ -97,6 +97,8 @@ namespace GameLogic
{
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->deltaRadian = deltaRadian;
}

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@ -28,6 +28,7 @@
<ClCompile Include="Source\Win32\Win32Mouse.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Include\ApplicationKeyboard.h" />
<ClInclude Include="Include\Common.h" />
<ClInclude Include="Include\Input.h" />
<ClInclude Include="Include\InputManager.h" />
@ -35,6 +36,7 @@
<ClInclude Include="Include\Keyboard.h" />
<ClInclude Include="Include\Mouse.h" />
<ClInclude Include="Include\PreReq.h" />
<ClInclude Include="Include\Win32\Win32ApplicationKeyboard.h" />
<ClInclude Include="Include\Win32\Win32Input.h" />
<ClInclude Include="Include\Win32\Win32Keyboard.h" />
<ClInclude Include="Include\Win32\Win32Mouse.h" />

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@ -189,7 +189,7 @@ float InputClass::GetPitch( )
float InputClass::GetYaw( )
{
float dX = (static_cast<float>( m_mouseState.lX)/5);
return -dX;
return dX;
}
bool InputClass::IsMousePressed()

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@ -0,0 +1,218 @@
#include "ConnectionUDP.h"
#include <WinSock2.h>
using namespace Oyster::Network;
ConnectionUDP::ConnectionUDP()
{
this->ipSize = 16;
this->socket = -1;
this->stillSending = false;
this->closed = true;
this->Address = NULL;
}
ConnectionUDP::ConnectionUDP( int socket )
{
this->ipSize = 16;
this->socket = socket;
this->stillSending = false;
this->closed = true;
this->Address = NULL;
}
ConnectionUDP::~ConnectionUDP()
{
closesocket( this->socket );
}
int ConnectionUDP::Connect(unsigned short port, const char serverName[])
{
this->port = port;
closed = false;
stillSending = true;
struct hostent *hostEnt;
if((hostEnt = gethostbyname(serverName)) == NULL)
{
return SOCKET_ERROR;
}
this->Address = *(unsigned long*)hostEnt->h_addr;
this->port = htons(this->port);
return 0;
}
int ConnectionUDP::Disconnect()
{
int result = closesocket(this->socket);
if(result == SOCKET_ERROR)
{
return result;
}
return 0;
}
int ConnectionUDP::InitiateServer(unsigned short port)
{
int errorCode = 0;
if((errorCode = InitiateSocket()) != 0)
{
return errorCode;
}
struct sockaddr_in server;
server.sin_family = AF_INET;
server.sin_addr.s_addr = INADDR_ANY;
server.sin_port = htons(port);
if(bind(this->socket, (sockaddr*)&server, sizeof(server)) == SOCKET_ERROR)
{
errorCode = SOCKET_ERROR;
closesocket(this->socket);
return errorCode;
}
closed = false;
stillSending = true;
return 0;
}
int ConnectionUDP::InitiateClient()
{
return InitiateSocket();
}
int ConnectionUDP::InitiateBroadcast(unsigned short port)
{
int result = InitiateSocket();
int flag = 1;
result = setsockopt(this->socket, /* socket affected */
SOL_SOCKET, /* set option at TCP level */
SO_BROADCAST, /* name of option */
(char *) &flag, /* the cast is historical cruft */
sizeof(flag)); /* length of option value */
if (result < 0)
return -1;
}
int ConnectionUDP::Send(OysterByte &bytes)
{
int nBytes;
struct sockaddr_in reciever;
reciever.sin_family = AF_INET;
reciever.sin_addr.s_addr = this->Address;
reciever.sin_port = port;
//printf("Send: %d\n", bytes.GetSize());
nBytes = sendto(this->socket,
bytes,
bytes.GetSize(),
0,
(sockaddr*)&reciever,
sizeof(sockaddr_in)
);
if ( nBytes != bytes.GetSize() )
{
return nBytes;
}
return 0;
}
int ConnectionUDP::Recieve(OysterByte &bytes)
{
int nBytes;
sockaddr_in from;
int fromLength = sizeof( from );
bytes.Resize(1000);
nBytes = recvfrom(this->socket,
bytes,
1000,
0,
(sockaddr*)&from,
&fromLength
);
if(nBytes <= 0)
{
bytes.SetSize(0);
return WSAGetLastError();
}
else
{
bytes.SetSize(nBytes);
}
//address and port of the client who sent the message
unsigned int from_address = ntohl( from.sin_addr.s_addr );
unsigned int from_port = ntohs( from.sin_port );
return 0;
}
bool ConnectionUDP::IsSending()
{
return stillSending;
}
bool ConnectionUDP::IsConnected()
{
if(closed)
{
return false;
}
return true;
}
int ConnectionUDP::SetBlockingMode( bool blocking )
{
DWORD nonBlocking;
if(blocking)
{
nonBlocking = 0;
}
else
{
nonBlocking = 1;
}
int result = ioctlsocket(this->socket, FIONBIO, &nonBlocking);
if(result != 0)
{
return result;
}
//Success
return 0;
}
//////////////////////////////////////
// Private Methods
//////////////////////////////////////
int ConnectionUDP::InitiateSocket()
{
this->socket = (int)::socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if(this->socket == SOCKET_ERROR)
{
return socket;
}
return 0;
}

