Merge branch 'GameServer' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
a72a304c88
|
@ -47,6 +47,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Utilities", "Misc\Utilities
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "LevelLoader", "Game\LevelLoader\LevelLoader.vcxproj", "{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "GameServerDebugEnvironment", "Game\LanServer\GameServerDebugEnvironment\GameServerDebugEnvironment.vcxproj", "{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
|
@ -715,6 +717,40 @@ Global
|
|||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{6391E709-D9FA-4FEF-A3B9-4343DB5A0C63}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Any CPU.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Mixed Platforms.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x64.Build.0 = Debug|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Debug|x86.Build.0 = Debug|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.MinSizeRel|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.ActiveCfg = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x64.Build.0 = Release|x64
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.Release|x86.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Any CPU.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Mixed Platforms.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|Win32.Build.0 = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x64.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.ActiveCfg = Release|Win32
|
||||
{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}.RelWithDebInfo|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -737,5 +773,6 @@ Global
|
|||
{2EC4DDED-8F75-4C86-A10B-E1E8EB29F3EE} = {1322B12B-5E37-448A-AAAF-F637460DCB23}
|
||||
{604A12A7-07BF-4482-BDF3-7101C811F121} = {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
|
||||
EndGlobal
|
||||
|
|
|
@ -106,9 +106,9 @@ namespace DanBias
|
|||
Graphics::API::Update( dt );
|
||||
|
||||
data.capFrame += dt;
|
||||
if(data.capFrame > 0.03)
|
||||
if(data.capFrame > 0.03f)
|
||||
{
|
||||
switch( Update(dt) )
|
||||
switch( Update(data.capFrame) )
|
||||
{
|
||||
case Result_continue: break;
|
||||
case Result_quit: return DanBiasClientReturn_Success;
|
||||
|
@ -117,7 +117,7 @@ namespace DanBias
|
|||
}
|
||||
if(Render() != S_OK)
|
||||
return DanBiasClientReturn_Error;
|
||||
data.capFrame = 0;
|
||||
data.capFrame -= 0.03f;
|
||||
}
|
||||
|
||||
if(data.networkClient.IsConnected())
|
||||
|
@ -143,7 +143,7 @@ namespace DanBias
|
|||
p.texturePath = L"..\\Content\\Textures\\";
|
||||
p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
|
||||
//! @todo fix proper amb value
|
||||
p.AmbientValue = 1.0f;
|
||||
p.AmbientValue = 1.3f;
|
||||
|
||||
if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess)
|
||||
return E_FAIL;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
|
|
|
@ -7,9 +7,6 @@
|
|||
|
||||
#include "EventButtonGUI.h"
|
||||
|
||||
//Only for testing because we don't have any other input
|
||||
#include "../WindowManager/WindowShell.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
namespace Client
|
||||
|
@ -18,24 +15,25 @@ namespace DanBias
|
|||
class ButtonEllipse : public EventButtonGUI<Owner>
|
||||
{
|
||||
public:
|
||||
ButtonEllipse()
|
||||
: EventButtonGUI(), radius(0)
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, backColor, hoverColor, pressedColor, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, backColor, hoverColor, pressedColor, func, pos, size, resize)
|
||||
{}
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, backColor, hoverColor, pressedColor, func, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, backColor, hoverColor, pressedColor, func, owner, userData, pos, size, resize)
|
||||
{}
|
||||
virtual ~ButtonEllipse()
|
||||
{}
|
||||
|
@ -43,7 +41,6 @@ namespace DanBias
|
|||
//Circle vs point collision
|
||||
bool Collision(Oyster::Event::MouseInput& input)
|
||||
{
|
||||
//Should come from the InputClass
|
||||
float xMouse = input.x, yMouse = input.y;
|
||||
|
||||
double normx = (xMouse - pos.x) / size.x;
|
||||
|
|
|
@ -6,9 +6,6 @@
|
|||
#define DANBIAS_CLIENT_BUTTON_RECTANGLE_H
|
||||
|
||||
#include "EventButtonGUI.h"
|
||||
#include <iostream>
|
||||
//Only for testing because we don't have any other input
|
||||
#include "../WindowManager/WindowShell.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
@ -18,55 +15,46 @@ namespace DanBias
|
|||
class ButtonRectangle : public EventButtonGUI<Owner>
|
||||
{
|
||||
public:
|
||||
ButtonRectangle()
|
||||
: EventButtonGUI(), width(0), height(0)
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText
|
||||
, textColor, backColor, hoverColor, pressedColor
|
||||
, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText,
|
||||
textColor, backColor, hoverColor, pressedColor,
|
||||
owner, pos, size, resize)
|
||||
EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText
|
||||
, textColor, backColor, hoverColor, pressedColor
|
||||
, func, pos, size, resize)
|
||||
{}
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText,
|
||||
textColor, backColor, hoverColor, pressedColor,
|
||||
func, pos, size, resize)
|
||||
EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText
|
||||
, textColor, backColor, hoverColor, pressedColor
|
||||
, func, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText,
|
||||
textColor, backColor, hoverColor, pressedColor,
|
||||
func, owner, pos, size, resize)
|
||||
{}
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText,
|
||||
textColor, backColor, hoverColor, pressedColor,
|
||||
func, owner, userData, pos, size, resize)
