NewInput - Merged with gameClient

This commit is contained in:
dean11 2014-02-25 16:42:51 +01:00
commit 7c52fe236f
70 changed files with 1587 additions and 451 deletions

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@ -776,6 +776,5 @@ Global
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23} {2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
{604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} {604A12A7-07BF-4482-BDF3-7101C811F121} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012} {C8CBA520-5D7D-4D61-A8DA-6E05FD132BCB} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE} = {C83A6FAD-E71F-4B1E-9D63-E93E61DDC012}
EndGlobalSection EndGlobalSection
EndGlobal EndGlobal

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@ -9,6 +9,7 @@
#include "GameClientState\MainState.h" #include "GameClientState\MainState.h"
#include "GameClientState\LanMenuState.h" #include "GameClientState\LanMenuState.h"
#include "GameClientState\NetLoadState.h" #include "GameClientState\NetLoadState.h"
#include "Utilities.h"
#include <Protocols.h> #include <Protocols.h>
#include "NetworkClient.h" #include "NetworkClient.h"
#include <GameServerAPI.h> #include <GameServerAPI.h>
@ -51,11 +52,12 @@ namespace DanBias
DanBiasGamePrivateData() DanBiasGamePrivateData()
{ {
this->sharedStateContent.network = nullptr; this->sharedStateContent.network = nullptr;
this->sharedStateContent.mouseDevice = nullptr; this->sharedStateContent.mouseDevice = nullptr;
this->sharedStateContent.keyboardDevice = nullptr; this->sharedStateContent.keyboardDevice = nullptr;
this->serverOwner = false; this->sharedStateContent.mouseSensitivity = Utility::Value::Radian( 0.1f );
this->capFrame = 0; this->serverOwner = false;
this->capFrame = 0;
} }
~DanBiasGamePrivateData() ~DanBiasGamePrivateData()
@ -115,7 +117,6 @@ namespace DanBias
float dt = (float)data.timer.getElapsedSeconds(); float dt = (float)data.timer.getElapsedSeconds();
data.timer.reset(); data.timer.reset();
Graphics::API::Update( dt );
data.capFrame += dt; data.capFrame += dt;
if(data.capFrame > 0.03f) if(data.capFrame > 0.03f)
@ -127,6 +128,8 @@ namespace DanBias
case Result_error: return DanBiasClientReturn_Error; case Result_error: return DanBiasClientReturn_Error;
default: break; default: break;
} }
Graphics::API::Update( data.capFrame );
if(Render() != S_OK) if(Render() != S_OK)
return DanBiasClientReturn_Error; return DanBiasClientReturn_Error;
data.capFrame -= 0.03f; data.capFrame -= 0.03f;

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@ -3,6 +3,7 @@
using namespace DanBias::Client; using namespace DanBias::Client;
C_DynamicObj::C_DynamicObj(void) C_DynamicObj::C_DynamicObj(void)
:C_Object()
{ {
} }

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@ -3,6 +3,7 @@
using namespace DanBias::Client; using namespace DanBias::Client;
C_StaticObj::C_StaticObj(void) C_StaticObj::C_StaticObj(void)
:C_Object()
{ {
} }

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@ -34,7 +34,8 @@ struct GameState::MyData
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Light>> *lights;
C_Player player; //C_Player player;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Player>> players;
Camera_FPSV2 camera; Camera_FPSV2 camera;
int myId; int myId;
@ -77,7 +78,7 @@ bool GameState::Init( SharedStateContent &shared )
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f ); this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() ); Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
gfxOp.AmbientValue = 0.5f; gfxOp.AmbientValue = 0.5f;
gfxOp.GlobalGlowTint = Math::Float3(2,1,1); gfxOp.GlobalGlowTint = Math::Float3(1,1,1);
gfxOp.GlobalTint = Math::Float3(1,1,1); gfxOp.GlobalTint = Math::Float3(1,1,1);
Graphics::API::SetOptions(gfxOp); Graphics::API::SetOptions(gfxOp);
@ -96,7 +97,7 @@ bool GameState::Init( SharedStateContent &shared )
} }
// create UI states // create UI states
this->gameUI = new GamingUI(this->privData->mouseInput, this->privData->keyboardInput, this->privData->nwClient, &this->privData->camera); this->gameUI = new GamingUI(&shared, &this->privData->camera);
this->respawnUI = new RespawnUI(this->privData->nwClient, 20); this->respawnUI = new RespawnUI(this->privData->nwClient, 20);
this->statsUI = new StatsUI(); this->statsUI = new StatsUI();
this->currGameUI = gameUI; this->currGameUI = gameUI;
@ -117,8 +118,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
modelData.position = position; modelData.position = position;
modelData.rotation = ArrayToQuaternion( rotation ); modelData.rotation = ArrayToQuaternion( rotation );
modelData.scale = scale; modelData.scale = scale;
StringToWstring( modelName, modelData.modelPath );
modelData.id = id; modelData.id = id;
StringToWstring(modelName,modelData.modelPath);
// RB DEBUG // RB DEBUG
RBInitData RBData; RBInitData RBData;
@ -127,37 +128,30 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
RBData.scale = scale; RBData.scale = scale;
RBData.type = RB_Type_Cube; RBData.type = RB_Type_Cube;
// !RB DEBUG // !RB DEBUG
if( isMyPlayer ) C_Player *p = new C_Player();
if( p->Init(modelData) )
{ {
if( this->privData->player.Init(modelData) ) // RB DEBUG
{ p->InitRB( RBData );
// RB DEBUG // !RB DEBUG
this->privData->player.InitRB( RBData ); // start with runing animation
// !RB DEBUG p->playAnimation( L"run_forwards", true );
(this->privData->players)[id] = p;
if( isMyPlayer )
{
this->privData->myId = id; this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() ); this->privData->camera.SetPosition( p->getPos() );
Float3 offset = Float3( 0.0f ); Float3 offset = Float3( 0.0f );
// DEBUG position of camera so we can see the player model // DEBUG position of camera so we can see the player model
//offset.y = this->privData->player.getScale().y * 5.0f; offset.y = p->getScale().y * 5.0f;
//offset.z = this->privData->player.getScale().z * -5.0f; offset.z = p->getScale().z * -5.0f;
// !DEBUG // !DEBUG
this->privData->camera.SetHeadOffset( offset ); this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation(); this->privData->camera.UpdateOrientation();
} }
} }
else
{
C_DynamicObj *p = new C_DynamicObj();
if( p->Init(modelData) )
{
// RB DEBUG
this->privData->player.InitRB( RBData );
// !RB DEBUG
(*this->privData->dynamicObjects)[id] = p;
}
}
} }
GameClientState::ClientState GameState::Update( float deltaTime ) GameClientState::ClientState GameState::Update( float deltaTime )
@ -191,7 +185,17 @@ bool GameState::Render()
Oyster::Graphics::API::NewFrame(); Oyster::Graphics::API::NewFrame();
// for debugging to be replaced with render weapon // for debugging to be replaced with render weapon
this->privData->player.Render(); auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
if(playerObject->second)
{
//if( this->privData->myId != playerObject->second->GetId() )
{
playerObject->second->Render();
}
}
}
auto staticObject = this->privData->staticObjects->begin(); auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
@ -214,11 +218,21 @@ bool GameState::Render()
{ {
Oyster::Graphics::API::StartRenderWireFrame(); Oyster::Graphics::API::StartRenderWireFrame();
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20)); playerObject = this->privData->players.begin();
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f)); for( ; playerObject != this->privData->players.end(); ++playerObject )
Oyster::Math3D::Float4x4 world = translation * scale; {
Oyster::Graphics::API::RenderDebugCube( world ); if(playerObject->second)
Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld()); {
if( playerObject->second->getBRtype() == RB_Type_Cube)
{
Oyster::Graphics::API::RenderDebugCube( playerObject->second->getRBWorld());
}
if( playerObject->second->getBRtype() == RB_Type_Sphere)
{
Oyster::Graphics::API::RenderDebugSphere( playerObject->second->getRBWorld());
}
}
}
staticObject = this->privData->staticObjects->begin(); staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
@ -278,6 +292,12 @@ bool GameState::Release()
Graphics::API::Option o = Graphics::API::GetOption(); Graphics::API::Option o = Graphics::API::GetOption();
if( privData ) if( privData )
{ {
auto playerObject = this->privData->players.begin();
for( ; playerObject != this->privData->players.end(); ++playerObject )
{
playerObject->second = nullptr;
}
auto staticObject = this->privData->staticObjects->begin(); auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject ) for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{ {
@ -465,42 +485,29 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
Protocol_ObjectPositionRotation decoded(data); Protocol_ObjectPositionRotation decoded(data);
Float3 position = decoded.position; Float3 position = decoded.position;
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
C_Object *object;
// if is this player. Remember to change camera object = (this->privData->players)[decoded.object_ID];
if( this->privData->myId == decoded.object_ID ) if( !object)
{ {
if( !Within(position.Dot(position), 2500.0f, 90000.0f) ) // if it is not a player
{ // HACK: bug trap object = (*this->privData->dynamicObjects)[decoded.object_ID];
const char *breakPoint = "Something is wrong.";
position = Float3( 0.0f, 160.0f, 0.0f );
}
this->privData->camera.SetPosition( position );
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
} }
else
{
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
if( object ) if( object )
{
if( this->privData->myId == decoded.object_ID )
{ {
object->setPos( position ); this->privData->camera.SetPosition( position );
object->setRot( rotation ); this->privData->camera.SetRotation( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
} }
object->setPos( position );
object->setRot( rotation );
object->updateWorld();
// RB DEBUG
object->setRBPos ( position );
object->setRBRot ( rotation );
object->updateRBWorld();
// !RB DEBUG
} }
} }
return GameClientState::event_processed; return GameClientState::event_processed;
@ -540,7 +547,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
RBData.rotation = ArrayToQuaternion( decoded.position ); RBData.rotation = ArrayToQuaternion( decoded.position );
RBData.scale = Float3( decoded.scale ); RBData.scale = Float3( decoded.scale );
this->privData->player.InitRB( RBData ); object->InitRB( RBData );
// !RB DEBUG // !RB DEBUG
(*this->privData->dynamicObjects)[decoded.object_ID] = object; (*this->privData->dynamicObjects)[decoded.object_ID] = object;
@ -559,17 +566,29 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectWeaponEnergy: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectRespawn: case protocol_Gameplay_ObjectRespawn:
{ {
// set player pos
Protocol_ObjectRespawn decoded(data); Protocol_ObjectRespawn decoded(data);
// move player. Remember to change camera
this->privData->camera.SetPosition( decoded.position );
this->privData->player.setPos( decoded.position );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( decoded.position );
this->privData->player.updateRBWorld();
// !RB DEBUG
C_Object *object;
object = (this->privData->players)[decoded.objectID];
if( !object)
{
// if it is not a player
object = (*this->privData->dynamicObjects)[decoded.objectID];
}
if( object )
{
if( this->privData->myId == decoded.objectID )
{
this->privData->camera.SetPosition( decoded.position );
}
object->setPos( decoded.position );
object->updateWorld();
// RB DEBUG
object->setRBPos ( decoded.position );
object->updateRBWorld();
// !RB DEBUG
}
this->currGameUI = this->gameUI; this->currGameUI = this->gameUI;
} }
return GameClientState::event_processed; return GameClientState::event_processed;
@ -587,7 +606,7 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
return GameClientState::event_processed; return GameClientState::event_processed;
case protocol_Gameplay_ObjectDisconnectPlayer: case protocol_Gameplay_ObjectDisconnectPlayer:
{ {
//Removes //Remove the disconnected player
Protocol_ObjectDisconnectPlayer decoded(data); Protocol_ObjectDisconnectPlayer decoded(data);
auto object = this->privData->dynamicObjects->find( decoded.objectID ); auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( object != this->privData->dynamicObjects->end() ) if( object != this->privData->dynamicObjects->end() )

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@ -13,20 +13,16 @@ GamingUI::GamingUI() :
GameStateUI() GameStateUI()
{ {
/* Should never be called! */ /* Should never be called! */
this->mouseInput = nullptr; this->sharedData = nullptr;
this->keyboardInput = nullptr; this->camera = nullptr;
this->netClient = nullptr; this->plane = nullptr;
this->camera = nullptr; this->text = nullptr;
this->plane = nullptr;
this->text = nullptr;
} }
GamingUI::GamingUI( Mouse *mouseInput, Keyboard *keyboardInput, NetworkClient *connection, Camera_FPSV2 *camera ) : GamingUI::GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera ) :
GameStateUI() GameStateUI()
{ {
this->mouseInput = mouseInput; this->sharedData = shared;
this->keyboardInput = keyboardInput;
this->netClient = connection;
this->camera = camera; this->camera = camera;
} }
@ -38,9 +34,12 @@ bool GamingUI::Init()
this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f)); this->plane = new Plane_UI(L"box_tex.png", Float3(0.5f, 0.0f, 0.5f), Float2(0.3f, 0.1f));
this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f)); this->text = new Text_UI(L"hej", Float3(0.5f,0.0f,0.1f), Float2(0.1f,0.1f));
this->sharedData = sharedData;
// setting input mode to all raw // setting input mode to all raw
this->keyboardInput->Activate(); this->sharedData->keyboardDevice->Activate();
this->mouseInput->Activate(); this->sharedData->mouseDevice->Activate();
this->sharedData->mouseDevice->AddMouseEvent(this);
return true; return true;
} }
@ -77,6 +76,9 @@ bool GamingUI::Release()
delete this->plane; delete this->plane;
if(this->text) if(this->text)
delete this->text; delete this->text;
this->sharedData = 0;
return true; return true;
} }
void GamingUI::SetHPtext( std::wstring hp ) void GamingUI::SetHPtext( std::wstring hp )
@ -85,31 +87,31 @@ void GamingUI::SetHPtext( std::wstring hp )
} }
void GamingUI::ReadKeyInput() void GamingUI::ReadKeyInput()
{ {
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_W) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_W) )
{ // move forward { // move forward
this->netClient->Send( Protocol_PlayerMovementForward() ); this->sharedData->network->Send( Protocol_PlayerMovementForward() );
} }
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_S) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_S) )
{ // move backward { // move backward
this->netClient->Send( Protocol_PlayerMovementBackward() ); this->sharedData->network->Send( Protocol_PlayerMovementBackward() );
} }
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_A) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_A) )
{ // strafe left { // strafe left
this->netClient->Send( Protocol_PlayerMovementLeft() ); this->sharedData->network->Send( Protocol_PlayerMovementLeft() );
} }
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_D) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_D) )
{ // strafe right { // strafe right
this->netClient->Send( Protocol_PlayerMovementRight() ); this->sharedData->network->Send( Protocol_PlayerMovementRight() );
} }
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Space) ) if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Space) )
{ // jump { // jump
if(!this->key_Jump) if(!this->key_Jump)
{ {
this->netClient->Send( Protocol_PlayerJump() ); this->sharedData->network->Send( Protocol_PlayerJump() );
this->key_Jump = true; this->key_Jump = true;
} }
} }
@ -117,7 +119,7 @@ void GamingUI::ReadKeyInput()
this->key_Jump = false; this->key_Jump = false;
// shoot // shoot
if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) ) if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseLeftBtn) )
{ {
if( !this->key_Shoot ) if( !this->key_Shoot )
{ {
@ -125,14 +127,14 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = true; playerShot.primaryPressed = true;
playerShot.secondaryPressed = false; playerShot.secondaryPressed = false;
playerShot.utilityPressed = false; playerShot.utilityPressed = false;
this->netClient->Send( playerShot ); this->sharedData->network->Send( playerShot );
this->key_Shoot = true; this->key_Shoot = true;
} }
} }
else else
this->key_Shoot = false; this->key_Shoot = false;
if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) ) if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseRightBtn) )
{ {
if( !this->key_Shoot ) if( !this->key_Shoot )
{ {
@ -140,14 +142,14 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = false; playerShot.primaryPressed = false;
playerShot.secondaryPressed = true; playerShot.secondaryPressed = true;
playerShot.utilityPressed = false; playerShot.utilityPressed = false;
this->netClient->Send( playerShot ); this->sharedData->network->Send( playerShot );
this->key_Shoot = true; this->key_Shoot = true;
} }
} }
else else
this->key_Shoot = false; this->key_Shoot = false;
if( this->mouseInput->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) ) if( this->sharedData->mouseDevice->IsBtnDown(::Input::Enum::SAMI_MouseMiddleBtn) )
{ {
if( !this->key_Shoot ) if( !this->key_Shoot )
{ {
@ -155,29 +157,28 @@ void GamingUI::ReadKeyInput()
playerShot.primaryPressed = false; playerShot.primaryPressed = false;
playerShot.secondaryPressed = false; playerShot.secondaryPressed = false;
playerShot.utilityPressed = true; playerShot.utilityPressed = true;
this->netClient->Send( playerShot ); this->sharedData->network->Send( playerShot );
this->key_Shoot = true; this->key_Shoot = true;
} }
} }
else else
this->key_Shoot = false; this->key_Shoot = false;
//send delta mouse movement if( this->sharedData->keyboardDevice->IsKeyDown(::Input::Enum::SAKI_Escape) )
{
static const float mouseSensitivity = Radian( 1.0f );
::Input::Struct::SAIPointFloat2D deltaPos;
this->mouseInput->GetDeltaPosition( deltaPos );
this->camera->PitchDown( deltaPos.y * mouseSensitivity );;
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
{
this->netClient->Send( Protocol_PlayerLeftTurn(deltaPos.x * mouseSensitivity) );
}
}
if( this->keyboardInput->IsKeyDown(::Input::Enum::SAKI_Escape) )
{ {
this->nextState = GameStateUI::UIState_shut_down; this->nextState = GameStateUI::UIState_shut_down;
} }
} }
void GamingUI::OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender )
{
//send delta mouse movement
{
this->camera->PitchDown( (-coordinate.y) * this->sharedData->mouseSensitivity );;
//if( deltaPos.x != 0.0f ) //This made the camera reset to a specific rotation. Why?
{
this->sharedData->network->Send( Protocol_PlayerLeftTurn((coordinate.x) * this->sharedData->mouseSensitivity, this->camera->GetLook()) );
}
}
}