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@ -0,0 +1,57 @@
#ifndef NETWORK_DEPENDENCIES_CONNECTIONUDP_H
#define NETWORK_DEPENDENCIES_CONNECTIONUDP_H
//////////////////////////////////
// Created by Sam Svensson 2013 //
//////////////////////////////////
#include "IConnection.h"
#include "../NetworkDependencies/OysterByte.h"
namespace Oyster
{
namespace Network
{
class ConnectionUDP : public IConnection
{
public:
ConnectionUDP();
ConnectionUDP( int socket);
virtual ~ConnectionUDP();
virtual int InitiateServer( unsigned short port );
virtual int InitiateClient();
virtual int InitiateBroadcast(unsigned short port);
virtual int Send ( OysterByte &byte );
virtual int Recieve( OysterByte &byte );
virtual int Connect( unsigned short port, const char serverName[] );
virtual int Disconnect();
bool IsSending();
bool IsConnected();
int GetIpSize();
int SetBlockingMode( bool blocking );
private:
int InitiateSocket();
int socket;
//char ipAddress[16];
//unsigned short port;
int ipSize;
unsigned long Address;
unsigned short port;
bool stillSending;
bool closed;
};
}
}
#endif

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@ -147,6 +147,7 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Connection.cpp" />
<ClCompile Include="ConnectionUDP.cpp" />
<ClCompile Include="Listener.cpp" />
<ClCompile Include="Messages\MessageHeader.cpp" />
<ClCompile Include="Messages\MessagePlayerPos.cpp" />
@ -157,6 +158,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="Connection.h" />
<ClInclude Include="ConnectionUDP.h" />
<ClInclude Include="IConnection.h" />
<ClInclude Include="IPostBox.h" />
<ClInclude Include="Listener.h" />

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@ -9,6 +9,7 @@
<ClCompile Include="OysterByte.cpp" />
<ClCompile Include="ThreadedClient.cpp" />
<ClCompile Include="WinsockFunctions.cpp" />
<ClCompile Include="ConnectionUDP.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Connection.h" />
@ -25,5 +26,6 @@
<ClInclude Include="Protocols.h" />
<ClInclude Include="ThreadedClient.h" />
<ClInclude Include="WinsockFunctions.h" />
<ClInclude Include="ConnectionUDP.h" />
</ItemGroup>
</Project>

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@ -79,6 +79,14 @@ namespace Oyster
unsigned int StopY;
Math::Float4 BlurMask;
};
struct TintData
{
Math::Float3 Tint;
Math::Float PAD;
Math::Float3 GlowTint;
Math::Float PAD2;
};
}
}
}

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@ -139,6 +139,7 @@ namespace Oyster
m->Visible = true;
m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->GlowTint = 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;
@ -224,7 +225,7 @@ namespace Oyster
#else
API::State API::ReloadShaders()
{
return API::State::Sucsess;
}
void API::StartRenderWireFrame()

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@ -38,7 +38,7 @@ namespace Oyster
typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
#ifdef _DEBUG
static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering
@ -51,7 +51,6 @@ namespace Oyster
static void RenderDebugSphere(Math::Matrix world);
static void StartRenderFullModel();
#endif
//! @todo Memory Leaks

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@ -24,6 +24,7 @@ namespace Oyster
ModelInfo* info;
Oyster::Math::Float4x4 WorldMatrix;
Oyster::Math::Float3 Tint;
Oyster::Math::Float3 GlowTint;
bool Visible;
AnimationData Animation;
};

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@ -136,8 +136,15 @@ namespace Oyster
memcpy(data,&(pm),sizeof(pm));
Resources::Gather::ModelData.Unmap();
Definitions::TintData td;
td.GlowTint = models[i].GlowTint;
td.Tint = models[i].Tint;
td.PAD = 0;
td.PAD2 = 0;
int s = sizeof(Definitions::TintData);
data = Render::Resources::Color.Map();
memcpy(data,&models[i].Tint,sizeof(Math::Float3));
memcpy(data,&td,sizeof(Definitions::TintData));
Render::Resources::Color.Unmap();
if(info->Material.size())

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@ -123,7 +123,7 @@ namespace Oyster
Gather::AnimationData.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_PS;
desc.ElementSize = sizeof(Math::Float3);
desc.ElementSize = sizeof(Definitions::TintData);
Color.Init(desc);
desc.Type = Buffer::BUFFER_TYPE::CONSTANT_BUFFER_GS;
@ -176,7 +176,7 @@ namespace Oyster
sdesc.Filter = D3D11_FILTER_ANISOTROPIC;
sdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sdesc.MipLODBias = 0;
sdesc.MaxAnisotropy =4;
sdesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;

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@ -40,7 +40,10 @@ float3 perturb_normal( float3 N, float3 V, float2 texcoord )
PixelOut main(VertexOut input)
{
PixelOut output;
output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = Color*(1-DiffGlow) + GlowColor * DiffGlow;
tint = tint / 2;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);

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@ -42,4 +42,7 @@ cbuffer PerModel : register(b1)
cbuffer Tint : register(b0)
{
float3 Color;
float PAD;
float3 GlowColor;
float PAD2;
}

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@ -283,6 +283,11 @@ void API_Impl::UpdateWorld()
SimpleRigidBody* simpleBody = dynamic_cast<SimpleRigidBody*>(this->customBodies[i]);
this->customBodies[i]->SetGravity(-(this->customBodies[i]->GetState().centerPos - this->gravityPoint).GetNormalized()*this->gravity);
simpleBody->PreStep(this->dynamicsWorld);
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
{
this->customBodies[i]->CallSubscription_Move();
}
}
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep);
@ -295,12 +300,7 @@ void API_Impl::UpdateWorld()
btTransform trans;
trans = simpleBody->GetRigidBody()->getWorldTransform();
this->customBodies[i]->SetPosition(Float3(trans.getOrigin().x(), trans.getOrigin().y(), trans.getOrigin().z()));
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
{
this->customBodies[i]->CallSubscription_Move();
}
this->customBodies[i]->SetRotation(Quaternion(Float3(trans.getRotation().x(), trans.getRotation().y(), trans.getRotation().z()), trans.getRotation().w()));
}
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();