|
||||
EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButtonGUI(textureName, buttonText
|
||||
, textColor, backColor, hoverColor, pressedColor
|
||||
, func, owner, userData, pos, size, resize)
|
||||
{}
|
||||
virtual ~ButtonRectangle()
|
||||
{}
|
||||
|
||||
//Circle vs point collision
|
||||
//Rectangle vs point collision
|
||||
bool Collision(Oyster::Event::MouseInput& input)
|
||||
{
|
||||
//Should come from the InputClass
|
||||
float xMouse = input.x, yMouse = input.y;
|
||||
|
||||
float widthTemp = pos.x - size.x * 0.5f;
|
||||
float widthTemp2 = pos.x + size.x * 0.5f;
|
||||
float heightTemp = pos.y - size.y * 0.5f;
|
||||
float heightTemp2 = pos.y + size.y * 0.5f;
|
||||
//std::cout << p.x << ' ' << p.y << ' ' << widthTemp << ' ' << heightTemp << std::endl;
|
||||
|
||||
if(xMouse >= widthTemp && xMouse <= widthTemp2 &&
|
||||
yMouse >= heightTemp && yMouse <= heightTemp2)
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
|
||||
#include "EventHandler/EventButton.h"
|
||||
#include "DllInterfaces/GFXAPI.h"
|
||||
#include "../WindowManager/WindowShell.h"
|
||||
|
||||
namespace DanBias
|
||||
{
|
||||
|
@ -37,26 +38,27 @@ namespace DanBias
|
|||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
this->resizedSize = size;
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
}
|
||||
EventButtonGUI(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
EventFunc func, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText),
|
||||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
this->resizedSize = size;
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
}
|
||||
EventButtonGUI(std::wstring textureName, std::wstring buttonText,
|
||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
|
||||
EventFunc func, Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
EventFunc func, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_None)
|
||||
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
|
||||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
this->resizedSize = size;
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
}
|
||||
EventButtonGUI(std::wstring textureName, std::wstring buttonText,
|
||||
|
@ -66,6 +68,7 @@ namespace DanBias
|
|||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
this->resizedSize = size;
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
}
|
||||
virtual ~EventButtonGUI()
|
||||
|
@ -92,15 +95,15 @@ namespace DanBias
|
|||
|
||||
if(EventButton<Owner>::GetState() == ButtonState_None)
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, backColor);
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, resizedSize, backColor);
|
||||
}
|
||||
else if(EventButton<Owner>::GetState() == ButtonState_Hover)
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, hoverColor);
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, resizedSize, hoverColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, pressedColor);
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, resizedSize, pressedColor);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -121,15 +124,18 @@ namespace DanBias
|
|||
GetClientRect(WindowShell::GetHWND(), &r);
|
||||
|
||||
if(resize == ResizeAspectRatio_Height)
|
||||
size.y *= (float)r.right/(float)r.bottom;
|
||||
resizedSize.y = size.y * ((float)r.right/(float)r.bottom);
|
||||
else if(resize == ResizeAspectRatio_Width)
|
||||
size.x *= (float)r.bottom/(float)r.right;
|
||||
resizedSize.x = size.x * ((float)r.bottom/(float)r.right);
|
||||
}
|
||||
|
||||
protected:
|
||||
Oyster::Math::Float3 pos;
|
||||
Oyster::Math::Float2 size;
|
||||
|
||||
//The new calculated resize, it's only used for the button not the text right now.
|
||||
Oyster::Math::Float2 resizedSize;
|
||||
|
||||
Oyster::Graphics::API::Texture texture;
|
||||
|
||||
std::wstring buttonText;
|
||||
|
|
|
@ -16,8 +16,10 @@ C_Object::C_Object()
|
|||
}
|
||||
C_Object::~C_Object()
|
||||
{
|
||||
|
||||
if( this->model )
|
||||
this->Release();
|
||||
}
|
||||
|
||||
bool C_Object::Init(ModelInitData modelInit)
|
||||
{
|
||||
position = modelInit.position;
|
||||
|
|
|
@ -20,5 +20,5 @@ bool C_Player::Init(ModelInitData modelInit)
|
|||
void C_Player::playAnimation(std::wstring animation, bool loop)
|
||||
{
|
||||
if(model)
|
||||
Oyster::Graphics::API::PlayAnimation(model, L"movement", loop);
|
||||
Oyster::Graphics::API::PlayAnimation(model, animation, loop);
|
||||
}
|
|
@ -4,6 +4,12 @@
|
|||
using namespace ::Oyster::Math3D;
|
||||
using namespace ::Utility::Value;
|
||||
|
||||
inline Quaternion Transform( const Quaternion &transformer, const Quaternion &transformee )
|
||||
{
|
||||
// return transformer * transformee;
|
||||
return transformee * transformer;
|
||||
}
|
||||
|
||||
Camera_FPSV2::Camera_FPSV2()
|
||||
{ // this->head is default set to identity uniformprojection at origo
|
||||
this->pitchUp = 0.0f;
|
||||
|
@ -46,7 +52,7 @@ void Camera_FPSV2::SetRotation( const Quaternion &rotation )
|
|||
}
|
||||
|
||||
this->body.rotation = rotation;
|
||||
this->head.SetRotation( rotation * Rotation(this->pitchUp, WorldAxisOf(rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(rotation, Rotation(this->pitchUp, WorldAxisOf(rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -74,7 +80,7 @@ void Camera_FPSV2::UpdateOrientation()
|
|||
{
|
||||
if( this->pitchHaveChanged )
|
||||
{
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -87,7 +93,7 @@ void Camera_FPSV2::UpdateOrientation()
|
|||
void Camera_FPSV2::SnapUpToNormal( const Float3 &normal )
|
||||
{
|
||||
this->body.rotation = Rotation( SnapAngularAxis(AngularAxis(this->body.rotation), WorldAxisOf(this->body.rotation, Float3::standard_unit_y), normal) );