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@ -6,13 +6,15 @@
#include "Camera_FPSV2.h" #include "Camera_FPSV2.h"
#include "Buttons\Text_UI.h" #include "Buttons\Text_UI.h"
#include "Buttons\Plane_UI.h" #include "Buttons\Plane_UI.h"
#include "InputManager.h"
#include "SharedStateContent.h"
namespace DanBias { namespace Client namespace DanBias { namespace Client
{ {
class GamingUI : public GameStateUI class GamingUI : public GameStateUI, Input::Mouse::MouseEvent
{ {
public: public:
GamingUI( ::Input::Mouse *mouseInput, ::Input::Keyboard *keyboardInput, ::Oyster::Network::NetworkClient *connection, Camera_FPSV2 *camera ); GamingUI( SharedStateContent* shared, Camera_FPSV2 *camera );
virtual ~GamingUI(); virtual ~GamingUI();
bool Init(); bool Init();
@ -24,10 +26,17 @@ namespace DanBias { namespace Client
bool Release(); bool Release();
void SetHPtext( std::wstring hp ); void SetHPtext( std::wstring hp );
private: /* Overidden mouse methods */
void OnMouse ( const Input::Struct::MouseEventData& eventData ) override { }
void OnMousePress ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseDown ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseRelease ( Input::Enum::SAMI key, Input::Mouse* sender ) override { }
void OnMouseMovePixelPos ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override { }
void OnMouseMoveVelocity ( Input::Struct::SAIPointInt2D coordinate, Input::Mouse* sender ) override;
void OnMouseScroll ( int delta, Input::Mouse* sender ) override { }
private: private:
::Input::Mouse *mouseInput; SharedStateContent *sharedData;
::Input::Keyboard *keyboardInput;
::Oyster::Network::NetworkClient *netClient;
Camera_FPSV2 *camera; Camera_FPSV2 *camera;
// TODO add multiple UI elements // TODO add multiple UI elements

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@ -66,6 +66,7 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->connectIP->ReserveLines( 1 ); this->privData->connectIP->ReserveLines( 1 );
this->privData->connectIP->AppendText( L"127.0.0.1" ); this->privData->connectIP->AppendText( L"127.0.0.1" );
//this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server //this->privData->connectIP->AppendText( L"194.47.150.206" ); // HACK: connecting to Dennis's server
//this->privData->connectIP->AppendText( L"194.47.150.189" ); // HACK: connecting to Robins server
this->privData->connectIP->SetFontHeight( 0.035f ); this->privData->connectIP->SetFontHeight( 0.035f );
this->privData->connectIP->SetLineSpacing( 0.005f ); this->privData->connectIP->SetLineSpacing( 0.005f );
this->privData->connectIP->SetBottomAligned(); this->privData->connectIP->SetBottomAligned();

View File

@ -231,7 +231,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
pointLight.Color = light->color; pointLight.Color = light->color;
pointLight.Pos = light->position; pointLight.Pos = light->position;
pointLight.Bright = light->intensity; pointLight.Bright = light->intensity;
pointLight.Radius = light->raduis; pointLight.Radius = light->radius;
C_Light *newLight = new C_Light( pointLight, objectID ); C_Light *newLight = new C_Light( pointLight, objectID );
@ -242,5 +242,7 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
} }
} }
Graphics::API::EndLoadingModels();
this->privData->nextState = ClientState::ClientState_Game; this->privData->nextState = ClientState::ClientState_Game;
} }

View File

@ -29,6 +29,8 @@ namespace DanBias { namespace Client
::Input::Mouse *mouseDevice; ::Input::Mouse *mouseDevice;
::Input::Keyboard *keyboardDevice; ::Input::Keyboard *keyboardDevice;
float mouseSensitivity;
}; };
} } } }

View File

@ -56,18 +56,14 @@ void AttatchmentMassDriver::Update(float dt)
//update position of heldObject if there is an object being held //update position of heldObject if there is an object being held
if(hasObject) if(hasObject)
{ {
//Oyster::Physics::ICustomBody::State state;
//state = heldObject->GetState();
Oyster::Math::Float3 ownerPos = owner->GetPosition(); Oyster::Math::Float3 ownerPos = owner->GetPosition();
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState(); Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2]; Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
up *= -0.3f; up *= -0.3f;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*5); Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
//state.centerPos = pos;
heldObject->SetPosition(pos); heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
//heldObject->SetState(state);
} }
} }
@ -82,8 +78,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float
if(hasObject) if(hasObject)
{ {
Oyster::Physics::API::Instance().ReleaseFromLimbo(heldObject); pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800);
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (400);
heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
hasObject = false; hasObject = false;
@ -149,7 +144,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt) void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{ {
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*5; Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized()*2;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10); Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,10);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,this,AttemptPickUp);

View File

@ -20,37 +20,50 @@ using namespace GameLogic;
void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target); void Teleport(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 target);
//Physics::ICustomBody::SubscriptMessage //Physics::ICustomBody::SubscriptMessage
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) void Player::PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{ {
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag())); Object *realObjA = ((Object*)(objA->GetCustomTag()));
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? Player *player;
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
if(!realObj) if(!realObjA)
return; return;
if(!player) if(!realObjB)
return; return;
switch (realObj->GetObjectType()) //check who is player and who is the object
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{
player = (Player*)realObjA;
}
else
{
player = (Player*)realObjB;
realObjB = realObjA;
}
switch (realObjB->GetObjectType())
{ {
case ObjectSpecialType::ObjectSpecialType_Generic: case ObjectSpecialType::ObjectSpecialType_Generic:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case ObjectSpecialType::ObjectSpecialType_StandardBox: case ObjectSpecialType::ObjectSpecialType_StandardBox:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case ObjectSpecialType::ObjectSpecialType_Player: case ObjectSpecialType::ObjectSpecialType_Player:
//return Physics::ICustomBody::SubscriptMessage_none; //return Physics::ICustomBody::SubscriptMessage_none;
break; break;
case ObjectSpecialType::ObjectSpecialType_World: case ObjectSpecialType::ObjectSpecialType_World:
PlayerVObject(*player,*realObj, kineticEnergyLoss); PlayerVObject(*player,*realObjB, kineticEnergyLoss);
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break; break;
case ObjectSpecialType::ObjectSpecialType_CrystalFormation: case ObjectSpecialType::ObjectSpecialType_CrystalFormation:
PlayerVLethalObject(*player,*realObj, kineticEnergyLoss,realObj->GetExtraDamageOnCollision()); PlayerVLethalObject(*player,*realObjB, kineticEnergyLoss,realObjB->GetExtraDamageOnCollision());
//player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING; //player->playerState = PLAYER_STATE::PLAYER_STATE_WALKING;
break; break;
} }
@ -95,13 +108,31 @@ using namespace GameLogic;
obj.SetPosition(target); obj.SetPosition(target);
} }
void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *rigidBodyCrate, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) void ExplosiveCrate::ExplosiveCrateCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss)
{ {
int forceThreashHold = 200000; //how much force for the box to explode of the impact
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? Object *realObjA = ((Object*)(objA->GetCustomTag()));
Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed?
ExplosiveCrate* crate;
switch (realObj->GetObjectType()) if(!realObjA)
return;
if(!realObjB)
return;
//check who is player and who is the object
if(realObjA->GetObjectType() == ObjectSpecialType::ObjectSpecialType_RedExplosiveBox)
{
crate = (ExplosiveCrate*)realObjA;
}
else
{
crate = (ExplosiveCrate*)realObjB;
realObjB = realObjA;
}
switch (realObjB->GetObjectType())
{ {
case ObjectSpecialType::ObjectSpecialType_Generic: case ObjectSpecialType::ObjectSpecialType_Generic:
break; break;
@ -109,29 +140,15 @@ using namespace GameLogic;
break; break;
case ObjectSpecialType::ObjectSpecialType_Player: case ObjectSpecialType::ObjectSpecialType_Player:
ExplosiveCrate* crate = ((ExplosiveCrate*)rigidBodyCrate->GetCustomTag()); if(crate->hasExploaded) return;
Oyster::Math::Float3 pos = crate->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float3 pos = rigidBodyCrate->GetState().centerPos;
Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius); Oyster::Collision3D::Sphere *hitSphere = new Oyster::Collision3D::Sphere(pos,crate->ExplosionRadius);
Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode); Oyster::Physics::API::Instance().ApplyEffect(hitSphere,crate,Explode);
crate->hasExploaded = true;
delete hitSphere; delete hitSphere;
break; break;
} }
/*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) void ExplosiveCrate::Explode(Oyster::Physics::ICustomBody *obj, void* args)
@ -142,16 +159,17 @@ using namespace GameLogic;
Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition(); Oyster::Math::Float3 explosionCenterPos = ExplosionSource->GetPosition();
Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos; Oyster::Math::Float3 hitObjectPos = obj->GetState().centerPos;
Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude); Oyster::Math::Float3 force = (((hitObjectPos- explosionCenterPos).GetNormalized()) * ExplosionSource->pushForceMagnitude);
if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player) if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player)
{ {
Player *hitPlayer = (Player*)realObj; Player *hitPlayer = (Player*)realObj;
hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision);
//hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); //hitPlayer->GetRigidBody()->ApplyImpulse(force);
//do shredding damage //do shredding damage
} }
realObj->GetRigidBody()->ApplyImpulse(force);
} }
@ -160,13 +178,32 @@ using namespace GameLogic;
//Collision between a player and a general static or dynamic object //Collision between a player and a general static or dynamic object
//use kinetic energyloss of the collision in order too determin how much damage to take //use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm //use as part of the damage algorithm
int damageDone = 0; Oyster::Math::Float3 objPrevVel = obj.GetRigidBody()->GetState().previousVelocity;
int forceThreashHold = 200000; Oyster::Math::Float3 playerPrevVel = player.GetRigidBody()->GetState().previousVelocity;
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough Oyster::Math::Float3 deltaPos = (player.GetPosition() - obj.GetPosition());
Oyster::Math::Float deltaSpeed = (objPrevVel - playerPrevVel).GetMagnitude();
Oyster::Math::Float angularFactor = deltaPos.GetNormalized().Dot( (objPrevVel - playerPrevVel).GetNormalized());
Oyster::Math::Float impactPower = deltaSpeed * angularFactor;
Oyster::Math::Float damageFactor = 0.01f;
int damageDone = 0;
int forceThreashHold = 30; //FIX: balance this
if(impactPower > forceThreashHold) //should only take damage if the force is high enough
{ {
damageDone = (int)(kineticEnergyLoss * 0.10f); if(obj.GetRigidBody()->GetState().mass == 0)
//player.DamageLife(damageDone); {
damageDone = impactPower * damageFactor;
}
else
{
damageDone = (impactPower * obj.GetRigidBody()->GetState().mass)* damageFactor;
}
player.DamageLife(damageDone);
} }
} }
@ -236,6 +273,7 @@ using namespace GameLogic;
case ObjectSpecialType::ObjectSpecialType_StandardBox: case ObjectSpecialType::ObjectSpecialType_StandardBox:
weapon->heldObject = obj; //weapon now holds the object weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true; weapon->hasObject = true;
break; break;
} }

View File

@ -2,37 +2,76 @@
#include "CollisionManager.h" #include "CollisionManager.h"
using namespace GameLogic; using namespace GameLogic;
using namespace Oyster::Math;
DynamicObject::DynamicObject() DynamicObject::DynamicObject()
:Object() :Object()
{ {
this->isReleased = false;
this->isActive = true;
} }
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) 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) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
this->isReleased = false;
this->isActive = true;
} }
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) 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) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
this->isReleased = false;
this->isActive = true;
} }
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) 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) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
this->extraDamageOnCollision = extraDamageOnCollision; this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
} }
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) 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) :Object(rigidBody, EventOnCollision, type, objectID)
{ {
this->extraDamageOnCollision = extraDamageOnCollision; this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
} }
DynamicObject::~DynamicObject(void) DynamicObject::~DynamicObject(void)
{ {
}
void DynamicObject::ReleaseDynamicObject()
{
//TODO: Inactivate the physics object
if(this->isReleased) return;
this->isReleased = true;
this->isActive = false;
this->lookDirection = Float3::null;
this->forwardDirection = Float3::null;
this->scale = Float3::null;
this->extraDamageOnCollision = 0;
}
bool DynamicObject::IsReleased()
{
return this->isReleased;
}
bool DynamicObject::IsActive()
{
return this->isActive;
}
void DynamicObject::Inactivate()
{
this->isActive = false;
}
void DynamicObject::Activate()
{
this->isActive = true;
this->isReleased = false;
} }

View File

@ -22,7 +22,15 @@ namespace GameLogic
~DynamicObject(void); ~DynamicObject(void);
void ReleaseDynamicObject();
bool IsReleased();
bool IsActive();
void Inactivate();
void Activate();
private: private:
bool isActive;
bool isReleased;
}; };

View File

@ -7,6 +7,7 @@ ExplosiveCrate::ExplosiveCrate(void)
{ {
this->pushForceMagnitude = 0; this->pushForceMagnitude = 0;
this->ExplosionRadius = 0; this->ExplosionRadius = 0;
this->hasExploaded = false;
} }
ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius) ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpecialType type, int objectID,Oyster::Math::Float extraDamageOnCollision, Oyster::Math::Float pushForceMagnitude, Oyster::Math::Float ExplosionRadius)
@ -15,6 +16,7 @@ ExplosiveCrate::ExplosiveCrate(Oyster::Physics::ICustomBody *rigidBody,ObjectSpe
this->extraDamageOnCollision = extraDamageOnCollision; this->extraDamageOnCollision = extraDamageOnCollision;
this->pushForceMagnitude = pushForceMagnitude; this->pushForceMagnitude = pushForceMagnitude;
this->ExplosionRadius = ExplosionRadius; this->ExplosionRadius = ExplosionRadius;
this->hasExploaded = false;
} }
ExplosiveCrate::~ExplosiveCrate(void) ExplosiveCrate::~ExplosiveCrate(void)

