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

This commit is contained in:
dean11 2014-02-20 12:44:24 +01:00
commit 8f3eb586c6
12 changed files with 71 additions and 7 deletions

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@ -103,6 +103,26 @@ void C_Object::Release()
}
}
Oyster::Math::Float3 C_Object::GetTint()
{
return model->Tint;
}
Oyster::Math::Float3 C_Object::GetGlowTint()
{
return model->GlowTint;
}
void C_Object::SetTint(Oyster::Math::Float3 tint)
{
model->Tint = tint;
}
void C_Object::SetGlowTint(Oyster::Math::Float3 tint)
{
model->GlowTint = tint;
}
////////////////////////////////////////////////

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@ -67,6 +67,13 @@ namespace DanBias
void addScale(Oyster::Math::Float3 deltaScale);
Oyster::Math::Float3 getScale() const;
Oyster::Math::Float3 GetTint();
Oyster::Math::Float3 GetGlowTint();
void SetTint(Oyster::Math::Float3);
void SetGlowTint(Oyster::Math::Float3);
// RB DEBUG
void updateRBWorld();
bool InitRB(RBInitData modelInit);

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@ -126,6 +126,7 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
RBData.position = position;
RBData.rotation = ArrayToQuaternion( rotation );
RBData.scale = scale;
RBData.type = RB_Type_Cube;
// !RB DEBUG
if( isMyPlayer )
{
@ -138,7 +139,10 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa
this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
Float3 offset = Float3( 0.0f );
offset.y = this->privData->player.getScale().y * 0.9f;
// DEBUG position of camera so we can see the player model
offset.y = this->privData->player.getScale().y * 5.0f;
offset.z = this->privData->player.getScale().z * -5.0f;
// !DEBUG
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
}
@ -182,7 +186,9 @@ bool GameState::Render()
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
if( dynamicObject->second )
{
dynamicObject->second->Render();
}
}
@ -500,6 +506,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
this->privData->camera.SetRotation( rotation );
this->privData->player.setPos( position );
this->privData->player.setRot( rotation );
this->privData->player.updateWorld();
// RB DEBUG
this->privData->player.setRBPos ( position );
this->privData->player.setRBRot ( rotation );
this->privData->player.updateRBWorld();
// !RB DEBUG
}
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];

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

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

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

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@ -139,6 +139,7 @@ namespace Oyster
m->Visible = true;
m->Animation.AnimationPlaying = NULL;
m->Tint = Math::Float3(1);
m->GlowTint = Math::Float3(1);
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;

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

View File

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

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

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

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