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -164,7 +170,7 @@ Float4x4 & Camera_FPSV2::GetViewMatrix( Float4x4 &targetMem ) const
|
|||
{
|
||||
if( this->pitchHaveChanged )
|
||||
{
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -180,7 +186,7 @@ Float4x4 & Camera_FPSV2::GetViewsProjMatrix( Float4x4 &targetMem ) const
|
|||
{
|
||||
if( this->pitchHaveChanged )
|
||||
{
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -191,7 +197,7 @@ Float3 Camera_FPSV2::GetNormalOf( const Float3 &axis ) const
|
|||
{
|
||||
if( this->pitchHaveChanged )
|
||||
{
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
@ -212,7 +218,7 @@ Float3 Camera_FPSV2::GetLook() const
|
|||
{
|
||||
if( this->pitchHaveChanged )
|
||||
{
|
||||
this->head.SetRotation( this->body.rotation * Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x) ) );
|
||||
this->head.SetRotation( Transform(this->body.rotation, Rotation(this->pitchUp, WorldAxisOf(this->body.rotation, Float3::standard_unit_x))) );
|
||||
this->pitchHaveChanged = false;
|
||||
}
|
||||
|
||||
|
|
|
@ -89,6 +89,8 @@ bool GameState::Init( SharedStateContent &shared )
|
|||
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
|
||||
this->privData->camera.SetPerspectiveProjection( Utility::Value::Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
|
||||
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
|
||||
gfxOp.AmbientValue = 1.0f;
|
||||
Graphics::API::SetOptions(gfxOp);
|
||||
|
||||
//tell server ready
|
||||
this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
|
||||
|
@ -105,6 +107,7 @@ bool GameState::Init( SharedStateContent &shared )
|
|||
light->second->Render();
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -189,47 +192,49 @@ bool GameState::Render()
|
|||
light->second->Render();
|
||||
}*/
|
||||
|
||||
// RB DEBUG render wire frame
|
||||
//if(this->privData->renderWhireframe)
|
||||
//{
|
||||
// Oyster::Graphics::API::StartRenderWireFrame();
|
||||
//
|
||||
// Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
|
||||
// Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
|
||||
// Oyster::Math3D::Float4x4 world = translation * scale;
|
||||
// Oyster::Graphics::API::RenderDebugCube( world );
|
||||
// Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
|
||||
//
|
||||
// staticObject = this->privData->staticObjects->begin();
|
||||
// for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
|
||||
// {
|
||||
// if( staticObject->second->getBRtype() == RB_Type_Cube)
|
||||
// {
|
||||
// Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
|
||||
// }
|
||||
// if( staticObject->second->getBRtype() == RB_Type_Sphere)
|
||||
// {
|
||||
// Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// dynamicObject = this->privData->dynamicObjects->begin();
|
||||
// for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
// {
|
||||
// if( dynamicObject->second )
|
||||
// {
|
||||
// if( dynamicObject->second->getBRtype() == RB_Type_Cube)
|
||||
// {
|
||||
// Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
|
||||
// }
|
||||
// if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
|
||||
// {
|
||||
// Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//}
|
||||
// !RB DEBUG
|
||||
#ifdef _DEBUG
|
||||
//RB DEBUG render wire frame
|
||||
if(this->privData->renderWhireframe)
|
||||
{
|
||||
Oyster::Graphics::API::StartRenderWireFrame();
|
||||
|
||||
Oyster::Math3D::Float4x4 translation = Oyster::Math3D::TranslationMatrix(Float3( 0,132, 20));
|
||||
Oyster::Math3D::Float4x4 scale = Oyster::Math3D::ScalingMatrix(Float3( 0.5f, 0.5f, 0.5f));
|
||||
Oyster::Math3D::Float4x4 world = translation * scale;
|
||||
Oyster::Graphics::API::RenderDebugCube( world );
|
||||
Oyster::Graphics::API::RenderDebugCube(this->privData->player.getRBWorld());
|
||||
|
||||
staticObject = this->privData->staticObjects->begin();
|
||||
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
|
||||
{
|
||||
if( staticObject->second->getBRtype() == RB_Type_Cube)
|
||||
{
|
||||
Oyster::Graphics::API::RenderDebugCube( staticObject->second->getRBWorld());
|
||||
}
|
||||
if( staticObject->second->getBRtype() == RB_Type_Sphere)
|
||||
{
|
||||
Oyster::Graphics::API::RenderDebugSphere( staticObject->second->getRBWorld());
|
||||
}
|
||||
}
|
||||
|
||||
dynamicObject = this->privData->dynamicObjects->begin();
|
||||
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
|
||||
{
|
||||
if( dynamicObject->second )
|
||||
{
|
||||
if( dynamicObject->second->getBRtype() == RB_Type_Cube)
|
||||
{
|
||||
Oyster::Graphics::API::RenderDebugCube( dynamicObject->second->getRBWorld());
|
||||
}
|
||||
if( dynamicObject->second->getBRtype() == RB_Type_Sphere)
|
||||
{
|
||||
Oyster::Graphics::API::RenderDebugSphere( dynamicObject->second->getRBWorld());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//!RB DEBUG
|
||||
#endif
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
return true;
|
||||
|
@ -237,6 +242,7 @@ bool GameState::Render()
|
|||
|
||||
bool GameState::Release()
|
||||
{
|
||||
Graphics::API::Option o = Graphics::API::GetOption();
|
||||
if( privData )
|
||||
{
|
||||
auto staticObject = this->privData->staticObjects->begin();
|
||||
|
@ -480,6 +486,12 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState
|
|||
// if is this player. Remember to change camera
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
{
|
||||
if( !Within(position.Dot(position), 2500.0f, 90000.0f) )
|
||||
{ // HACK: bug trap
|
||||
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 );
|
||||
|
|
|
@ -152,18 +152,18 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