View File

@ -18,6 +18,7 @@ namespace GameLogic
private: private:
Oyster::Math::Float pushForceMagnitude; Oyster::Math::Float pushForceMagnitude;
Oyster::Math::Float ExplosionRadius; Oyster::Math::Float ExplosionRadius;
bool hasExploaded;
}; };

View File

@ -43,6 +43,9 @@ Game::Game(void)
: initiated(false) : initiated(false)
, onMoveFnc(0) , onMoveFnc(0)
, onDisableFnc(0) , onDisableFnc(0)
, onDamageTakenFnc(0)
, onRespawnFnc(0)
, onDeadFnc(0)
, frameTime(1.0f/120.0f) , frameTime(1.0f/120.0f)
{} {}
@ -67,6 +70,17 @@ void Game::GetAllPlayerPositions() const
Game::PlayerData* Game::CreatePlayer() Game::PlayerData* Game::CreatePlayer()
{ {
//Se if there is a free player somewhere in our list
for (unsigned int i = 0; i < this->players.Size(); i++)
{
if(this->players[i] && this->players[i]->player->IsReleased())
{
//We give the body to someone else
this->players[i]->player->Activate();
return this->players[i];
}
}
// Find a free space in array or insert at end // Find a free space in array or insert at end
int insert = InsertObject(this->players, (PlayerData*)0); int insert = InsertObject(this->players, (PlayerData*)0);
int freeID = 0; int freeID = 0;
@ -145,7 +159,18 @@ void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
{ {
this->onDisableFnc = functionPointer; this->onDisableFnc = functionPointer;
}
void Game::SetHpSubscription(GameEvent::ObjectHpFunction functionPointer)
{
this->onDamageTakenFnc = functionPointer;
}
void Game::SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer)
{
this->onRespawnFnc = functionPointer;
}
void Game::SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer)
{
this->onDeadFnc = functionPointer;
} }
bool Game::Initiate() bool Game::Initiate()

View File

@ -40,11 +40,11 @@ namespace GameLogic
Oyster::Math::Float3 GetScale() override; Oyster::Math::Float3 GetScale() override;
Oyster::Math::Float4x4 GetOrientation() override; Oyster::Math::Float4x4 GetOrientation() override;
int GetID() const override; int GetID() const override;
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) override; void SetLookDir(const Oyster::Math3D::Float3& lookDir) override;
void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override; void TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) override;
ObjectSpecialType GetObjectType() const override; ObjectSpecialType GetObjectType() const override;
void Inactivate() override;
void Release() override;
Player *player; Player *player;
}; };
@ -80,6 +80,10 @@ namespace GameLogic
void SetFrameTimeLength( float seconds ) override; void SetFrameTimeLength( float seconds ) override;
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override; void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override; void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) override;
void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) override;
void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) override;
bool Initiate() override; bool Initiate() override;
float GetFrameTime() const; float GetFrameTime() const;
@ -91,9 +95,11 @@ namespace GameLogic
LevelData* level; LevelData* level;
float frameTime; float frameTime;
bool initiated; bool initiated;
GameEvent::ObjectDisabledFunction onDisableFnc; GameEvent::ObjectDisabledFunction onDisableFnc;
GameEvent::ObjectMovedFunction onMoveFnc; GameEvent::ObjectMovedFunction onMoveFnc;
GameEvent::ObjectHpFunction onDamageTakenFnc;
GameEvent::ObjectRespawnedFunction onRespawnFnc;
GameEvent::ObjectDeadFunction onDeadFnc;
}; };
} }

View File

@ -27,6 +27,9 @@ namespace GameLogic
{ {
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP
typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos
typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer
//etc... //etc...
}; };
@ -85,7 +88,7 @@ namespace GameLogic
* @param x: The relative x axis * @param x: The relative x axis
* @param y: The relative y axis * @param y: The relative y axis
**/ **/
virtual void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) = 0; virtual void SetLookDir(const Oyster::Math3D::Float3& lookDir) = 0;
/** Relative rotation around given axis /** Relative rotation around given axis
* @param leftRadians: The relative amount of radians to turn * @param leftRadians: The relative amount of radians to turn
@ -106,6 +109,9 @@ namespace GameLogic
* @return The current player state * @return The current player state
********************************************************/ ********************************************************/
virtual PLAYER_STATE GetState() const = 0; virtual PLAYER_STATE GetState() const = 0;
virtual void Inactivate() = 0;
virtual void Release() = 0;
}; };
class ILevelData :public IObjectData class ILevelData :public IObjectData
@ -175,6 +181,9 @@ namespace GameLogic
* @param * @param
*/ */
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0; virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
virtual void SetHpSubscription(GameEvent::ObjectHpFunction functionPointer) = 0;
virtual void SetRespawnSubscription(GameEvent::ObjectRespawnedFunction functionPointer) = 0;
virtual void SetDeadSubscription(GameEvent::ObjectDeadFunction functionPointer) = 0;
}; };
} }

View File

@ -86,11 +86,19 @@ ObjectSpecialType Game::PlayerData::GetObjectType() const
{ {
return this->player->GetObjectType(); return this->player->GetObjectType();
} }
void Game::PlayerData::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) void Game::PlayerData::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{ {
this->player->Rotate(lookDir, right); this->player->SetLookDir(lookDir);
} }
void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians ) void Game::PlayerData::TurnLeft(Oyster::Math3D::Float deltaLeftRadians )
{ {
this->player->TurnLeft(deltaLeftRadians); this->player->TurnLeft(deltaLeftRadians);
}
void Game::PlayerData::Inactivate()
{
this->player->Inactivate();
}
void Game::PlayerData::Release()
{
this->player->ReleaseDynamicObject();
} }

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@ -69,9 +69,9 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
break; break;
case ObjectSpecialType_RedExplosiveBox: case ObjectSpecialType_RedExplosiveBox:
{ {
Oyster::Math::Float dmg = 50; Oyster::Math::Float dmg = 90;
Oyster::Math::Float force = 50; Oyster::Math::Float force = 500;
Oyster::Math::Float radie = 50; Oyster::Math::Float radie = 3;
gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie); gameObj = new ExplosiveCrate(rigidBody, (ObjectSpecialType)obj->specialTypeID, objID++, dmg, force, radie);
} }
break; break;
@ -422,5 +422,5 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object)
// function call from physics update when object was moved // function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag(); Object* temp = (Object*)object->GetCustomTag();
((Game*)&Game::Instance())->onMoveFnc(temp); ((Game*)&Game::Instance())->onMoveFnc(temp);
} }

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@ -66,6 +66,7 @@ namespace GameLogic
int getNrOfDynamicObj(); int getNrOfDynamicObj();
Object* GetObj( int ID ) const; Object* GetObj( int ID ) const;
static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object); static void PhysicsOnMoveLevel(const Oyster::Physics::ICustomBody *object);

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@ -29,6 +29,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
key_strafeLeft = 0; key_strafeLeft = 0;
key_jump = 0; key_jump = 0;
invincibleCooldown = 0; invincibleCooldown = 0;
this->deathTimeLeft = 0;
this->deathTime = 5;
this->previousPosition = Oyster::Math::Float3(0,0,0); this->previousPosition = Oyster::Math::Float3(0,0,0);
@ -54,7 +56,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
key_strafeLeft = 0; key_strafeLeft = 0;
key_jump = 0; key_jump = 0;
invincibleCooldown = 0; invincibleCooldown = 0;
this->deathTimeLeft = 0;
this->deathTime = 5;
this->previousPosition = Oyster::Math::Float3(0,0,0); this->previousPosition = Oyster::Math::Float3(0,0,0);
this->moveDir = Oyster::Math::Float3(0,0,0); this->moveDir = Oyster::Math::Float3(0,0,0);
this->moveSpeed = 20; this->moveSpeed = 20;
@ -74,137 +77,142 @@ Player::~Player(void)
void Player::BeginFrame() void Player::BeginFrame()
{ {
//weapon->Update(0.002f); if( this->playerState != PLAYER_STATE_DEAD)
//Object::BeginFrame(); {
weapon->Update(0.002f);
Oyster::Math::Float maxSpeed = 30; Oyster::Math::Float maxSpeed = 30;
// Rotate player accordingly // Rotate player accordingly
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized()); this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion; Oyster::Math::Quaternion firstUp = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp)); this->rigidBody->SetRotationAsAngularAxis(Oyster::Math3D::Float4(this->rigidBody->GetState().centerPos.GetNormalized(), this->rotationUp));
Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion; Oyster::Math::Quaternion secondTurn = this->rigidBody->GetState().quaternion;
this->rigidBody->SetRotation(secondTurn*firstUp); this->rigidBody->SetRotation(secondTurn*firstUp);
// Direction data // Direction data
Oyster::Math::Float4x4 xform; Oyster::Math::Float4x4 xform;
xform = this->rigidBody->GetState().GetOrientation(); xform = this->rigidBody->GetState().GetOrientation();
Oyster::Math::Float3 forwardDir = xform.v[2]; Oyster::Math::Float3 forwardDir = xform.v[2];
Oyster::Math::Float3 upDir = xform.v[1]; Oyster::Math::Float3 upDir = xform.v[1];
Oyster::Math::Float3 rightDir = xform.v[0]; Oyster::Math::Float3 rightDir = xform.v[0];
forwardDir.Normalize(); forwardDir.Normalize();
upDir.Normalize(); upDir.Normalize();
rightDir.Normalize(); rightDir.Normalize();
// Previous velocities data // Previous velocities data
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity(); Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)); Oyster::Math::Float3 forwardVelocity = linearVelocity*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength(); Oyster::Math::Float forwardSpeed = (linearVelocity*forwardDir).GetLength();
Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)); Oyster::Math::Float3 rightVelocity = linearVelocity*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength(); Oyster::Math::Float rightSpeed = (linearVelocity*rightDir).GetLength();
Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z)); Oyster::Math::Float3 upVelocity = linearVelocity*Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
// Walking data // Walking data
Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0); Oyster::Math::Float3 walkDirection = Oyster::Math::Float3(0.0, 0.0, 0.0);
Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f; Oyster::Math::Float walkSpeed = this->moveSpeed*0.2f;
// Check for input // Check for input
if(key_forward > 0.001) if(key_forward > 0.001)
{
key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
}
if(key_backward > 0.001)
{
key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
}
if(key_strafeRight > 0.001)
{
key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{ {
forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z)); key_forward -= gameInstance->GetFrameTime();
walkDirection += forwardDir;
} }
if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001) if(key_backward > 0.001)
{ {
rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z)); key_backward -= gameInstance->GetFrameTime();
walkDirection -= forwardDir;
} }
} if(key_strafeRight > 0.001)
// Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{
walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
{ {
if(forwardSpeed < maxSpeed) key_strafeRight -= gameInstance->GetFrameTime();
walkDirection += rightDir;
}
if(key_strafeLeft > 0.001)
{
key_strafeLeft -= gameInstance->GetFrameTime();
walkDirection -= rightDir;
}
// Dampen velocity if certain keys are not pressed
if(key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.9f)
{
if(key_forward <= 0.001 && key_backward <= 0.001)
{ {
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed; forwardVelocity *= Oyster::Math::Float3(0.2f*fabs(forwardDir.x), 0.2f*fabs(forwardDir.y), 0.2f*fabs(forwardDir.z));
} }
if(rightSpeed < maxSpeed) if(key_strafeRight <= 0.001 && key_strafeLeft <= 0.001)
{ {
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed; rightVelocity *= Oyster::Math::Float3(0.2f*fabs(rightDir.x), 0.2f*fabs(rightDir.y), 0.2f*fabs(rightDir.z));
} }
} }
// If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f) // Walk if walkdirection is something
if(walkDirection != Oyster::Math::Float3::null)
{ {
if(forwardSpeed < maxSpeed) walkDirection.Normalize();
// If on the ground, accelerate normally
if(this->rigidBody->GetLambda() < 0.9f)
{ {
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f; if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), abs(rightDir.y), fabs(rightDir.z)) * walkSpeed;
}
} }
if(rightSpeed < maxSpeed) // If in the air, accelerate slower
if(this->rigidBody->GetLambda() >= 0.9f)
{ {
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f; if(forwardSpeed < maxSpeed)
{
forwardVelocity += walkDirection*Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z)) * walkSpeed*0.2f;
}
if(rightSpeed < maxSpeed)
{
rightVelocity += walkDirection*Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z)) * walkSpeed*0.2f;
}
}
}
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{
this->key_jump -= this->gameInstance->GetFrameTime();
if(this->rigidBody->GetLambda() < 0.9f)
{
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized();
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
} }
} }
} }
else
// Adjust velocities so no squaring occurs
forwardVelocity *= Oyster::Math::Float3(fabs(forwardDir.x), fabs(forwardDir.y), fabs(forwardDir.z));
rightVelocity *= Oyster::Math::Float3(fabs(rightDir.x), fabs(rightDir.y), fabs(rightDir.z));
upVelocity *= Oyster::Math::Float3(fabs(upDir.x), fabs(upDir.y), fabs(upDir.z));
this->rigidBody->SetLinearVelocity(forwardVelocity+rightVelocity+upVelocity);
//Jump
if(key_jump > 0.001)
{ {
this->key_jump -= this->gameInstance->GetFrameTime(); // player is dead
if(this->rigidBody->GetLambda() < 0.9f) // TODO move this logic to lvl
this->deathTimeLeft -= gameInstance->GetFrameTime();
if( this->deathTimeLeft <= 0)
{ {
Oyster::Math::Float3 up = this->rigidBody->GetState().centerPos.GetNormalized(); Respawn( Oyster::Math::Float3( -50, 180, 0));
this->rigidBody->ApplyImpulse(up*this->rigidBody->GetState().mass*20);
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
} }
} }
//this->weapon->Update(0.01f);
} }
void Player::EndFrame() void Player::EndFrame()
{ {
//Object::EndFrame();
} }
@ -258,16 +266,21 @@ void Player::UseWeapon(const WEAPON_FIRE &usage)
void Player::Respawn(Oyster::Math::Float3 spawnPoint) void Player::Respawn(Oyster::Math::Float3 spawnPoint)
{ {
this->life = 100; if( this->playerState == PLAYER_STATE_DEAD)
this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE; {
this->lookDir = Oyster::Math::Float4(1,0,0); this->life = 100;
this->rigidBody->SetPosition(spawnPoint); this->playerState = PLAYER_STATE::PLAYER_STATE_IDLE;
//this->lookDir = Oyster::Math::Float4(1,0,0);
this->rigidBody->SetPosition(spawnPoint);
this->gameInstance->onRespawnFnc( this, spawnPoint);
this->gameInstance->onDamageTakenFnc( this, this->life);
}
} }
void Player::Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right) void Player::SetLookDir(const Oyster::Math3D::Float3& lookDir)
{ {
// this is the camera right vector // this is the camera right vector
this->lookDir = lookDir; this->lookDir = -lookDir;
} }
void Player::TurnLeft(Oyster::Math3D::Float deltaRadians) void Player::TurnLeft(Oyster::Math3D::Float deltaRadians)
@ -293,6 +306,11 @@ bool Player::IsIdle()
return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE); return (this->playerState == PLAYER_STATE::PLAYER_STATE_IDLE);
} }
void Player::Inactivate()
{
//this->
}
Oyster::Math::Float3 Player::GetPosition() const Oyster::Math::Float3 Player::GetPosition() const
{ {
return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos; return (Oyster::Math::Float3) this->rigidBody->GetState().centerPos;
@ -316,13 +334,17 @@ PLAYER_STATE Player::GetState() const
void Player::DamageLife(int damage) void Player::DamageLife(int damage)
{ {
this->life -= damage; if( this->playerState != PLAYER_STATE_DEAD)
this->life = 0;
if(this->life <= 0)
{ {
this->life = 0; this->life -= damage;
playerState = PLAYER_STATE_DEAD; this->gameInstance->onDamageTakenFnc( this, this->life);
this->gameInstance->onDisableFnc(this, 0.0f);
if(this->life <= 0)
{
this->life = 0;
playerState = PLAYER_STATE_DEAD;
this->deathTimeLeft = this->deathTime;
this->gameInstance->onDeadFnc(this, this->deathTimeLeft);
}
} }
} }

