Merge branch 'GameClient' of https://github.com/dean11/Danbias into GameClient
This commit is contained in:
commit
6414fc1a4f
|
@ -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()
|
||||
{
|
||||
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)
|
||||
{
|
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model->GlowTint = tint;
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||||
}
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||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////
|
||||
|
@ -113,14 +136,16 @@ bool C_Object::InitRB(RBInitData RBInit)
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|||
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);
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||||
Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(this->RBrotation);
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||||
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)
|
||||
{
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
@ -182,8 +186,10 @@ bool GameState::Render()
|
|||
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
{
|
||||
if( dynamicObject->second )
|
||||
{
|
||||
dynamicObject->second->Render();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*auto light = this->privData->lights->begin();
|
||||
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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();
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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" />
|
||||
|
|
|
@ -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()
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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
|
|
@ -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" />
|
||||
|
|
|
@ -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>
|
|
@ -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;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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()
|
||||
|
|
|
@ -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
|
||||
|
||||
|
|
|
@ -24,6 +24,7 @@ namespace Oyster
|
|||
ModelInfo* info;
|
||||
Oyster::Math::Float4x4 WorldMatrix;
|
||||
Oyster::Math::Float3 Tint;
|
||||
Oyster::Math::Float3 GlowTint;
|
||||
bool Visible;
|
||||
AnimationData Animation;
|
||||
};
|
||||
|
|
|
@ -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())
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -42,4 +42,7 @@ cbuffer PerModel : register(b1)
|
|||
cbuffer Tint : register(b0)
|
||||
{
|
||||
float3 Color;
|
||||
float PAD;
|
||||
float3 GlowColor;
|
||||
float PAD2;
|
||||
}
|
|
@ -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);
|
||||
|
@ -296,11 +301,6 @@ void API_Impl::UpdateWorld()
|
|||
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();
|
||||
}
|
||||
}
|
||||
|
||||
int numManifolds = this->dynamicsWorld->getDispatcher()->getNumManifolds();
|
||||
|
|
Loading…
Reference in New Issue