RBInitData RBData;
|
||||
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
|
||||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
|
||||
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
|
||||
RBData.type = RB_Type_Cube;
|
||||
staticObject->InitRB( RBData );
|
||||
}
|
||||
|
||||
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
|
||||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
|
||||
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
|
||||
RBData.type = RB_Type_Sphere;
|
||||
staticObject->InitRB( RBData );
|
||||
}
|
||||
|
@ -196,18 +196,18 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
|
|||
RBInitData RBData;
|
||||
if(oh->boundingVolume.geoType == CollisionGeometryType_Box)
|
||||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.box.position;
|
||||
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size;
|
||||
RBData.scale = (Float3)oh->scale * (Float3)oh->boundingVolume.box.size * 2;
|
||||
RBData.type = RB_Type_Cube;
|
||||
dynamicObject->InitRB( RBData );
|
||||
}
|
||||
|
||||
if(oh->boundingVolume.geoType == CollisionGeometryType_Sphere)
|
||||
{
|
||||
RBData.position = (Float3)oh->position + (Float3)oh->boundingVolume.sphere.position;
|
||||
RBData.position = ((Float3)oh->position + (Float3)oh->boundingVolume.box.position) * (Float3)oh->scale;
|
||||
RBData.rotation = ArrayToQuaternion( oh->rotation ); // Only model rotation
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius;
|
||||
RBData.scale = (Float3)oh->scale * oh->boundingVolume.sphere.radius * 2;
|
||||
RBData.type = RB_Type_Sphere;
|
||||
dynamicObject->InitRB( RBData );
|
||||
}
|
||||
|
|
|
@ -22,10 +22,14 @@ using namespace GameLogic;
|
|||
//Physics::ICustomBody::SubscriptMessage
|
||||
void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
|
||||
{
|
||||
|
||||
Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag()));
|
||||
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
|
||||
|
||||
if(!realObj)
|
||||
return;
|
||||
if(!player)
|
||||
return;
|
||||
|
||||
switch (realObj->GetObjectType())
|
||||
{
|
||||
case ObjectSpecialType::ObjectSpecialType_Generic:
|
||||
|
|
|
@ -77,7 +77,7 @@ Game::PlayerData* Game::CreatePlayer()
|
|||
found = true;
|
||||
freeID = i;
|
||||
|
||||
for(int j = 0; j < players.Size(); j++)
|
||||
for(int j = 0; j < (int)players.Size(); j++)
|
||||
{
|
||||
|
||||
if(this->players[j] && this->players[j]->GetID() == freeID)
|
||||
|
@ -125,7 +125,6 @@ bool Game::NewFrame()
|
|||
{
|
||||
if(this->players[i] && this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -5,36 +5,37 @@ using namespace GameLogic;
|
|||
|
||||
Game::PlayerData::PlayerData()
|
||||
{
|
||||
//set some stats that are appropriate to a player
|
||||
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
|
||||
Oyster::Math::Float height = 2.0f;
|
||||
Oyster::Math::Float radius = 0.5f;
|
||||
Oyster::Math::Float mass = 40;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
|
||||
centerPosition, mass, restitutionCoeff,
|
||||
frictionCoeff_Static, frictionCoeff_Dynamic );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,0,0);
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player, 0, 0);
|
||||
}
|
||||
Game::PlayerData::PlayerData(int playerID,int teamID)
|
||||
{
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,180,0);
|
||||
|
||||
Oyster::Math::Float3 size = Oyster::Math::Float3(0.25f,2.0f,0.5f);
|
||||
Oyster::Math::Float mass = 60;
|
||||
Oyster::Math::Float3 centerPosition = Oyster::Math::Float3(-50,250,0);
|
||||
Oyster::Math::Float height = 2.0f;
|
||||
Oyster::Math::Float radius = 0.5f;
|
||||
Oyster::Math::Float mass = 40;
|
||||
Oyster::Math::Float restitutionCoeff = 0.5f;
|
||||
Oyster::Math::Float frictionCoeff_Static = 0.4f;
|
||||
Oyster::Math::Float frictionCoeff_Dynamic = 0.3f;
|
||||
//sbDesc.quaternion = Oyster::Math::Float3(0, Oyster::Math::pi, 0);
|
||||
|
||||
//create rigid body
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCollisionBox(size, Oyster::Math::Float4(0, 0, 0, 1), centerPosition, mass, 0.5f, 0.8f, 0.6f );
|
||||
Oyster::Physics::ICustomBody* rigidBody = Oyster::Physics::API::Instance().AddCharacter( height, radius, Oyster::Math::Float4(0, 0, 0, 1),
|
||||
centerPosition, mass, restitutionCoeff,
|
||||
frictionCoeff_Static, frictionCoeff_Dynamic );
|
||||
rigidBody->SetAngularFactor(0.0f);
|
||||
//create player with this rigid body
|
||||
this->player = new Player(rigidBody, Player::PlayerCollision, ObjectSpecialType_Player,playerID,teamID);
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "JumpPad.h"
|
||||
#include "ExplosiveCrate.h"
|
||||
#include "Portal.h"
|
||||
#include <Resource\OResource.h>
|
||||
|
||||
//Conversion from wstring to string
|
||||
#include <codecvt>
|
||||
|
@ -22,7 +23,7 @@ Level::~Level(void)
|
|||
delete this->levelObj;
|
||||
this->levelObj = NULL;
|
||||
}
|
||||
Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||
Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
||||
{
|
||||
Object* gameObj = NULL;
|
||||
|
||||
|
@ -55,6 +56,7 @@ Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody)
|
|||
{
|
||||
gameObj = new StaticObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||
}
|
||||
break;
|
||||
case ObjectSpecialType_Stone:
|
||||
{
|
||||
gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID);
|
||||
|
@ -194,8 +196,8 @@ ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj)
|
|||
rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass;
|
||||
|
||||
//Radius scaled
|
||||
//rigidBodyRadius = (staticObjData->scale[0] + staticObjData->scale[1] + staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius;