View File

@ -46,7 +46,7 @@ namespace GameLogic
void Respawn(Oyster::Math::Float3 spawnPoint); void Respawn(Oyster::Math::Float3 spawnPoint);
void Rotate(const Oyster::Math3D::Float3& lookDir, const Oyster::Math3D::Float3& right); void SetLookDir(const Oyster::Math3D::Float3& lookDir);
void TurnLeft(Oyster::Math3D::Float deltaRadians); void TurnLeft(Oyster::Math3D::Float deltaRadians);
@ -56,13 +56,15 @@ namespace GameLogic
* @param rigidBodyPlayer: physics object of the player * @param rigidBodyPlayer: physics object of the player
* @param obj: physics object for the object that collided with the player * @param obj: physics object for the object that collided with the player
********************************************************/ ********************************************************/
static void PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); static void PlayerCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss);
bool IsWalking(); bool IsWalking();
bool IsJumping(); bool IsJumping();
bool IsIdle(); bool IsIdle();
void Inactivate();
Oyster::Math::Float3 GetPosition() const; Oyster::Math::Float3 GetPosition() const;
Oyster::Math::Float3 GetLookDir() const; Oyster::Math::Float3 GetLookDir() const;
Oyster::Math::Float4x4 GetOrientation() const; Oyster::Math::Float4x4 GetOrientation() const;
@ -98,6 +100,8 @@ namespace GameLogic
Oyster::Math::Float rotationUp; Oyster::Math::Float rotationUp;
float deathTime;
float deathTimeLeft;
bool hasTakenDamage; bool hasTakenDamage;
float invincibleCooldown; float invincibleCooldown;

View File

@ -75,13 +75,15 @@ namespace GameLogic
} }
Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p) Protocol_ObjectDamage(Oyster::Network::CustomNetProtocol& p)
{ {
this->object_ID = p[1].value.netInt;
this->healthLost = p[2].value.netFloat;
} }
Protocol_ObjectDamage(int id, float hp) Protocol_ObjectDamage(int id, float hp)
{ {
this->protocol[0].value = protocol_Gameplay_ObjectDamage; this->protocol[0].value = protocol_Gameplay_ObjectDamage;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
object_ID = id; object_ID = id;
@ -292,6 +294,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectEnabled 356
struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectPositionRotation :public Oyster::Network::CustomProtocolObject
{ {
short object_ID; short object_ID;
@ -366,7 +369,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectEnabled 356 //#define protocol_Gameplay_ObjectEnabled 357
struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectEnable :public Oyster::Network::CustomProtocolObject
{ {
int objectID; int objectID;
@ -399,7 +402,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectDisabled 357 //#define protocol_Gameplay_ObjectDisabled 358
struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectDisable :public Oyster::Network::CustomProtocolObject
{ {
int objectID; int objectID;
@ -439,7 +442,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectCreate 358 //#define protocol_Gameplay_ObjectCreate 359
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
{ {
//ObjectType type; //ie player, box or whatever //ObjectType type; //ie player, box or whatever
@ -543,7 +546,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectCreatePlayer 359 //#define protocol_Gameplay_ObjectCreatePlayer 360
struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectCreatePlayer :public Oyster::Network::CustomProtocolObject
{ {
/*1*/ int object_ID; /*1*/ int object_ID;
@ -673,7 +676,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectJoinTeam 360 //#define protocol_Gameplay_ObjectJoinTeam 361
struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectJoinTeam :public Oyster::Network::CustomProtocolObject
{ {
int objectID; int objectID;
@ -713,7 +716,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectLeaveTeam 361 //#define protocol_Gameplay_ObjectLeaveTeam 362
struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectLeaveTeam :public Oyster::Network::CustomProtocolObject
{ {
int objectID; int objectID;
@ -745,7 +748,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectWeaponCooldown 362 //#define protocol_Gameplay_ObjectWeaponCooldown 363
struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectWeaponCooldown :public Oyster::Network::CustomProtocolObject
{ {
float seconds; float seconds;
@ -777,7 +780,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectWeaponEnergy 363 //#define protocol_Gameplay_ObjectWeaponEnergy 364
struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectWeaponEnergy :public Oyster::Network::CustomProtocolObject
{ {
float energy; float energy;
@ -809,42 +812,51 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectRespawn 364 //#define protocol_Gameplay_ObjectRespawn 365
struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectRespawn :public Oyster::Network::CustomProtocolObject
{ {
int objectID;
float position[3]; float position[3];
Protocol_ObjectRespawn() Protocol_ObjectRespawn()
{ {
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn; this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
// ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Float; this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
// POSITION
this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->objectID = 0;
memset(&this->position[0], 0, sizeof(float) * 3); memset(&this->position[0], 0, sizeof(float) * 3);
} }
Protocol_ObjectRespawn(float position[3]) Protocol_ObjectRespawn(int id, float position[3])
{ {
this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn; this->protocol[0].value.netShort = protocol_Gameplay_ObjectRespawn;
this->protocol[1].type = Oyster::Network::NetAttributeType_Float; // ID
this->protocol[1].type = Oyster::Network::NetAttributeType_Int;
// POSITION
this->protocol[2].type = Oyster::Network::NetAttributeType_Float; this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->objectID = id;
memcpy(&this->position[0], &position[0], sizeof(float) * 3); memcpy(&this->position[0], &position[0], sizeof(float) * 3);
} }
Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p) Protocol_ObjectRespawn(Oyster::Network::CustomNetProtocol& p)
{ {
this->position[0] = p[1].value.netFloat; this->objectID = p[1].value.netInt;
this->position[1] = p[2].value.netFloat; this->position[0] = p[2].value.netFloat;
this->position[2] = p[3].value.netFloat; this->position[1] = p[3].value.netFloat;
this->position[2] = p[4].value.netFloat;
} }
Oyster::Network::CustomNetProtocol GetProtocol() override Oyster::Network::CustomNetProtocol GetProtocol() override
{ {
this->protocol[1].value = this->position[0]; this->protocol[1].value = this->objectID;
this->protocol[2].value = this->position[1]; this->protocol[2].value = this->position[0];
this->protocol[3].value = this->position[2]; this->protocol[3].value = this->position[1];
this->protocol[4].value = this->position[2];
return protocol; return protocol;
} }
@ -852,7 +864,7 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
//#define protocol_Gameplay_ObjectDie 365 //#define protocol_Gameplay_ObjectDie 366
struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject
{ {
int objectID; int objectID;
@ -925,5 +937,45 @@ namespace GameLogic
Oyster::Network::CustomNetProtocol protocol; Oyster::Network::CustomNetProtocol protocol;
}; };
} }
//#define protocol_Gameplay_ObjectAction 368
struct Protocol_ObjectAction :public Oyster::Network::CustomProtocolObject
{
short objectID;
float animationID;
Protocol_ObjectAction()
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = 0;
animationID = -1;
}
Protocol_ObjectAction(Oyster::Network::CustomNetProtocol& p)
{
objectID = p[1].value.netShort;
animationID = p[2].value.netFloat;
}
Protocol_ObjectAction(float animID, int id)
{
this->protocol[0].value = protocol_Gameplay_ObjectAction;
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
objectID = id;
animationID = animID;
}
Oyster::Network::CustomNetProtocol GetProtocol() override
{
this->protocol[1].value = objectID;
this->protocol[2].value = animationID;
return protocol;
}
private:
Oyster::Network::CustomNetProtocol protocol;
};
#endif // !GAMELOGIC_PLAYER_PROTOCOLS_H #endif // !GAMELOGIC_PLAYER_PROTOCOLS_H

View File

@ -79,6 +79,7 @@ namespace GameLogic
{ {
public: public:
float deltaRadian; float deltaRadian;
float lookdir[3];
Protocol_PlayerLeftTurn() Protocol_PlayerLeftTurn()
{ {
@ -86,25 +87,40 @@ namespace GameLogic
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short; this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian // deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float; this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
deltaRadian = 0.0f;
memset(&lookdir[0], 0, sizeof(float) * 3);
} }
Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p ) Protocol_PlayerLeftTurn( const ::Oyster::Network::CustomNetProtocol &p )
{ {
this->deltaRadian = p[1].value.netFloat; this->deltaRadian = p[1].value.netFloat;
lookdir[0] = p[2].value.netFloat;
lookdir[1] = p[3].value.netFloat;
lookdir[2] = p[4].value.netFloat;
} }
Protocol_PlayerLeftTurn( float deltaRadian ) Protocol_PlayerLeftTurn( float deltaRadian,float v[3] )
{ {
this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn; this->protocol[0].value = protocol_Gameplay_PlayerLeftTurn;
this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short; this->protocol[0].type = ::Oyster::Network::NetAttributeType_Short;
// deltaRadian
this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float; this->protocol[1].type = ::Oyster::Network::NetAttributeType_Float;
this->protocol[2].type = Oyster::Network::NetAttributeType_Float;
this->protocol[3].type = Oyster::Network::NetAttributeType_Float;
this->protocol[4].type = Oyster::Network::NetAttributeType_Float;
this->deltaRadian = deltaRadian; this->deltaRadian = deltaRadian;
memcpy(&lookdir[0], &v[0], sizeof(float) * 3);
} }
::Oyster::Network::CustomNetProtocol GetProtocol() override ::Oyster::Network::CustomNetProtocol GetProtocol() override
{ {
this->protocol[1].value = this->deltaRadian; this->protocol[1].value = this->deltaRadian;
this->protocol[2].value = this->lookdir[0];
this->protocol[3].value = this->lookdir[1];
this->protocol[4].value = this->lookdir[2];
return protocol; return protocol;
} }

View File

@ -69,8 +69,8 @@
#define protocol_Gameplay_ObjectWeaponEnergy 364 #define protocol_Gameplay_ObjectWeaponEnergy 364
#define protocol_Gameplay_ObjectRespawn 365 #define protocol_Gameplay_ObjectRespawn 365
#define protocol_Gameplay_ObjectDie 366 #define protocol_Gameplay_ObjectDie 366
//Disconnect
#define protocol_Gameplay_ObjectDisconnectPlayer 367 #define protocol_Gameplay_ObjectDisconnectPlayer 367
#define protocol_Gameplay_ObjectAction 368
#define protocol_GameplayMAX 399 #define protocol_GameplayMAX 399

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@ -55,6 +55,7 @@ namespace DanBias
GameLogic::IPlayerData* ReleasePlayer(); GameLogic::IPlayerData* ReleasePlayer();
Oyster::Network::NetClient ReleaseClient(); Oyster::Network::NetClient ReleaseClient();
bool IsInvalid();
void Invalidate(); void Invalidate();
int IncrementFailedProtocol(); int IncrementFailedProtocol();
void ResetFailedProtocolCount(); void ResetFailedProtocolCount();

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@ -99,7 +99,10 @@ namespace DanBias
//Callback method recieving from gamelogic //Callback method recieving from gamelogic
static void ObjectMove ( GameLogic::IObjectData* movedObject ); static void ObjectMove ( GameLogic::IObjectData* movedObject );
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds ); static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp );
static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos );
static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds );
//Private member variables //Private member variables
private: private:
Utility::DynamicMemory::DynamicArray<gClient> gClients; Utility::DynamicMemory::DynamicArray<gClient> gClients;

View File

@ -19,18 +19,21 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
this->client = nwClient; this->client = nwClient;
this->player = 0; this->player = 0;
isReady = false; isReady = false;
this->character = L"crate_colonists.dan"; this->character = L"char_orca.dan";
this->alias = L"Unknown"; this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f; this->secondsSinceLastResponse = 0.0f;
} }
GameClient::~GameClient() GameClient::~GameClient()
{ {
this->client = 0; if(this->player)
this->player = 0; this->player->Inactivate();
this->isReady = false; this->isReady = false;
this->character = L"crate_colonists.dan"; this->character = L"char_orca.dan";
this->alias = L"Unknown"; this->alias = L"Unknown";
this->secondsSinceLastResponse = 0.0f; this->secondsSinceLastResponse = 0.0f;
this->client = 0;
this->player = 0;
} }
void GameClient::SetPlayer(GameLogic::IPlayerData* player) void GameClient::SetPlayer(GameLogic::IPlayerData* player)
@ -58,8 +61,14 @@ void GameClient::SetState(ClientState state)
this->state = state; this->state = state;
} }
bool GameClient::IsInvalid()
{
return this->isInvalid;
}
void GameClient::Invalidate() void GameClient::Invalidate()
{ {
this->player->Release();
this->player = 0;
this->isInvalid = true; this->isInvalid = true;
this->isReady = false; this->isReady = false;
this->state = ClientState_Invalid; this->state = ClientState_Invalid;

View File

@ -29,10 +29,10 @@ using namespace DanBias;
float dt = (float)this->logicTimer.getElapsedSeconds(); float dt = (float)this->logicTimer.getElapsedSeconds();
if( dt >= this->logicFrameTime ) if( dt >= this->logicFrameTime )
{ {
this->logicTimer.reset();
this->ProcessClients(); this->ProcessClients();
this->gameInstance.NewFrame(); this->gameInstance.NewFrame();
this->logicTimer.reset();
} }
} }
@ -90,7 +90,7 @@ using namespace DanBias;
{ {
for (unsigned int i = 0; i < this->gClients.Size(); i++) for (unsigned int i = 0; i < this->gClients.Size(); i++)
{ {
if(this->gClients[i] ) if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{ {
this->gClients[i]->UpdateClient(); this->gClients[i]->UpdateClient();
} }
@ -101,7 +101,7 @@ using namespace DanBias;
bool returnValue = false; bool returnValue = false;
for (unsigned int i = 0; i < this->gClients.Size(); i++) for (unsigned int i = 0; i < this->gClients.Size(); i++)
{ {
if(this->gClients[i]) if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{ {
this->gClients[i]->GetClient()->Send(message); this->gClients[i]->GetClient()->Send(message);
returnValue = true; returnValue = true;
@ -115,7 +115,7 @@ using namespace DanBias;
{ {
for (unsigned int i = 0; i < this->gClients.Size(); i++) for (unsigned int i = 0; i < this->gClients.Size(); i++)
{ {
if(this->gClients[i] && this->gClients[i]->GetClient()->GetID() == ID) if(this->gClients[i] && !this->gClients[i]->IsInvalid() && this->gClients[i]->GetClient()->GetID() == ID)
{ {
this->gClients[i]->GetClient()->Send(protocol); this->gClients[i]->GetClient()->Send(protocol);
return true; return true;
@ -143,9 +143,6 @@ using namespace DanBias;
Oyster::Math::Float3 temp = movedObject->GetPosition(); Oyster::Math::Float3 temp = movedObject->GetPosition();
if(temp.x < -300)
id = 0;
GameSession::gameSession->Send(p.GetProtocol()); GameSession::gameSession->Send(p.GetProtocol());
//} //}
} }
@ -153,7 +150,18 @@ using namespace DanBias;
{ {
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol()); GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
} }
void GameSession::ObjectDamaged( GameLogic::IObjectData* movedObject, float hp )
{
GameSession::gameSession->Send(Protocol_ObjectDamage(movedObject->GetID(), hp).GetProtocol());
}
void GameSession::ObjectRespawned( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos )
{
GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol());
}
void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds )
{
GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol());
}
//*****************************************************// //*****************************************************//
//****************** Protocol methods *****************// //****************** Protocol methods *****************//
//******************************************************************************************************************// //******************************************************************************************************************//
@ -224,6 +232,7 @@ using namespace DanBias;
void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerLeftTurn ( Protocol_PlayerLeftTurn& p, DanBias::GameClient* c )
{ {
c->GetPlayer()->TurnLeft( p.deltaRadian ); c->GetPlayer()->TurnLeft( p.deltaRadian );
c->GetPlayer()->SetLookDir( p.lookdir ) ;
} }
void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c ) void GameSession::Gameplay_PlayerChangeWeapon ( Protocol_PlayerChangeWeapon& p, DanBias::GameClient* c )
{ {