|
||||
rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
|
||||
rigidBodyRadius = (obj->scale[0]) * obj->boundingVolume.sphere.radius;
|
||||
//rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius;
|
||||
|
||||
//create the rigid body
|
||||
rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic);
|
||||
|
@ -209,7 +211,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
|
||||
//Convert from wstring to string
|
||||
typedef std::codecvt_utf8<wchar_t> convert_typeX;
|
||||
std::wstring_convert<convert_typeX, wchar_t> converterX;
|
||||
std::wstring_convert<convert_typeX, wchar_t> converterX;
|
||||
|
||||
std::string convertedLevelPath = converterX.to_bytes(levelPath);
|
||||
objects = ll.LoadLevel(convertedLevelPath);
|
||||
|
@ -220,7 +222,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
|
||||
API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0));
|
||||
API::Instance().SetGravity(200);
|
||||
int objCount = objects.size();
|
||||
int objCount = (int)objects.size();
|
||||
|
||||
for (int i = 0; i < objCount; i++)
|
||||
{
|
||||
|
@ -261,7 +263,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
if(rigidBody_Static != NULL)
|
||||
{
|
||||
// create game object
|
||||
Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static);
|
||||
Object* staticGameObj = CreateGameObj(staticObjData, rigidBody_Static);
|
||||
if(staticGameObj != NULL)
|
||||
{
|
||||
this->staticObjects.Push((StaticObject*)staticGameObj);
|
||||
|
@ -295,7 +297,7 @@ bool Level::InitiateLevel(std::wstring levelPath)
|
|||
if(rigidBody_Dynamic != NULL)
|
||||
{
|
||||
// create game object
|
||||
Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||
Object* dynamicGameObj = CreateGameObj(dynamicObjData, rigidBody_Dynamic);
|
||||
if (dynamicGameObj != NULL)
|
||||
{
|
||||
this->dynamicObjects.Push((DynamicObject*)dynamicGameObj);
|
||||
|
|
|
@ -35,7 +35,7 @@ namespace GameLogic
|
|||
Oyster::Physics::ICustomBody* InitRigidBodyCube( const ObjectHeader* obj);
|
||||
Oyster::Physics::ICustomBody* InitRigidBodySphere( const ObjectHeader* obj);
|
||||
|
||||
Object* createGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
||||
Object* CreateGameObj(ObjectHeader* obj, Oyster::Physics::ICustomBody* rigidBody);
|
||||
/********************************************************
|
||||
* Creates a team in the level
|
||||
* @param teamSize: The size of the team you want to create
|
||||
|
|
|
@ -27,6 +27,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
|
||||
|
@ -50,6 +52,8 @@ Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustom
|
|||
key_backward = 0;
|
||||
key_strafeRight = 0;
|
||||
key_strafeLeft = 0;
|
||||
key_jump = 0;
|
||||
invincibleCooldown = 0;
|
||||
|
||||
this->previousPosition = Oyster::Math::Float3(0,0,0);
|
||||
this->moveDir = Oyster::Math::Float3(0,0,0);
|
||||
|
@ -71,7 +75,7 @@ Player::~Player(void)
|
|||
void Player::BeginFrame()
|
||||
{
|
||||
//weapon->Update(0.002f);
|
||||
Object::BeginFrame();
|
||||
//Object::BeginFrame();
|
||||
|
||||
Oyster::Math::Float maxSpeed = 30;
|
||||
|
||||
|
@ -82,9 +86,9 @@ void Player::BeginFrame()
|
|||
/*if (left)
|
||||
m_turnAngle -= dt * m_turnVelocity;
|
||||
if (right)
|
||||
m_turnAngle += dt * m_turnVelocity;*/
|
||||
m_turnAngle += dt * m_turnVelocity;
|
||||
|
||||
//xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));
|
||||
xform.setRotation (btQuaternion (btVector3(0.0, 1.0, 0.0), m_turnAngle));*/
|
||||
|
||||
Oyster::Math::Float3 linearVelocity = this->rigidBody->GetLinearVelocity();
|
||||
Oyster::Math::Float speed = this->rigidBody->GetLinearVelocity().GetLength();
|
||||
|
@ -123,7 +127,7 @@ void Player::BeginFrame()
|
|||
}
|
||||
|
||||
|
||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 && this->rigidBody->GetLambda() < 0.7f)
|
||||
if (key_forward <= 0.001 && key_backward <= 0.001 && key_strafeRight <= 0.001 && key_strafeLeft <= 0.001 && key_jump <= 0.001 ) //&& this->rigidBody->GetLambda() < 0.7f)
|
||||
{
|
||||
/* Dampen when on the ground and not being moved by the player */
|
||||
linearVelocity *= 0.2f;
|
||||
|
@ -153,8 +157,11 @@ void Player::BeginFrame()
|
|||
this->playerState = PLAYER_STATE::PLAYER_STATE_JUMPING;
|
||||
}
|
||||
}
|
||||
Oyster::Math::Float3 pos = this->rigidBody->GetState().centerPos;
|
||||
if(pos == Oyster::Math::Float3(0,0,0))
|
||||
int i =0;
|
||||
|
||||
this->weapon->Update(0.01f);
|
||||
//this->weapon->Update(0.01f);
|
||||
}
|
||||
|
||||
void Player::EndFrame()
|
||||
|
@ -164,7 +171,7 @@ void Player::EndFrame()
|
|||
|
||||
this->rigidBody->SetUp(this->rigidBody->GetState().centerPos.GetNormalized());
|
||||
|
||||
Object::EndFrame();
|
||||
//Object::EndFrame();
|
||||
}
|
||||
|
||||
void Player::Move(const PLAYER_MOVEMENT &movement)
|
||||
|
|
|
@ -22,6 +22,7 @@ namespace DanBias
|
|||
{
|
||||
ClientState_CreatingGame,
|
||||
ClientState_Ready,
|
||||
ClientState_Invalid,
|
||||
};
|
||||
|
||||
public:
|
||||
|
@ -41,6 +42,7 @@ namespace DanBias
|
|||
inline GameLogic::IPlayerData* GetPlayer() const { return this->player; }
|
||||
Oyster::Network::NetClient GetClient() const { return this->client; }
|
||||
ClientState GetState() const { return this->state; }
|
||||
int GetFailedProtocolCount() const { return this->failedPackagesCount; }
|
||||
|
||||
|
||||
void SetPlayer(GameLogic::IPlayerData* player);
|
||||
|
@ -53,6 +55,10 @@ namespace DanBias
|
|||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
Oyster::Network::NetClient ReleaseClient();
|
||||
|
||||
void Invalidate();
|
||||
int IncrementFailedProtocol();
|
||||
void ResetFailedProtocolCount();
|
||||
|
||||
//NetworkSpecific
|
||||
void SetOwner(Oyster::Network::NetworkSession* owner);
|
||||
void UpdateClient();
|
||||
|
@ -62,7 +68,9 @@ namespace DanBias
|
|||
Oyster::Network::NetClient client;
|
||||
|
||||
bool isReady;
|
||||
bool isInvalid;
|
||||
float secondsSinceLastResponse;
|
||||
int failedPackagesCount;
|
||||
|
||||
std::wstring alias;
|
||||
std::wstring character;
|
||||
|
|
|
@ -198,6 +198,9 @@
|
|||
<ClInclude Include="GameSession.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\..\Misc\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\Misc\Utilities\Utilities.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
|
|
|
@ -6,6 +6,5 @@
|
|||
|
||||
BOOL WINAPI DllMain( _In_ HINSTANCE hinstDLL, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved )
|
||||
{
|
||||
|
||||
return TRUE;
|
||||
}
|
|
@ -14,6 +14,8 @@ using namespace GameLogic;
|
|||
|
||||
GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> nwClient)
|
||||
{
|
||||
this->isInvalid = false;
|
||||
this->failedPackagesCount = 0;
|
||||
this->client = nwClient;
|
||||
this->player = 0;
|
||||
isReady = false;
|
||||
|
@ -23,6 +25,7 @@ GameClient::GameClient(Utility::DynamicMemory::SmartPointer<Oyster::Network::Net
|
|||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client = 0;
|
||||
this->player = 0;
|
||||
this->isReady = false;
|
||||
this->character = L"crate_colonists.dan";
|
||||
|
@ -55,6 +58,22 @@ void GameClient::SetState(ClientState state)
|
|||
this->state = state;
|
||||
}
|
||||
|
||||
void GameClient::Invalidate()
|
||||
{
|
||||
this->isInvalid = true;
|
||||
this->isReady = false;
|
||||
this->state = ClientState_Invalid;
|
||||
this->client->Disconnect();
|
||||
}
|
||||
int GameClient::IncrementFailedProtocol()
|
||||
{
|
||||
this->failedPackagesCount++;
|
||||
return this->failedPackagesCount;
|
||||
}
|
||||
void GameClient::ResetFailedProtocolCount()
|
||||
{
|
||||
this->failedPackagesCount = 0;
|
||||
}
|
||||
|
||||
void GameClient::SetOwner(Oyster::Network::NetworkSession* owner)
|
||||
{
|
||||
|
|
|
@ -61,15 +61,16 @@ using namespace DanBias;
|
|||
switch (e.args.type)
|
||||
{
|
||||
case NetworkClient::ClientEventArgs::EventType_Disconnect:
|
||||
printf("\t(%i : %s) - EventType_Disconnect\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->gClients[temp]->Invalidate();
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
//this->Detach(e.sender);
|
||||
if(this->gClients[temp]->IncrementFailedProtocol() >= 5/*client->threshold*/)
|
||||
this->gClients[temp]->Invalidate();
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
//printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->ParseProtocol(e.args.data.protocol, cl);
|
||||
break;
|
||||
}
|
||||
|
@ -128,6 +129,12 @@ using namespace DanBias;
|
|||
int id = movedObject->GetID();
|
||||
//Protocol_ObjectPosition p(movedObject->GetPosition(), id);
|
||||
Protocol_ObjectPositionRotation p(movedObject->GetPosition(), movedObject->GetRotation(), id);
|
||||
|
||||
Oyster::Math::Float3 temp = movedObject->GetPosition();
|
||||
|
||||
if(temp.x < -300)
|
||||
id = 0;
|
||||
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
//}
|
||||
}
|
||||
|
|
|
@ -19,35 +19,36 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{104FA3E9-94D9-4E1D-A941-28A03BC8A095}</ProjectGuid>
|
||||
<RootNamespace>GamePhysics</RootNamespace>
|
||||
<ProjectGuid>{67D0FB00-FF1F-4DE4-84BD-664AE93D25EE}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>GameServerDebugEnvironment</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>DynamicLibrary</ConfigurationType>
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
|
@ -66,104 +67,115 @@
|
|||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\Bin\DLL\</OutDir>
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)_$(Configuration)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Game\GameServer\;C:\Program Files %28x86%29\Visual Leak Detector\include;$(SolutionDir)Misc\WindowManager;$(IncludePath)</IncludePath>
|
||||
<LibraryPath>C:\Program Files %28x86%29\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debug.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debug.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debug.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/debug/BulletCollision_Debugx64.lib;$(SolutionDir)Physics/lib/debug/BulletDynamics_Debugx64.lib;$(SolutionDir)Physics/lib/debug/LinearMath_Debugx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollision.lib;$(SolutionDir)Physics/lib/release/BulletDynamics.lib;$(SolutionDir)Physics/lib/release/LinearMath.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;$(SolutionDir)Physics\Bullet Source\</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>_WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<GenerateXMLDocumentationFiles>false</GenerateXMLDocumentationFiles>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<ModuleDefinitionFile>
|
||||
</ModuleDefinitionFile>
|
||||
<AdditionalDependencies>$(SolutionDir)Physics/lib/release/BulletCollisionx64.lib;$(SolutionDir)Physics/lib/release/BulletDynamicsx64.lib;$(SolutionDir)Physics/lib/release/LinearMathx64.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<DelayLoadDLLs>GameServer_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Implementation\PhysicsAPI_Impl.h" />
|
||||
<ClInclude Include="Implementation\SimpleRigidBody.h" />
|
||||
<ClInclude Include="PhysicsAPI.h" />
|
||||
<ClInclude Include="PhysicsStructs-Impl.h" />
|
||||
<ClInclude Include="PhysicsStructs.h" />
|
||||
<ProjectReference Include="..\..\..\Misc\WindowManager\WindowManager.vcxproj">
|
||||