View File

@ -36,8 +36,8 @@ GameSession::GameSession()
this->isCreated = false; this->isCreated = false;
this->isRunning = false; this->isRunning = false;
this->gameSession = this; this->gameSession = this;
this->logicFrameTime = DELTA_TIME_20; this->logicFrameTime = DELTA_TIME_60;
this->networkFrameTime = DELTA_TIME_20; this->networkFrameTime = DELTA_TIME_60;
this->networkTimer.reset(); this->networkTimer.reset();
this->logicTimer.reset(); this->logicTimer.reset();
@ -108,6 +108,9 @@ bool GameSession::Create(GameDescription& desc, bool forceStart)
/* Set some game instance data options */ /* Set some game instance data options */
this->gameInstance.SetSubscription(GameSession::ObjectMove); this->gameInstance.SetSubscription(GameSession::ObjectMove);
this->gameInstance.SetSubscription(GameSession::ObjectDisabled); this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
this->gameInstance.SetHpSubscription(GameSession::ObjectDamaged);
this->gameInstance.SetRespawnSubscription(GameSession::ObjectRespawned);
this->gameInstance.SetDeadSubscription(GameSession::ObjectDead);
this->gameInstance.SetFPS(60); this->gameInstance.SetFPS(60);
this->description.clients.Clear(); this->description.clients.Clear();
@ -214,14 +217,21 @@ bool GameSession::Join(gClient gameClient)
{ {
for (unsigned int i = 0; i < this->gClients.Size(); i++) for (unsigned int i = 0; i < this->gClients.Size(); i++)
{ {
if(this->gClients[i]) if(this->gClients[i] && !this->gClients[i]->IsInvalid())
{ {
IPlayerData* temp = this->gClients[i]->GetPlayer(); IPlayerData* temp = this->gClients[i]->GetPlayer();
Protocol_ObjectCreatePlayer oc( temp->GetPosition(), temp->GetRotation(), temp->GetScale(), Protocol_ObjectCreatePlayer p1( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(), temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()), Utility::String::WStringToString(this->gClients[i]->GetAlias(), std::string()),
Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string())); Utility::String::WStringToString(this->gClients[i]->GetCharacter(), std::string()));
nwClient->Send(oc); nwClient->Send(p1);
temp = playerData;
Protocol_ObjectCreatePlayer p2( temp->GetPosition(), temp->GetRotation(), temp->GetScale(),
temp->GetID(), false, temp->GetTeamID(),
Utility::String::WStringToString(gameClient->GetAlias(), std::string()),
Utility::String::WStringToString(gameClient->GetCharacter(), std::string()));
this->gClients[i]->GetClient()->Send(p2);
} }
} }
} }

View File

@ -32,7 +32,7 @@ int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdSh
GameServerAPI::GameSetGameMode(L"free-for-all"); GameServerAPI::GameSetGameMode(L"free-for-all");
GameServerAPI::GameSetGameName(L"DebugServer"); GameServerAPI::GameSetGameName(L"DebugServer");
GameServerAPI::GameSetGameTime(15); GameServerAPI::GameSetGameTime(15);
GameServerAPI::GameSetMapName(L"2ofAll.bias"); GameServerAPI::GameSetMapName(L"erik_250.bias");
GameServerAPI::GameSetMaxClients(10); GameServerAPI::GameSetMaxClients(10);
if(GameServerAPI::GameStart(true)) if(GameServerAPI::GameStart(true))

View File

@ -166,16 +166,17 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
case ObjectType_Light: case ObjectType_Light:
{ {
LightType lightType; //LightType lightType;
//Get Light type //Get Light type
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType)); //ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
//We only support PointLight for now. //We only support PointLight for now.
BasicLight* header = new BasicLight; BasicLight* header = new BasicLight;
ParseObject(&buffer[counter], header, sizeof(*header));
counter += sizeof(*header); ParseLight(&buffer[counter], *header, counter);
objects.push_back(header); objects.push_back(header);
/*switch(lightType) /*switch(lightType)
{ {
case LightType_PointLight: case LightType_PointLight:
@ -208,6 +209,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
} }
break;*/ break;*/
} }
break;
default: default:
//Couldn't find typeID. FAIL!!!!!! //Couldn't find typeID. FAIL!!!!!!
break; break;

View File

@ -52,6 +52,7 @@ namespace GameLogic
CollisionGeometryType_Box, CollisionGeometryType_Box,
CollisionGeometryType_Sphere, CollisionGeometryType_Sphere,
CollisionGeometryType_Cylinder, CollisionGeometryType_Cylinder,
CollisionGeometryType_CG_MESH,
CollisionGeometryType_Count, CollisionGeometryType_Count,
CollisionGeometryType_Unknown = -1 CollisionGeometryType_Unknown = -1
@ -161,6 +162,11 @@ namespace GameLogic
float radius; float radius;
}; };
struct BoundingVolumeCGMesh : public BoundingVolumeBase
{
wchar_t filename[128];
};
struct BoundingVolume struct BoundingVolume
{ {
CollisionGeometryType geoType; CollisionGeometryType geoType;
@ -169,9 +175,9 @@ namespace GameLogic
LevelLoaderInternal::BoundingVolumeBox box; LevelLoaderInternal::BoundingVolumeBox box;
LevelLoaderInternal::BoundingVolumeSphere sphere; LevelLoaderInternal::BoundingVolumeSphere sphere;
LevelLoaderInternal::BoundingVolumeCylinder cylinder; LevelLoaderInternal::BoundingVolumeCylinder cylinder;
LevelLoaderInternal::BoundingVolumeCGMesh cgMesh;
}; };
}; };
} }
struct LevelMetaData : public ObjectTypeHeader struct LevelMetaData : public ObjectTypeHeader
@ -253,8 +259,10 @@ namespace GameLogic
LightType lightType; //Is not used right now LightType lightType; //Is not used right now
float color[3]; float color[3];
float position[3]; float position[3];
float raduis; float radius;
float intensity; float intensity;
virtual ~BasicLight(){}
}; };
/* We only support pointlight right now. /* We only support pointlight right now.
struct PointLight : public BasicLight struct PointLight : public BasicLight

View File

@ -20,6 +20,32 @@ namespace GameLogic
memcpy(header, buffer, size); memcpy(header, buffer, size);
} }
void ParseLight(char* buffer, BasicLight& header, int& size)
{
int start = 0;
memcpy(&header.typeID, &buffer[start], 40);
start += 40;
/*
memcpy(&header.lightType, &buffer[start], 4);
start += 4;
memcpy(&header.color, &buffer[start], 12);
start += 12;
memcpy(&header.position, &buffer[start], 12);
start += 12;
memcpy(&header.radius, &buffer[start], 4);
start += 4;
memcpy(&header.intensity, &buffer[start], 4);
start += 4;*/
size += start;
//memcpy(&header, buffer, size);
}
void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf) void ParseObject(char* buffer, ObjectHeader& header, int& size, bool loadCgf)
{ {
char tempName[128]; char tempName[128];
@ -173,6 +199,22 @@ namespace GameLogic
start += sizeof(volume.cylinder); start += sizeof(volume.cylinder);
break; break;
case CollisionGeometryType_CG_MESH:
{
memcpy(&volume.cgMesh, &buf[start], sizeof(float)*12);
start += sizeof(float)*12;
memcpy(&tempSize, &buf[start], sizeof(tempSize));
start += 4;
memcpy(&tempName, &buf[start], tempSize);
tempName[tempSize] = '\0';
//convert from char[] to wchar_t[]
mbstowcs_s(NULL, volume.cgMesh.filename, tempSize+1, tempName, _TRUNCATE);
start += tempSize;
}
break;
default: default:
break; break;
} }

View File

@ -18,6 +18,7 @@ namespace GameLogic
*/ */
void ParseObject(char* buffer, void *header, int size); void ParseObject(char* buffer, void *header, int size);
void ParseLight(char* buffer, BasicLight& header, int& size);
void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf); void ParseObject(char* buffer, ObjectHeader& header, int& size , bool loadCgf);
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size); void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size); void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);

View File

@ -376,9 +376,13 @@ namespace LinearAlgebra3D
template<typename ScalarType> template<typename ScalarType>
inline ::LinearAlgebra::Vector3<ScalarType> AngularAxis( const ::LinearAlgebra::Quaternion<ScalarType> &rotation ) inline ::LinearAlgebra::Vector3<ScalarType> AngularAxis( const ::LinearAlgebra::Quaternion<ScalarType> &rotation )
{ // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm { // see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
ScalarType angle = ScalarType(2) * (ScalarType)::std::acos( rotation.real ), if( rotation.real < ScalarType(1) )
multiplier = angle / (ScalarType)::std::sqrt( ScalarType(1) - rotation.real * rotation.real ); {
return multiplier * rotation.imaginary; ScalarType angle = ScalarType(2) * ScalarType( ::std::acos(rotation.real) ),
multiplier = angle / ScalarType( ::std::sqrt(ScalarType(1) - rotation.real * rotation.real) );
return multiplier * rotation.imaginary;
}
else return ::LinearAlgebra::Vector3<ScalarType>::null;
} }
// All Matrix to AngularAxis conversions here is incorrect // All Matrix to AngularAxis conversions here is incorrect
@ -838,7 +842,7 @@ namespace LinearAlgebra3D
template<typename ScalarType> template<typename ScalarType>
::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() ) ::LinearAlgebra::Vector3<ScalarType> & SnapAngularAxis( const ::LinearAlgebra::Vector3<ScalarType> &startAngularAxis, const ::LinearAlgebra::Vector3<ScalarType> &localStartNormal, const ::LinearAlgebra::Vector3<ScalarType> &worldEndNormal, ::LinearAlgebra::Vector3<ScalarType> &targetMem = ::LinearAlgebra::Vector3<ScalarType>() )
{ { //! @todo TODO: This code is broken and do not work!
::LinearAlgebra::Vector3<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal) ); ::LinearAlgebra::Vector3<ScalarType> worldStartNormal( WorldAxisOf(Rotation(startAngularAxis), localStartNormal) );
targetMem = worldStartNormal.Cross( worldEndNormal ); targetMem = worldStartNormal.Cross( worldEndNormal );
targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) ); targetMem *= (ScalarType)::std::acos( ::Utility::Value::Clamp(worldStartNormal.Dot(worldEndNormal), (ScalarType)0, (ScalarType)1) );

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@ -437,6 +437,38 @@ int ResourceManager::GetResourceId(const wchar_t c[])
return -1; return -1;
} }
int ResourceManager::GetResourceCount(const wchar_t filename[])
{
ResourceData *t = FindResource(this->resources, filename);
if(t) return t->referenceCount;
return 0;
}
int ResourceManager::GetResourceCount(const HRESOURCE& resource)
{
ResourceData *t = FindResource(this->resources, resource);
if(t) return t->referenceCount;
return 0;
}
int ResourceManager::GetResourceSize(const wchar_t filename[])
{
ResourceData *t = FindResource(this->resources, filename);
if(t) return t->resourceSize;
return 0;
}
int ResourceManager::GetResourceSize(const HRESOURCE& resource)
{
ResourceData *t = FindResource(this->resources, resource);
if(t) return t->resourceSize;
return 0;
}

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@ -148,6 +148,14 @@ namespace Oyster
* @return Returns the accociated ID * @return Returns the accociated ID
*/ */
int GetResourceId(const wchar_t filename[]); int GetResourceId(const wchar_t filename[]);
int GetResourceCount(const wchar_t filename[]);
int GetResourceCount(const HRESOURCE& resource);
int GetResourceSize(const wchar_t filename[]);
int GetResourceSize(const HRESOURCE& resource);
private: private:
ResourceManager(const ResourceManager& obj); ResourceManager(const ResourceManager& obj);

View File

@ -44,6 +44,7 @@ namespace Utility
ReferenceCount() :count(0) { } ReferenceCount() :count(0) { }
ReferenceCount(const ReferenceCount& o) { count = o.count; } ReferenceCount(const ReferenceCount& o) { count = o.count; }
inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;} inline const ReferenceCount& operator=(const ReferenceCount& o) { count = o.count; return *this;}
operator int() { return this->count; }
inline void Incref() { this->count++; } inline void Incref() { this->count++; }
inline void Incref(int c) { this->count += c; } inline void Incref(int c) { this->count += c; }
inline int Decref() { return --this->count;} inline int Decref() { return --this->count;}

View File

@ -56,6 +56,17 @@ struct NetworkClient::PrivateData : public IThreadObject
ThreadSafeQueue<CustomNetProtocol> sendQueue; ThreadSafeQueue<CustomNetProtocol> sendQueue;
ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue; ThreadSafeQueue<NetEvent<NetworkClient*, NetworkClient::ClientEventArgs>> recieveQueue;
//Testing for eventSelect.
HANDLE socketEvents[2];
HANDLE shutdownEvent;
//The OysterByte each message is packed in.
OysterByte tempMessage;
//Used to buffer messages
OysterByte bufferedSend;
int numPackages;
//ID //ID
static unsigned int currID; static unsigned int currID;
const unsigned int ID; const unsigned int ID;
@ -65,14 +76,18 @@ struct NetworkClient::PrivateData : public IThreadObject
, parent(0) , parent(0)
, owner(0) , owner(0)
, outputEvent(0) , outputEvent(0)
{ {
numPackages = 0;
bufferedSend.Resize(MAX_NETWORK_MESSAGE_SIZE);
tempMessage.Resize(MAX_NETWORK_MESSAGE_SIZE);
InitWinSock(); InitWinSock();
this->thread.Create(this, false); this->thread.Create(this, false);
this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1); this->thread.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_1);
} }
~PrivateData() ~PrivateData()
{ {
this->thread.Terminate(); SetEvent(shutdownEvent);
this->thread.Wait();
ShutdownWinSock(); ShutdownWinSock();
this->connection.Disconnect(); this->connection.Disconnect();
@ -80,15 +95,150 @@ struct NetworkClient::PrivateData : public IThreadObject
this->parent = 0; this->parent = 0;
} }
void ThreadEntry()
{
//Create alla events used in the thread
shutdownEvent = CreateEvent(NULL, true, false, NULL);
socketEvents[0] = WSACreateEvent();
socketEvents[1] = WSACreateEvent();
if(socketEvents[0] == WSA_INVALID_EVENT)
{
//Error
}
if(WSAEventSelect(this->connection.GetSocket(), socketEvents[0], FD_READ) == SOCKET_ERROR)
{
//Error
}
}
void ThreadExit()
{
WSACloseEvent(socketEvents[0]);
WSACloseEvent(socketEvents[1]);
CloseHandle(shutdownEvent);
}
bool DoWork() override bool DoWork() override
{ {
if(!this->connection.IsConnected()) return false; WSANETWORKEVENTS wsaEvents;
Send(); while(WaitForSingleObject(shutdownEvent, 0) != WAIT_OBJECT_0)
Recv(); {
if(!this->connection.IsConnected()) return false;
return true;
int result = WSAWaitForMultipleEvents(2, socketEvents, FALSE, 100, FALSE) - WSA_WAIT_EVENT_0;
if(result == 0)
{
WSAEnumNetworkEvents(this->connection.GetSocket(), socketEvents[0], &wsaEvents);
if((wsaEvents.lNetworkEvents & FD_READ) && (wsaEvents.iErrorCode[FD_READ_BIT] == 0))
{
//Recieve a message
Recv();
}
}
else if(result == 1)
{
//Send all messages in the sendQueue
int i = this->sendQueue.Size();
WSAResetEvent(socketEvents[1]);
if(i == 1)
{
Send();
}
else if(i > 1)
{
for(int j = 0; j < i; j++)
BufferMessage();
SendBuffer();
}
}
}
return false;
} }
void SendBuffer()
{
if(bufferedSend.GetSize() > 0)
{
this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
}
void BufferMessage()
{
int errorCode = 0;
if(!this->sendQueue.IsEmpty())
{
CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(tempMessage, p);
if(tempMessage.GetSize() > MAX_NETWORK_MESSAGE_SIZE - bufferedSend.GetSize())
{
//Send buffered message
errorCode = this->connection.Send(bufferedSend);
//printf("2. %d, %d\n", numPackages, bufferedSend.GetSize());
bufferedSend.Clear();
//Debug
numPackages = 0;
}
bufferedSend += tempMessage;
tempMessage.Clear();
//Debug
numPackages++;
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{
if( errorCode == WSAECONNABORTED || errorCode == WSAENOTCONN)
{
CEA parg;
parg.type = CEA::EventType_Disconnect;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_Disconnect && EventType_ProtocolFailedToSend \n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
else
{
CEA parg;
parg.type = CEA::EventType_ProtocolFailedToSend;
parg.data.protocol = p;
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
this->recieveQueue.Push(e);
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) - EventType_ProtocolFailedToSend\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
if(this->outputEvent)
{
printf("\t(ID: %i | IP: %s | Protocol: %i) Message sent!\n", this->ID, this->connection.GetIpAddress().c_str(), p[0].value.netShort);
}
}
}
int Send() int Send()
{ {
int errorCode = 0; int errorCode = 0;
@ -96,11 +246,11 @@ struct NetworkClient::PrivateData : public IThreadObject
if(!this->sendQueue.IsEmpty()) if(!this->sendQueue.IsEmpty())
{ {
//printf("\t(%i)\n", this->sendQueue.Size()); //printf("\t(%i)\n", this->sendQueue.Size());
OysterByte temp;
CustomNetProtocol p = this->sendQueue.Pop(); CustomNetProtocol p = this->sendQueue.Pop();
this->translator.Pack(temp, p); this->translator.Pack(tempMessage, p);
errorCode = this->connection.Send(temp); errorCode = this->connection.Send(tempMessage);
tempMessage.Clear();
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK) if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
{ {
@ -144,12 +294,12 @@ struct NetworkClient::PrivateData : public IThreadObject
{ {
int errorCode = -1; int errorCode = -1;
OysterByte temp = OysterByte(); errorCode = this->connection.Recieve(tempMessage);
errorCode = this->connection.Recieve(temp);
if(errorCode == 0 && temp.GetSize()) if(errorCode == 0 && tempMessage.GetSize())
{ {
HandleRecievedData(temp); HandleRecievedData(tempMessage);
tempMessage.Clear();
/* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte) /* Replaced with EmptyOutbufferedQueue() and HandleRecievedData(OysterByte)
@ -312,7 +462,7 @@ bool NetworkClient::Connect(ConnectionInfo& socket)
if(this->privateData) return false; if(this->privateData) return false;
if(!this->privateData) this->privateData = new PrivateData(); if(!this->privateData) this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(socket, false); int result = this->privateData->connection.Connect(socket, true);
//Connect has succeeded //Connect has succeeded
if(result != 0) return false; if(result != 0) return false;
@ -333,7 +483,7 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
if(!this->privateData) if(!this->privateData)
this->privateData = new PrivateData(); this->privateData = new PrivateData();
int result = this->privateData->connection.Connect(port, serverIP, false); int result = this->privateData->connection.Connect(port, serverIP, true);
//Connect has succeeded //Connect has succeeded
if(result != 0) return false; if(result != 0) return false;
@ -381,7 +531,9 @@ void NetworkClient::Disconnect()
{ {
if(!privateData) return; if(!privateData) return;
privateData->thread.Stop(); SetEvent(privateData->shutdownEvent);
privateData->thread.Wait();
privateData->connection.Disconnect(); privateData->connection.Disconnect();
this->privateData->sendQueue.Clear(); this->privateData->sendQueue.Clear();
this->privateData->recieveQueue.Clear(); this->privateData->recieveQueue.Clear();
@ -390,11 +542,13 @@ void NetworkClient::Disconnect()
void NetworkClient::Send(CustomProtocolObject& protocol) void NetworkClient::Send(CustomProtocolObject& protocol)
{ {
this->privateData->sendQueue.Push(protocol.GetProtocol()); this->privateData->sendQueue.Push(protocol.GetProtocol());
WSASetEvent(this->privateData->socketEvents[1]);
} }
void NetworkClient::Send(CustomNetProtocol& protocol) void NetworkClient::Send(CustomNetProtocol& protocol)
{ {
this->privateData->sendQueue.Push(protocol); this->privateData->sendQueue.Push(protocol);
WSASetEvent(this->privateData->socketEvents[1]);
} }
void NetworkClient::SetOwner(NetworkSession* owner) void NetworkClient::SetOwner(NetworkSession* owner)

View File

@ -22,16 +22,16 @@ namespace Oyster
{ {
struct BroadcastOptions struct BroadcastOptions
{ {
//bool broadcast; bool broadcast;
//float broadcastInterval; float broadcastInterval;
//std::wstring subnetToBroadcast; std::wstring subnetToBroadcast;
//CustomNetProtocol broadcastMessage; CustomNetProtocol broadcastMessage;
//BroadcastOptions() BroadcastOptions()
//{ {
// broadcast = true; broadcast = true;
// broadcastInterval = 1.0f; broadcastInterval = 1.0f;
// subnetToBroadcast = L"192.168.0.1"; subnetToBroadcast = L"192.168.0.1";
//} }
} broadcastOptions; } broadcastOptions;
struct MainOptions struct MainOptions
@ -117,6 +117,23 @@ namespace Oyster
*/ */
int NetworkServer::GetPort(); int NetworkServer::GetPort();
/***************************************
Broadcast functions
***************************************/
//Set broadcast settings.
void SetBroadcast(CustomNetProtocol& broadcastMessage, float interval = 1.0f, bool enable = true);
//Set broadcast settings.
void SetBroadcastMessage(CustomNetProtocol& broadcastMessage);
//Enable/disable broadcast.
void SetBroadcast(bool enable);
//Set interval between each broadcast message in seconds.
void SetBroadcastInterval(float interval);
private: private:
struct PrivateData; struct PrivateData;
PrivateData* privateData; PrivateData* privateData;

View File

@ -188,8 +188,8 @@ int Connection::Recieve(OysterByte &bytes)
if(this->closed) return -1; if(this->closed) return -1;
int nBytes; int nBytes;
bytes.Resize(1000); bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recv(this->socket, bytes, 1000, 0); nBytes = recv(this->socket, bytes, MAX_NETWORK_MESSAGE_SIZE, 0);
if(nBytes == SOCKET_ERROR) if(nBytes == SOCKET_ERROR)
{ {
bytes.SetSize(0); bytes.SetSize(0);
@ -263,6 +263,11 @@ std::string Connection::GetIpAddress()
return this->addr; return this->addr;
} }
int Connection::GetSocket()
{
return socket;
}
/////////////////////////////////////// ///////////////////////////////////////
//Private functions //Private functions
/////////////////////////////////////// ///////////////////////////////////////

View File

@ -39,6 +39,8 @@ namespace Oyster
int SetBlockingMode( bool blocking ); int SetBlockingMode( bool blocking );
std::string GetIpAddress(); std::string GetIpAddress();
int GetSocket();
private: private:
int InitiateSocket(); int InitiateSocket();

View File

@ -135,10 +135,10 @@ int ConnectionUDP::Recieve(OysterByte &bytes)
sockaddr_in from; sockaddr_in from;
int fromLength = sizeof( from ); int fromLength = sizeof( from );
bytes.Resize(1000); bytes.Resize(MAX_NETWORK_MESSAGE_SIZE);
nBytes = recvfrom(this->socket, nBytes = recvfrom(this->socket,
bytes, bytes,
1000, MAX_NETWORK_MESSAGE_SIZE,
0, 0,
(sockaddr*)&from, (sockaddr*)&from,
&fromLength &fromLength

View File

@ -11,6 +11,8 @@ namespace Oyster
{ {
namespace Network namespace Network
{ {
const int MAX_NETWORK_MESSAGE_SIZE = 1400;
struct ConnectionInfo struct ConnectionInfo
{ {
int socket; int socket;
@ -44,6 +46,8 @@ namespace Oyster
//Disconnects the client or server TODO: optimize! //Disconnects the client or server TODO: optimize!
virtual int Disconnect() = 0; virtual int Disconnect() = 0;
virtual int GetSocket() { return -1; };
}; };
} }
} }

View File

@ -90,6 +90,14 @@ namespace Oyster
Math::Float3 GlowTint; Math::Float3 GlowTint;
Math::Float PAD2; Math::Float PAD2;
}; };
struct RenderInstanceData
{
Math::Matrix WV;
Math::Matrix WVP;
Math::Float3 Tint;
Math::Float3 GTint;
};
} }
} }
} }

View File

@ -19,6 +19,7 @@ namespace Oyster
Math::Float4x4 Projection; Math::Float4x4 Projection;
std::vector<Definitions::Pointlight> Lights; std::vector<Definitions::Pointlight> Lights;
float deltaTime; float deltaTime;
int MostModel;
#ifdef _DEBUG #ifdef _DEBUG
Model::Model* cube; Model::Model* cube;
Model::Model* sphere; Model::Model* sphere;
@ -57,9 +58,11 @@ namespace Oyster
debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png");
cube = CreateModel(L"generic_cube.dan"); cube = CreateModel(L"generic_cube.dan");
cube->Tint = Math::Float3(0.0f,0.0f,1.0f); cube->Tint = Math::Float3(1.0f,0.0f,0.0f);
cube->Instanced = false;
sphere = CreateModel(L"generic_sphere.dan"); sphere = CreateModel(L"generic_sphere.dan");
sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f); sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f);
sphere->Instanced = false;
D3D11_RASTERIZER_DESC desc; D3D11_RASTERIZER_DESC desc;
@ -133,6 +136,35 @@ namespace Oyster
return API::Sucsess; return API::Sucsess;
} }
void API::BeginLoadingModels()
{
}
void API::EndLoadingModels()
{
//TODO finalize instance buffers and create rendering map;
int maxModels = 0;
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
if((*i).second->Models > maxModels)
{
maxModels = (*i).second->Models;
}
(*i).second->rid = new Definitions::RenderInstanceData[(*i).second->Models+1];
}
Core::Buffer::BUFFER_INIT_DESC desc;
desc.ElementSize = sizeof(Definitions::RenderInstanceData);
desc.Type = Core::Buffer::VERTEX_BUFFER;
desc.Usage = Core::Buffer::BUFFER_CPU_WRITE_DISCARD;
desc.InitData = 0;
desc.NumElements = maxModels+1;
Render::Resources::Gather::InstancedData.Init(desc);
}
//returns null for invalid filenames //returns null for invalid filenames
Model::Model* API::CreateModel(std::wstring filename) Model::Model* API::CreateModel(std::wstring filename)
{ {
@ -142,6 +174,7 @@ namespace Oyster
m->Animation.AnimationPlaying = NULL; m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1); m->Tint = Math::Float3(1);
m->GlowTint = Math::Float3(1); m->GlowTint = Math::Float3(1);
m->Instanced = true;
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN); 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; Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
@ -152,6 +185,18 @@ namespace Oyster
delete mi; delete mi;
return NULL; return NULL;
} }
if(!m->info->Animated)
{
if(Core::loader.GetResourceCount(m->info) == 1)
{
Render::Resources::RenderData[m->info] = new Render::Resources::ModelDataWrapper();
}
else
{
Render::Resources::RenderData[m->info]->Models++;
}
}
return m; return m;
} }
@ -187,6 +232,12 @@ namespace Oyster
SAFE_RELEASE(Core::deviceContext); SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device); SAFE_RELEASE(Core::device);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
SAFE_DELETE((*i).second->rid);
SAFE_DELETE((*i).second);
}
} }
void API::AddLight(Definitions::Pointlight light) void API::AddLight(Definitions::Pointlight light)
@ -208,9 +259,9 @@ namespace Oyster
void API::StartRenderWireFrame() void API::StartRenderWireFrame()
{ {
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); //Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
Core::deviceContext->RSSetState(wire); Core::deviceContext->RSSetState(wire);
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL); //Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL);
} }
void API::RenderDebugCube(Math::Matrix world) void API::RenderDebugCube(Math::Matrix world)

View File

@ -42,6 +42,10 @@ namespace Oyster
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options); static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
static void BeginLoadingModels();
static void EndLoadingModels();
static State ReloadShaders(); static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering //should be called after rendered normal models, before GUI or Text rendering

View File

@ -26,6 +26,7 @@ namespace Oyster
Oyster::Math::Float3 Tint; Oyster::Math::Float3 Tint;
Oyster::Math::Float3 GlowTint; Oyster::Math::Float3 GlowTint;
bool Visible; bool Visible;
bool Instanced;
AnimationData Animation; AnimationData Animation;
}; };
} }

View File

@ -239,13 +239,25 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile> </FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl"> <FxCompile Include="Shader\Passes\Light\LightPass.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
</FxCompile> </FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl"> <FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
@ -281,7 +293,7 @@
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel> <ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
</FxCompile> </FxCompile>
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl"> <FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType> <ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
@ -328,8 +340,9 @@
<ItemGroup> <ItemGroup>
<None Include="Shader\Passes\2D\Header.hlsli" /> <None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" /> <None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
<None Include="Shader\Passes\Light\Defines.hlsli" /> <None Include="Shader\Passes\Light\Defines.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" /> <None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Light\LightCalc.hlsli" /> <None Include="Shader\Passes\Light\LightCalc.hlsli" />
<None Include="Shader\Passes\Light\PosManipulation.hlsli" /> <None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" /> <None Include="Shader\Passes\Light\SSAO.hlsli" />