<Project>{35aea3c0-e0a7-4e1e-88cd-514aa5a442b1}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\..\GameServer\GameServer.vcxproj">
|
||||
<Project>{143bd516-20a1-4890-a3e4-f8bfd02220e7}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Implementation\DLLMain.cpp" />
|
||||
<ClCompile Include="Implementation\PhysicsAPI_Impl.cpp" />
|
||||
<ClCompile Include="Implementation\SimpleRigidBody.cpp" />
|
||||
<ClCompile Include="Source.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
|
@ -0,0 +1,22 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -0,0 +1,50 @@
|
|||
/////////////////////////////////////////////////
|
||||
// Launcher to launch Danbias server or client //
|
||||
/////////////////////////////////////////////////
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <vld.h>
|
||||
|
||||
#include <GameServerAPI.h>
|
||||
#include <WindowShell.h>
|
||||
|
||||
using namespace DanBias;
|
||||
|
||||
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hinst, HINSTANCE prevInst, PSTR cmdLine, int cmdShow)
|
||||
{
|
||||
if(SetDllDirectory(L"..\\DLL") == FALSE)
|
||||
{
|
||||
return cmdShow;
|
||||
}
|
||||
|
||||
WindowShell::CreateConsoleWindow();
|
||||
|
||||
GameServerAPI::ServerInitDesc desc;
|
||||
desc.listenPort = 15151;
|
||||
desc.serverName = L"bla";
|
||||
|
||||
if(GameServerAPI::ServerInitiate(desc) == DanBiasServerReturn_Sucess)
|
||||
{
|
||||
GameServerAPI::ServerStart();
|
||||
|
||||
GameServerAPI::GameSetGameMode(L"free-for-all");
|
||||
GameServerAPI::GameSetGameName(L"DebugServer");
|
||||
GameServerAPI::GameSetGameTime(15);
|
||||
GameServerAPI::GameSetMapName(L"2ofAll.bias");
|
||||
GameServerAPI::GameSetMaxClients(10);
|
||||
|
||||
if(GameServerAPI::GameStart(true))
|
||||
{
|
||||
int Q = 0x51;
|
||||
while ( GetAsyncKeyState(Q) == 0)
|
||||
{
|
||||
GameServerAPI::ServerUpdate();
|
||||
}
|
||||
}
|
||||
GameServerAPI::ServerStop();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -482,7 +482,7 @@
|
|||
this.tableLayoutPanel1.ColumnCount = 3;
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 35.29412F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Percent, 64.70588F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 112F));
|
||||
this.tableLayoutPanel1.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 114F));
|
||||
this.tableLayoutPanel1.Controls.Add(this.label6, 0, 0);
|
||||
this.tableLayoutPanel1.Controls.Add(this.label7, 1, 0);
|
||||
this.tableLayoutPanel1.Controls.Add(this.label8, 2, 0);
|
||||
|
@ -507,7 +507,7 @@
|
|||
// label7
|
||||
//
|
||||
this.label7.AutoSize = true;
|
||||
this.label7.Location = new System.Drawing.Point(46, 1);
|
||||
this.label7.Location = new System.Drawing.Point(45, 1);
|
||||
this.label7.Name = "label7";
|
||||
this.label7.Size = new System.Drawing.Size(31, 13);
|
||||
this.label7.TabIndex = 8;
|
||||
|
@ -516,7 +516,7 @@
|
|||
// label8
|
||||
//
|
||||
this.label8.AutoSize = true;
|
||||
this.label8.Location = new System.Drawing.Point(122, 1);
|
||||
this.label8.Location = new System.Drawing.Point(120, 1);
|
||||
this.label8.Name = "label8";
|
||||
this.label8.Size = new System.Drawing.Size(34, 13);
|
||||
this.label8.TabIndex = 8;
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "LevelLoader.h"
|
||||
#include "LevelParser.h"
|
||||
#include <Resource\OysterResource.h>
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace GameLogic::LevelFileLoader;
|
||||
|
@ -29,6 +30,7 @@ LevelLoader::LevelLoader(std::string folderPath)
|
|||
|
||||
LevelLoader::~LevelLoader()
|
||||
{
|
||||
Oyster::Resource::OysterResource::Clean();
|
||||
}
|
||||
|
||||
std::vector<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> LevelLoader::LoadLevel(std::string fileName)
|
||||
|
|
|
@ -40,15 +40,15 @@ namespace Oyster
|
|||
}
|
||||
inline unsigned int GetResourceSize() const
|
||||
{
|
||||
return this->resourceSize;
|
||||
return (unsigned int)this->resourceSize;
|
||||
}
|
||||
inline unsigned int GetResourceElementSize() const
|
||||
{
|
||||
return this->resourceElementSize;
|
||||
return (unsigned int)this->resourceElementSize;
|
||||
}
|
||||
inline unsigned int GetResourceID() const
|
||||
{
|
||||
return this->resourceID;
|
||||
return (unsigned int)this->resourceID;
|
||||
}
|
||||
inline void SetResourceID(int id)
|
||||
{
|
||||
|
|
|
@ -337,7 +337,11 @@ namespace Utility
|
|||
|
||||
template<typename ValueType>
|
||||
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max )
|
||||
{ return value < min ? Max( value, max ) : min; }
|
||||
{
|
||||
if( value < min ) return min;
|
||||
if( value > max ) return max;
|
||||
return value;
|
||||
}
|
||||
|
||||
template<typename ValueType>
|
||||
inline ValueType Average( const ValueType &valueA, const ValueType &valueB )
|
||||
|
|
|
@ -48,6 +48,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
Connection connection;
|
||||
Translator translator;
|
||||
OysterThread thread;
|
||||
bool outputEvent;
|
||||
|
||||
OysterByte recieveBuffer;
|
||||
|
||||
|
@ -63,6 +64,7 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
: ID(currID++)
|
||||
, parent(0)
|
||||
, owner(0)
|
||||
, outputEvent(0)
|
||||
{
|
||||
InitWinSock();
|
||||
this->thread.Create(this, false);
|
||||
|
@ -97,19 +99,42 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
OysterByte temp;
|
||||
CustomNetProtocol p = this->sendQueue.Pop();
|
||||
|
||||
if(p[0].value.netShort == 304)
|
||||
int i = 0;
|
||||
|
||||
this->translator.Pack(temp, p);
|
||||
errorCode = this->connection.Send(temp);
|
||||
|
||||
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
|
||||
{
|
||||
CEA parg;
|
||||
parg.type = CEA::EventType_ProtocolFailedToSend;
|
||||
parg.data.protocol = p;
|