View File

@ -100,8 +100,6 @@
<FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" /> <FxCompile Include="Shader\HLSL\SimpleDebug\TextureDebug.hlsl" />
<FxCompile Include="Shader\Passes\Light\LightPass.hlsl" /> <FxCompile Include="Shader\Passes\Light\LightPass.hlsl" />
<FxCompile Include="Shader\Passes\Post\PostPass.hlsl" /> <FxCompile Include="Shader\Passes\Post\PostPass.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" /> <FxCompile Include="Shader\Passes\2D\2DVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" /> <FxCompile Include="Shader\Passes\2D\2DPixel.hlsl" />
<FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" /> <FxCompile Include="Shader\Passes\2D\2DGeometry.hlsl" />
@ -109,6 +107,10 @@
<FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl" /> <FxCompile Include="Shader\Passes\Blur\BlurVert.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl" /> <FxCompile Include="Shader\Passes\2D\Text\2DTextVertex.hlsl" />
<FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl" /> <FxCompile Include="Shader\Passes\2D\Text\2DTextGeometry.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimPixel.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherAnimVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstVertex.hlsl" />
<FxCompile Include="Shader\Passes\Gather\GatherInstPixel.hlsl" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" /> <None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
@ -117,8 +119,9 @@
<None Include="Shader\Passes\Light\PosManipulation.hlsli" /> <None Include="Shader\Passes\Light\PosManipulation.hlsli" />
<None Include="Shader\Passes\Light\SSAO.hlsli" /> <None Include="Shader\Passes\Light\SSAO.hlsli" />
<None Include="Shader\Passes\2D\Header.hlsli" /> <None Include="Shader\Passes\2D\Header.hlsli" />
<None Include="Shader\Passes\Gather\Header.hlsli" />
<None Include="Shader\Passes\Blur\BlurSharedData.hlsli" /> <None Include="Shader\Passes\Blur\BlurSharedData.hlsli" />
<None Include="Shader\Passes\2D\Text\Header.hlsli" /> <None Include="Shader\Passes\2D\Text\Header.hlsli" />
<None Include="Shader\Passes\Gather\AnimHeader.hlsli" />
<None Include="Shader\Passes\Gather\InstHeader.hlsli" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -19,7 +19,6 @@ namespace Oyster
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0)); Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
Preparations::Basic::ClearDepthStencil(Resources::Gui::depth); Preparations::Basic::ClearDepthStencil(Resources::Gui::depth);
Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0)); Preparations::Basic::ClearRTV(Resources::GBufferRTV,Resources::GBufferSize,Math::Float4(0,0,0,0));
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
Lights[1]; Lights[1];
void* data; void* data;
@ -39,15 +38,39 @@ namespace Oyster
data = Resources::Light::PointLightsData.Map(); data = Resources::Light::PointLightsData.Map();
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights); memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
Resources::Light::PointLightsData.Unmap(); Resources::Light::PointLightsData.Unmap();
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
(*i).second->Models=0;
}
Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass);
} }
void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime) void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime)
{ {
for(int i = 0; i < count; ++i) for(int i = 0; i < count; ++i)
{ {
if(&models[i] == NULL) if(&models[i] == NULL || !models[i].Visible)
continue; continue;
if(models[i].Visible)
Model::ModelInfo* info = models[i].info;
if(!info->Animated && models[i].Instanced)
{
Definitions::RenderInstanceData rid;
Math::Float3x3 normalTransform;
normalTransform = Math::Float3x3(models[i].WorldMatrix.v[0].xyz, models[i].WorldMatrix.v[1].xyz, models[i].WorldMatrix.v[2].xyz);
normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
rid.WV = View * m;
rid.WVP = Projection * View * models[i].WorldMatrix;
rid.Tint = models[i].Tint;
rid.GTint = models[i].GlowTint;
Resources::RenderData[info]->rid[Resources::RenderData[info]->Models++] = rid;
}
else
{ {
Definitions::PerModel pm; Definitions::PerModel pm;
Math::Float3x3 normalTransform; Math::Float3x3 normalTransform;
@ -55,7 +78,6 @@ namespace Oyster
normalTransform.Transpose().Invert(); normalTransform.Transpose().Invert();
Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f)); Math::Matrix m = Math::Matrix(Math::Vector4(normalTransform.v[0],0.0f), Math::Vector4(normalTransform.v[1],0.0f), Math::Vector4(normalTransform.v[2],0.0f), Math::Vector4(0.0f));
pm.WV = View * m; pm.WV = View * m;
//pm.WV = models[i].WorldMatrix.GetTranspose().GetInverse();
pm.WVP = Projection * View * models[i].WorldMatrix; pm.WVP = Projection * View * models[i].WorldMatrix;
Model::ModelInfo* info = models[i].info; Model::ModelInfo* info = models[i].info;
@ -207,9 +229,47 @@ namespace Oyster
Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1); Core::deviceContext->Dispatch((UINT)(Core::resolution.x/2), (UINT)((Core::resolution.y/2 + 127U) / 128U), 1);
} }
void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count)
{
if(count < 1)
return;
if(info->Material.size())
{
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
}
info->Vertices->Apply();
if(info->Indexed)
{
info->Indecies->Apply();
}
void* data = Resources::Gather::InstancedData.Map();
memcpy(data, rid, sizeof(Definitions::RenderInstanceData)*count);
Resources::Gather::InstancedData.Unmap();
if(info->Indexed)
{
Core::deviceContext->DrawIndexedInstanced(info->IndexCount,count,0,0,0);
//Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
}
else
{
Core::deviceContext->DrawInstanced(info->VertexCount,count,0,0);
//Core::deviceContext->Draw(info->VertexCount,0);
}
}
void DefaultRenderer::EndFrame() void DefaultRenderer::EndFrame()
{ {
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::InstancedPass);
Resources::Gather::InstancedData.Apply(1);
for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ )
{
RenderModel((*i).first,(*i).second->rid, (*i).second->Models);
}
Core::PipelineManager::SetRenderPass(Resources::Light::Pass); Core::PipelineManager::SetRenderPass(Resources::Light::Pass);
Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1); Core::deviceContext->Dispatch((UINT)((Core::resolution.x + 15U) / 16U), (UINT)((Core::resolution.y + 15U) / 16U), 1);

View File

@ -33,7 +33,8 @@ namespace Oyster
ID3D11UnorderedAccessView* Resources::Blur::BufferUAV = {0}; ID3D11UnorderedAccessView* Resources::Blur::BufferUAV = {0};
ID3D11ShaderResourceView* Resources::Blur::BufferSRV = {0}; ID3D11ShaderResourceView* Resources::Blur::BufferSRV = {0};
Shader::RenderPass Resources::Gather::Pass; Shader::RenderPass Resources::Gather::AnimatedPass;
Shader::RenderPass Resources::Gather::InstancedPass;
Shader::RenderPass Resources::Light::Pass; Shader::RenderPass Resources::Light::Pass;
Shader::RenderPass Resources::Post::Pass; Shader::RenderPass Resources::Post::Pass;
Shader::RenderPass Resources::Gui::Pass; Shader::RenderPass Resources::Gui::Pass;
@ -43,6 +44,7 @@ namespace Oyster
Buffer Resources::Gather::ModelData = Buffer(); Buffer Resources::Gather::ModelData = Buffer();
Buffer Resources::Gather::AnimationData = Buffer(); Buffer Resources::Gather::AnimationData = Buffer();
Buffer Resources::Gather::InstancedData = Buffer();
Buffer Resources::Light::LightConstantsData = Buffer(); Buffer Resources::Light::LightConstantsData = Buffer();
Buffer Resources::Gui::Data = Buffer(); Buffer Resources::Gui::Data = Buffer();
Buffer Resources::Color = Buffer(); Buffer Resources::Color = Buffer();
@ -63,6 +65,8 @@ namespace Oyster
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
ID3D11DepthStencilView* Resources::Gui::depth = NULL; ID3D11DepthStencilView* Resources::Gui::depth = NULL;
std::map<Model::ModelInfo*, Resources::ModelDataWrapper*> Resources::RenderData = std::map<Model::ModelInfo*, Resources::ModelDataWrapper*>();
#pragma endregion #pragma endregion
@ -76,8 +80,12 @@ namespace Oyster
std::wstring end = L".cso"; std::wstring end = L".cso";
#endif #endif
//Load Shaders //Load Shaders
Core::PipelineManager::Init(path + L"GatherPixel" + end, ShaderType::Pixel, L"Gather"); Core::PipelineManager::Init(path + L"GatherAnimPixel" + end, ShaderType::Pixel, L"AGather");
Core::PipelineManager::Init(path + L"GatherVertex" + end, ShaderType::Vertex, L"Gather"); Core::PipelineManager::Init(path + L"GatherAnimVertex" + end, ShaderType::Vertex, L"AGather");
Core::PipelineManager::Init(path + L"GatherInstPixel" + end, ShaderType::Pixel, L"IGather");
Core::PipelineManager::Init(path + L"GatherInstVertex" + end, ShaderType::Vertex, L"IGather");
#ifdef _DEBUG #ifdef _DEBUG
path = PathToHLSL+L"Light\\"; path = PathToHLSL+L"Light\\";
#endif #endif
@ -151,6 +159,7 @@ namespace Oyster
desc.NumElements = MAX_LETTER_COUNT; desc.NumElements = MAX_LETTER_COUNT;
Gui::Text::Vertex.Init(desc); Gui::Text::Vertex.Init(desc);
return Core::Init::Success; return Core::Init::Success;
} }
@ -356,10 +365,11 @@ namespace Oyster
{ {
////---------------- Geometry Pass Setup ---------------------------- ////---------------- Geometry Pass Setup ----------------------------
Gather::Pass.Shaders.Pixel = GetShader::Pixel(L"Gather"); #pragma region Animated Pass
Gather::Pass.Shaders.Vertex = GetShader::Vertex(L"Gather"); Gather::AnimatedPass.Shaders.Pixel = GetShader::Pixel(L"AGather");
Gather::AnimatedPass.Shaders.Vertex = GetShader::Vertex(L"AGather");
D3D11_INPUT_ELEMENT_DESC indesc[] = D3D11_INPUT_ELEMENT_DESC AnimInDesc[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@ -368,20 +378,163 @@ namespace Oyster
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 } { "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}; };
Shader::CreateInputLayout(indesc,5,GetShader::Vertex(L"Gather"),Gather::Pass.IAStage.Layout); Shader::CreateInputLayout(AnimInDesc,5,GetShader::Vertex(L"AGather"),Gather::AnimatedPass.IAStage.Layout);
Gather::Pass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; Gather::AnimatedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::Pass.CBuffers.Vertex.push_back(Gather::AnimationData); Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::AnimationData);
Gather::Pass.CBuffers.Vertex.push_back(Gather::ModelData); Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::ModelData);
Gather::Pass.CBuffers.Pixel.push_back(Color); Gather::AnimatedPass.CBuffers.Pixel.push_back(Color);
Gather::Pass.RenderStates.Rasterizer = RenderStates::rs; Gather::AnimatedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::Pass.RenderStates.SampleCount = 1; Gather::AnimatedPass.RenderStates.SampleCount = 1;
Gather::Pass.RenderStates.SampleState = RenderStates::ss; Gather::AnimatedPass.RenderStates.SampleState = RenderStates::ss;
Gather::Pass.RenderStates.DepthStencil = RenderStates::dsState; Gather::AnimatedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i) for(int i = 0; i<GBufferSize;++i)
{ {
Gather::Pass.RTV.push_back(GBufferRTV[i]); Gather::AnimatedPass.RTV.push_back(GBufferRTV[i]);
} }
Gather::Pass.depth = Core::depthStencil; Gather::AnimatedPass.depth = Core::depthStencil;
#pragma endregion
#pragma region Instanced Pass
Gather::InstancedPass.Shaders.Pixel = GetShader::Pixel(L"IGather");
Gather::InstancedPass.Shaders.Vertex = GetShader::Vertex(L"IGather");
D3D11_INPUT_ELEMENT_DESC InstInDesc[15];
InstInDesc[0].AlignedByteOffset = 0;
InstInDesc[0].SemanticName = "POSITION";
InstInDesc[0].SemanticIndex = 0;
InstInDesc[0].InputSlot = 0;
InstInDesc[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[0].InstanceDataStepRate = 0;
InstInDesc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[1].AlignedByteOffset = 12;
InstInDesc[1].SemanticName = "TEXCOORD";
InstInDesc[1].SemanticIndex = 0;
InstInDesc[1].InputSlot = 0;
InstInDesc[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[1].InstanceDataStepRate = 0;
InstInDesc[1].Format = DXGI_FORMAT_R32G32_FLOAT;
InstInDesc[2].AlignedByteOffset = 20;
InstInDesc[2].SemanticName = "NORMAL";
InstInDesc[2].SemanticIndex = 0;
InstInDesc[2].InputSlot = 0;
InstInDesc[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[2].InstanceDataStepRate = 0;
InstInDesc[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[3].AlignedByteOffset = 36;
InstInDesc[3].SemanticName = "BONEINDEX";
InstInDesc[3].SemanticIndex = 0;
InstInDesc[3].InputSlot = 0;
InstInDesc[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[3].InstanceDataStepRate = 0;
InstInDesc[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[4].AlignedByteOffset = 48;
InstInDesc[4].SemanticName = "BONEWEIGHT";
InstInDesc[4].SemanticIndex = 0;
InstInDesc[4].InputSlot = 0;
InstInDesc[4].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
InstInDesc[4].InstanceDataStepRate = 0;
InstInDesc[4].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
/// Set WV
InstInDesc[5].AlignedByteOffset = 0;
InstInDesc[5].SemanticName = "WV";
InstInDesc[5].SemanticIndex = 0;
InstInDesc[5].InputSlot = 1;
InstInDesc[5].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[5].InstanceDataStepRate = 1;
InstInDesc[5].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[6].AlignedByteOffset = 16;
InstInDesc[6].SemanticName = "WV";
InstInDesc[6].SemanticIndex = 1;
InstInDesc[6].InputSlot = 1;
InstInDesc[6].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[6].InstanceDataStepRate = 1;
InstInDesc[6].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[7].AlignedByteOffset = 32;
InstInDesc[7].SemanticName = "WV";
InstInDesc[7].SemanticIndex = 2;
InstInDesc[7].InputSlot = 1;
InstInDesc[7].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[7].InstanceDataStepRate = 1;
InstInDesc[7].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[8].AlignedByteOffset = 48;
InstInDesc[8].SemanticName = "WV";
InstInDesc[8].SemanticIndex = 3;
InstInDesc[8].InputSlot = 1;
InstInDesc[8].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[8].InstanceDataStepRate = 1;
InstInDesc[8].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
//WVP
InstInDesc[9].AlignedByteOffset = 64;
InstInDesc[9].SemanticName = "WVP";
InstInDesc[9].SemanticIndex = 0;
InstInDesc[9].InputSlot = 1;
InstInDesc[9].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[9].InstanceDataStepRate = 1;
InstInDesc[9].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[10].AlignedByteOffset = 80;
InstInDesc[10].SemanticName = "WVP";
InstInDesc[10].SemanticIndex = 1;
InstInDesc[10].InputSlot = 1;
InstInDesc[10].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[10].InstanceDataStepRate = 1;
InstInDesc[10].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[11].AlignedByteOffset = 96;
InstInDesc[11].SemanticName = "WVP";
InstInDesc[11].SemanticIndex = 2;
InstInDesc[11].InputSlot = 1;
InstInDesc[11].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[11].InstanceDataStepRate = 1;
InstInDesc[11].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[12].AlignedByteOffset = 112;
InstInDesc[12].SemanticName = "WVP";
InstInDesc[12].SemanticIndex = 3;
InstInDesc[12].InputSlot = 1;
InstInDesc[12].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[12].InstanceDataStepRate = 1;
InstInDesc[12].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
InstInDesc[13].AlignedByteOffset = 128;
InstInDesc[13].SemanticName = "TINT";
InstInDesc[13].SemanticIndex = 0;
InstInDesc[13].InputSlot = 1;
InstInDesc[13].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[13].InstanceDataStepRate = 1;
InstInDesc[13].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InstInDesc[14].AlignedByteOffset = 140;
InstInDesc[14].SemanticName = "GTINT";
InstInDesc[14].SemanticIndex = 0;
InstInDesc[14].InputSlot = 1;
InstInDesc[14].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
InstInDesc[14].InstanceDataStepRate = 1;
InstInDesc[14].Format = DXGI_FORMAT_R32G32B32_FLOAT;
Shader::CreateInputLayout(InstInDesc,15,GetShader::Vertex(L"IGather"),Gather::InstancedPass.IAStage.Layout);
Gather::InstancedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
Gather::InstancedPass.RenderStates.Rasterizer = RenderStates::rs;
Gather::InstancedPass.RenderStates.SampleCount = 1;
Gather::InstancedPass.RenderStates.SampleState = RenderStates::ss;
Gather::InstancedPass.RenderStates.DepthStencil = RenderStates::dsState;
for(int i = 0; i<GBufferSize;++i)
{
Gather::InstancedPass.RTV.push_back(GBufferRTV[i]);
}
Gather::InstancedPass.depth = Core::depthStencil;
#pragma endregion
////---------------- Light Pass Setup ---------------------------- ////---------------- Light Pass Setup ----------------------------
Light::Pass.Shaders.Compute = GetShader::Compute(L"LightPass"); Light::Pass.Shaders.Compute = GetShader::Compute(L"LightPass");
@ -496,6 +649,7 @@ namespace Oyster
{ {
Gather::ModelData.~Buffer(); Gather::ModelData.~Buffer();
Gather::AnimationData.~Buffer(); Gather::AnimationData.~Buffer();
Gather::InstancedData.~Buffer();
Light::LightConstantsData.~Buffer(); Light::LightConstantsData.~Buffer();
Light::PointLightsData.~Buffer(); Light::PointLightsData.~Buffer();
Gui::Data.~Buffer(); Gui::Data.~Buffer();
@ -522,20 +676,21 @@ namespace Oyster
SAFE_RELEASE(LBufferSRV[i]); SAFE_RELEASE(LBufferSRV[i]);
} }
SAFE_RELEASE(Gather::Pass.IAStage.Layout); SAFE_RELEASE(Gather::AnimatedPass.IAStage.Layout);
SAFE_RELEASE(Gather::InstancedPass.IAStage.Layout);
SAFE_RELEASE(Gather::Pass.RenderStates.BlendState); SAFE_RELEASE(Gather::AnimatedPass.RenderStates.BlendState);
SAFE_RELEASE(Gather::Pass.RenderStates.DepthStencil); SAFE_RELEASE(Gather::AnimatedPass.RenderStates.DepthStencil);
SAFE_RELEASE(Gather::Pass.RenderStates.Rasterizer); SAFE_RELEASE(Gather::AnimatedPass.RenderStates.Rasterizer);
for(int i = 0; i < Gather::Pass.RenderStates.SampleCount; ++i) for(int i = 0; i < Gather::AnimatedPass.RenderStates.SampleCount; ++i)
{ {
SAFE_RELEASE(Gather::Pass.RenderStates.SampleState[i]); SAFE_RELEASE(Gather::AnimatedPass.RenderStates.SampleState[i]);
} }
SAFE_DELETE_ARRAY(Gather::Pass.RenderStates.SampleState); SAFE_DELETE_ARRAY(Gather::AnimatedPass.RenderStates.SampleState);
SAFE_RELEASE(Gui::Pass.IAStage.Layout); SAFE_RELEASE(Gui::Pass.IAStage.Layout);

View File

@ -1,6 +1,8 @@
#pragma once #pragma once
#include "../Core/Core.h" #include "../Core/Core.h"
#include "../Model/ModelInfo.h"
#include "../Definitions/GraphicalDefinition.h"
namespace Oyster namespace Oyster
{ {
@ -11,6 +13,14 @@ namespace Oyster
class Resources class Resources
{ {
public: public:
struct ModelDataWrapper
{
Definitions::RenderInstanceData* rid;
int Models;
};
static std::map<Model::ModelInfo*, ModelDataWrapper*> RenderData;
static const int GBufferSize = 3; static const int GBufferSize = 3;
static const int LBufferSize = 3; static const int LBufferSize = 3;
@ -44,9 +54,11 @@ namespace Oyster
struct Gather struct Gather
{ {
static Core::PipelineManager::RenderPass Pass; static Core::PipelineManager::RenderPass AnimatedPass;
static Core::PipelineManager::RenderPass InstancedPass;
static Core::Buffer ModelData; static Core::Buffer ModelData;
static Core::Buffer AnimationData; static Core::Buffer AnimationData;
static Core::Buffer InstancedData;
}; };
struct Light struct Light

View File

@ -1,4 +1,4 @@
struct VertexIn struct AnimVertexIn
{ {
float3 pos : POSITION; float3 pos : POSITION;
float2 UV : TEXCOORD; float2 UV : TEXCOORD;

View File

@ -1,4 +1,4 @@
#include "Header.hlsli" #include "AnimHeader.hlsli"
@ -42,7 +42,7 @@ PixelOut main(VertexOut input)
PixelOut output; PixelOut output;
float4 DiffGlow = Diffuse.Sample(S1, input.UV); float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w; float3 tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w; //tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1); output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE //NORMALIZE

View File

@ -1,6 +1,6 @@
#include "Header.hlsli" #include "AnimHeader.hlsli"
VertexOut main( VertexIn input ) VertexOut main( AnimVertexIn input )
{ {
VertexOut output; VertexOut output;

View File

@ -0,0 +1,63 @@
#include "InstHeader.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 = rsqrt( max( dot(T,T), dot(B,B) ) );
return transpose(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;
float4 DiffGlow = Diffuse.Sample(S1, input.UV);
float3 tint = input.tint * (1-DiffGlow.w) + input.gtint * DiffGlow.w;
//tint = Color*(1-DiffGlow.w) + GlowColor * DiffGlow.w;
output.DiffuseGlow = DiffGlow * float4(tint,1);
//NORMALIZE
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
float3 map = Normal.Sample(S1,input.UV).xyz;
//map = normalize((map * 2) -1);
map = map * 255./127. - 128./127.;
//map = map * 255;
float3 normal = normalize(mul(CoTangentFrame, map));
//normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
//output.NormalSpec = float4(input.normal, Normal.Sample(S1, input.UV).w * 0);
//output.NormalSpec = float4(map,0);
return output;
}

View File

@ -0,0 +1,18 @@
#include "InstHeader.hlsli"
VertexOut main( InstVertexIn input )
{
VertexOut output;
matrix WV = transpose(matrix(input.wv1, input.wv2, input.wv3, input.wv4));
matrix WVP = transpose(matrix(input.wvp1, input.wvp2, input.wvp3, input.wvp4));
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;
output.tint = input.Tint;
output.gtint = input.GlowTint;
return output;
}

View File

@ -0,0 +1,44 @@
struct InstVertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
//instance Data
//WV MATRIX
float4 wv1 : WV0;
float4 wv2 : WV1;
float4 wv3 : WV2;
float4 wv4 : WV3;
//WVP MATRIX
float4 wvp1 : WVP0;
float4 wvp2 : WVP1;
float4 wvp3 : WVP2;
float4 wvp4 : WVP3;
float3 Tint : TINT;
float3 GlowTint : GTINT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tint : TINT;
float3 gtint : GTINT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);

View File

@ -25,6 +25,16 @@ cbuffer LightConstants : register(b0)
float4x4 View; float4x4 View;
} }
struct FrustrumPoints
{
float3 v0;
float3 v1;
float3 v2;
float3 v3;
float3 v4;
float3 v5;
};
Texture2D DiffuseGlow : register(t0); Texture2D DiffuseGlow : register(t0);
Texture2D NormalSpec : register(t1); Texture2D NormalSpec : register(t1);
Texture2D GUI : register(t2); Texture2D GUI : register(t2);

View File

@ -27,4 +27,9 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f; float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f;
output.Specular = output.Specular * SpecCo; output.Specular = output.Specular * SpecCo;
return output; return output;
}
bool intersects(FrustrumPoints box, int Index)
{
return true;
} }

View File

@ -8,13 +8,85 @@
//Calc Ambience Done //Calc Ambience Done
//Write Glow //Write Glow
#define EXPAND 1024.0f
#define SHRINK 1.0f/EXPAND
#define UINT_MAX 0xFFFFFFFF
#define FLOAT_MAX 3.402823466e+38
#define BLOCKSIZE 16
#define NUMTHREADS BLOCKSIZE * BLOCKSIZE
#define MAXLIGHTS 100
[numthreads(16, 16, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) // -- Shared Memory ------------------------------------------------- //
groupshared uint iMinDepth = UINT_MAX,
iMaxDepth = 0;
groupshared uint numVisiblePointLights = 0,
visiblePointlightIndex[MAXLIGHTS];
// ------------------------------------------------------------------ //
[numthreads(BLOCKSIZE, BLOCKSIZE, 1)]
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex )
{ {
float2 UV = DTid.xy / Pixels; float2 UV = DTid.xy / Pixels;
UV.x = UV.x * 2 - 1; UV.x = UV.x * 2 - 1;
UV.y = 1 - 2 * UV.y; UV.y = 1 - 2 * UV.y;
float3 posN = float3(UV, DepthTexture[DTid.xy].x);
// store and load shared minDepth and maxDepth
float minDepth = 0.0f, maxDepth = 0.0f,
depth = posN.z;
{
uint uidepth = (uint)( depth * EXPAND);
InterlockedMin( iMinDepth, uidepth );
InterlockedMax( iMaxDepth, uidepth );
GroupMemoryBarrierWithGroupSync();
minDepth = (float)( iMinDepth ) * SHRINK;
maxDepth = (float)( iMaxDepth ) * SHRINK;
}
// -- Switching to LightCulling ------------------------------------- //
//define collision volume
float2 size = BLOCKSIZE / Pixels;
FrustrumPoints tile;
tile.v0 = float3(size * Gid,minDepth);
tile.v1 = float3(tile.v0.xy+size,maxDepth);
tile.v2 = float3(tile.v1.xy, minDepth);
tile.v3 = float3(tile.v0.x,tile.v1.y,minDepth);
tile.v4 = float3(tile.v1.x, tile.v0.y, minDepth);
tile.v5 = float3(tile.v0.xy, maxDepth);
// culling the tile's near and far to minDepth & maxDepth ( with tolerance )
uint numPass = (Lights + NUMTHREADS - 1) / NUMTHREADS;
numPass = min( numPass, MAXLIGHTS / NUMTHREADS );
for( uint passI = 0; passI < numPass; ++passI )
{
uint lightIndex = (passI * NUMTHREADS) + GI;
lightIndex = min( lightIndex, Lights );
if( lightIndex < Lights )
if( intersects(tile, lightIndex) )
{
uint offset;
InterlockedAdd( numVisiblePointLights, 1, offset );
visiblePointlightIndex[offset] = lightIndex;
}
}
GroupMemoryBarrierWithGroupSync();
float3 ViewPos = ToVpos(DTid.xy, UV); float3 ViewPos = ToVpos(DTid.xy, UV);
DiffSpec Shaded; DiffSpec Shaded;
Shaded.Diffuse = float3(0,0,0); Shaded.Diffuse = float3(0,0,0);
@ -47,7 +119,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
DepthBase = DepthBase /4; DepthBase = DepthBase /4;
Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue); Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy]; Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w); Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w ,DiffBase.w);
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1); Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
} }

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@ -287,10 +287,11 @@ void API_Impl::UpdateWorld()
if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG) if(simpleBody->GetRigidBody()->getActivationState() == ACTIVE_TAG)
{ {
this->customBodies[i]->CallSubscription_Move(); this->customBodies[i]->CallSubscription_Move();
} }
simpleBody->SetPreviousVelocity(simpleBody->GetLinearVelocity());
} }
this->dynamicsWorld->stepSimulation(this->timeStep, 1, this->timeStep); this->dynamicsWorld->stepSimulation(this->timeStep, 10, this->timeStep);
ICustomBody::State state; ICustomBody::State state;
@ -312,9 +313,34 @@ void API_Impl::UpdateWorld()
ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer(); ICustomBody* bodyA = (ICustomBody*)obA->getUserPointer();
ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer(); ICustomBody* bodyB = (ICustomBody*)obB->getUserPointer();
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f); int numContacts = contactManifold->getNumContacts();
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f); for (int j=0;j<numContacts;j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if (pt.getDistance()<0.f)
{
if(bodyA->GetState().mass == 40 && bodyB->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
if(bodyB->GetState().mass == 40 && bodyA->GetState().centerPos == Float3::null)
{
const char* breakPoint = "STOP";
}
const btVector3& ptA = pt.getPositionWorldOnA();
const btVector3& ptB = pt.getPositionWorldOnB();
const btVector3& normalOnB = pt.m_normalWorldOnB;
bodyA->CallSubscription_AfterCollisionResponse(bodyA, bodyB, 0.0f);
bodyB->CallSubscription_AfterCollisionResponse(bodyB, bodyA, 0.0f);
}
}
} }
} }

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@ -22,6 +22,8 @@ SimpleRigidBody::SimpleRigidBody()
this->state.restitutionCoeff = 0.0f; this->state.restitutionCoeff = 0.0f;
this->state.reach = Float3(0.0f, 0.0f, 0.0f); this->state.reach = Float3(0.0f, 0.0f, 0.0f);
this->collisionFlags = 0;
this->afterCollision = NULL; this->afterCollision = NULL;
this->onMovement = NULL; this->onMovement = NULL;
@ -85,7 +87,7 @@ void SimpleRigidBody::SetMotionState(btDefaultMotionState* motionState)
void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody) void SimpleRigidBody::SetRigidBody(btRigidBody* rigidBody)
{ {
this->rigidBody = rigidBody; this->rigidBody = rigidBody;
this->collisionFlags = rigidBody->getCollisionFlags();
} }
void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function) void SimpleRigidBody::SetSubscription(EventAction_AfterCollisionResponse function)
@ -421,5 +423,10 @@ void SimpleRigidBody::MoveToLimbo()
void SimpleRigidBody::ReleaseFromLimbo() void SimpleRigidBody::ReleaseFromLimbo()
{ {
this->rigidBody->setCollisionFlags(btCollisionObject::CF_KINEMATIC_OBJECT); this->rigidBody->setCollisionFlags(this->collisionFlags);
}
void SimpleRigidBody::SetPreviousVelocity(::Oyster::Math::Float3 velocity)
{
this->state.previousVelocity = velocity;
} }

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@ -64,6 +64,7 @@ namespace Oyster
void SetCollisionShape(btCollisionShape* shape); void SetCollisionShape(btCollisionShape* shape);
void SetMotionState(btDefaultMotionState* motionState); void SetMotionState(btDefaultMotionState* motionState);
void SetRigidBody(btRigidBody* rigidBody); void SetRigidBody(btRigidBody* rigidBody);
void SetPreviousVelocity(Math::Float3 velocity);
void PreStep(const btCollisionWorld* collisionWorld); void PreStep(const btCollisionWorld* collisionWorld);
@ -72,6 +73,8 @@ namespace Oyster
void MoveToLimbo(); void MoveToLimbo();
void ReleaseFromLimbo(); void ReleaseFromLimbo();
private: private:
btCollisionShape* collisionShape; btCollisionShape* collisionShape;
@ -90,6 +93,8 @@ namespace Oyster
btVector3 raySource[2]; btVector3 raySource[2];
btVector3 rayTarget[2]; btVector3 rayTarget[2];
btScalar rayLambda[2]; btScalar rayLambda[2];
int collisionFlags;
}; };
} }
} }

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@ -10,7 +10,7 @@ namespace Oyster
{ {
namespace Struct namespace Struct
{ {
inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Quaternion& quaternion) inline CustomBodyState::CustomBodyState( ::Oyster::Math::Float mass, ::Oyster::Math::Float3 reach, ::Oyster::Math::Float restitutionCoeff, ::Oyster::Math::Float staticFrictionCoeff, ::Oyster::Math::Float dynamicFrictionCoeff, const ::Oyster::Math::Float3 &centerPos, const ::Oyster::Math::Quaternion& quaternion, ::Oyster::Math::Float3 previousVelocity)
{ {
this->mass = mass; this->mass = mass;
this->reach = reach; this->reach = reach;
@ -19,6 +19,7 @@ namespace Oyster
this->dynamicFrictionCoeff = dynamicFrictionCoeff; this->dynamicFrictionCoeff = dynamicFrictionCoeff;
this->centerPos = centerPos; this->centerPos = centerPos;
this->quaternion = quaternion; this->quaternion = quaternion;
this->previousVelocity = ::Oyster::Math::Float3::null;
} }
inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state )
@ -30,6 +31,7 @@ namespace Oyster
this->dynamicFrictionCoeff = state.dynamicFrictionCoeff; this->dynamicFrictionCoeff = state.dynamicFrictionCoeff;
this->centerPos = state.centerPos; this->centerPos = state.centerPos;
this->quaternion = state.quaternion; this->quaternion = state.quaternion;
this->previousVelocity = state.previousVelocity;
return *this; return *this;
} }

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@ -16,12 +16,13 @@ namespace Oyster
public: public:
// Default constructor // Default constructor
CustomBodyState( ::Oyster::Math::Float mass = 1.0f, CustomBodyState( ::Oyster::Math::Float mass = 1.0f,
::Oyster::Math::Float3 reach = ::Oyster::Math::Float3(0,0,0), ::Oyster::Math::Float3 reach = ::Oyster::Math::Float3::null,
::Oyster::Math::Float restitutionCoeff = 0.5f, ::Oyster::Math::Float restitutionCoeff = 0.5f,
::Oyster::Math::Float staticFrictionCoeff = 1.0f, ::Oyster::Math::Float staticFrictionCoeff = 1.0f,
::Oyster::Math::Float dynamicFrictionCoeff = 1.0f, ::Oyster::Math::Float dynamicFrictionCoeff = 1.0f,
const ::Oyster::Math::Float3 &centerPos = ::Oyster::Math::Float3::null, const ::Oyster::Math::Float3 &centerPos = ::Oyster::Math::Float3::null,
const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1)); const ::Oyster::Math::Quaternion &quaternion = ::Oyster::Math::Quaternion(::Oyster::Math::Float3(0, 0, 0), 1),
::Oyster::Math::Float3 previousVelocity = ::Oyster::Math::Float3::null);
// Assignment operator // Assignment operator
CustomBodyState & operator = ( const CustomBodyState &state ); CustomBodyState & operator = ( const CustomBodyState &state );
@ -34,7 +35,7 @@ namespace Oyster
// Variables for state // Variables for state
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff; ::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
::Oyster::Math::Float3 reach, centerPos; ::Oyster::Math::Float3 reach, centerPos, previousVelocity;
::Oyster::Math::Quaternion quaternion; ::Oyster::Math::Quaternion quaternion;
}; };
} }