||||
NetEvent<NetworkClient*, CEA> e = { this->parent, parg };
|
||||
this->recieveQueue.Push(e);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -225,6 +250,18 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
e.args.type = parg.type;
|
||||
|
||||
this->recieveQueue.Push(e);
|
||||
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s | Protocol: %i) Message recieved!\n", this->ID, this->connection.GetIpAddress().c_str(), protocol[0].value.netShort);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(this->outputEvent)
|
||||
{
|
||||
printf("\t(ID: %i | IP: %s) Failed to unpack CustomNetProtocol!\n", this->ID, this->connection.GetIpAddress().c_str());
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
@ -266,7 +303,6 @@ void NetworkClient::Update()
|
|||
NetEvent<NetworkClient*, ClientEventArgs> temp = this->privateData->recieveQueue.Pop();
|
||||
|
||||
this->DataRecieved(temp);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -401,10 +437,11 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
|
|||
}
|
||||
}
|
||||
|
||||
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
||||
//{}
|
||||
|
||||
std::string NetworkClient::GetIpAddress()
|
||||
{
|
||||
return this->privateData->connection.GetIpAddress();
|
||||
}
|
||||
void NetworkClient::OutputEventData(bool output)
|
||||
{
|
||||
this->privateData->outputEvent;
|
||||
}
|
|
@ -138,8 +138,21 @@ namespace Oyster
|
|||
*/
|
||||
virtual void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
std::string GetIpAddress();
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void OutputEventData(bool output);
|
||||
|
||||
/** Dumps all activity to std::io
|
||||
*
|
||||
*/
|
||||
void SetOutputEventDataStream(FILE out);
|
||||
|
||||
private:
|
||||
NetworkClient(const NetworkClient& obj);
|
||||
NetworkClient& operator =(const NetworkClient& obj);
|
||||
|
|
|
@ -58,7 +58,7 @@ void Broadcast()
|
|||
addr.append(buff);
|
||||
dest.sin_addr.s_addr = inet_addr( addr.c_str() );
|
||||
// send the pkt
|
||||
int ret = sendto( s, pkt, pkt_length, 0, (sockaddr *)&dest, sizeof(dest) );
|
||||
int ret = sendto( s, pkt, pkt_length, 0, (sockaddr *)&dest, (int)sizeof(dest) );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -83,7 +83,13 @@ public:
|
|||
, broadcastTime(1.0f, 0.0f)
|
||||
{ }
|
||||
~PrivateData()
|
||||
{ }
|
||||
{
|
||||
if(listener)
|
||||
{
|
||||
delete listener;
|
||||
listener = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
bool DoWork();
|
||||
|
||||
|
|
|
@ -205,9 +205,9 @@ namespace Oyster
|
|||
|
||||
void API::StartRenderWireFrame()
|
||||
{
|
||||
Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
|
||||
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
|
||||
Core::deviceContext->RSSetState(wire);
|
||||
Core::deviceContext->OMSetRenderTargets(Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
|
||||
Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::Pass.RTV.size(),&Render::Resources::Gather::Pass.RTV[0],NULL);
|
||||
}
|
||||
|
||||
void API::RenderDebugCube(Math::Matrix world)
|
||||
|
@ -221,6 +221,26 @@ namespace Oyster
|
|||
sphere->WorldMatrix = world;
|
||||
Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
|
||||
}
|
||||
#else
|
||||
API::State API::ReloadShaders()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void API::StartRenderWireFrame()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void API::RenderDebugCube(Math::Matrix world)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void API::RenderDebugSphere(Math::Matrix world)
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
API::Option API::GetOption()
|
||||
|
|
|
@ -146,7 +146,7 @@ namespace Oyster
|
|||
return NULL;
|
||||
}
|
||||
#endif
|
||||
Core::UsedMem += data.size;
|
||||
Core::UsedMem += (int)data.size;
|
||||
return Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
|
||||
}
|
||||
}
|
||||
|
|
|
@ -50,7 +50,12 @@ namespace Oyster
|
|||
if(models[i].Visible)
|
||||
{
|
||||
Definitions::PerModel pm;
|
||||
pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse();
|
||||
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));
|
||||
pm.WV = View * m;
|
||||
//pm.WV = models[i].WorldMatrix.GetTranspose().GetInverse();
|
||||
pm.WVP = Projection * View * models[i].WorldMatrix;
|
||||
|
||||
Model::ModelInfo* info = models[i].info;
|
||||
|
@ -159,10 +164,10 @@ namespace Oyster
|
|||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(1,1,1,1);
|
||||
bd.StopX = Core::resolution.x/2;
|
||||
bd.StopY = Core::resolution.y;
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = Core::resolution.y/2;
|
||||
bd.StartY = (UINT)Core::resolution.y/2;
|
||||
|
||||
void* data = Resources::Blur::Data.Map();
|
||||
memcpy(data,&bd,sizeof(Definitions::BlurrData));
|
||||
|
@ -179,8 +184,8 @@ namespace Oyster
|
|||
{
|
||||
Definitions::BlurrData bd;
|
||||
bd.BlurMask = Math::Float4(0,0,0,1);
|
||||
bd.StopX = Core::resolution.x/2;
|
||||
bd.StopY = Core::resolution.y/2;
|
||||
bd.StopX = (UINT)Core::resolution.x/2;
|
||||
bd.StopY = (UINT)Core::resolution.y/2;
|
||||
bd.StartX = 0;
|
||||
bd.StartY = 0;
|
||||
|
||||
|
|
|
@ -103,7 +103,7 @@ namespace Oyster
|
|||
Resources::Gui::Text::Vertex.Unmap();
|
||||
|
||||
|
||||
Core::deviceContext->Draw(text.length(), 0);
|
||||
Core::deviceContext->Draw((UINT)text.length(), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -349,9 +349,6 @@ namespace Oyster
|
|||
Core::device->CreateDepthStencilView(depthstencil,NULL,&Gui::depth);
|
||||
depthstencil->Release();
|
||||
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC dDesc;
|
||||
|
||||
return Core::Init::Success;
|
||||
}
|
||||
|
||||
|
|
|
@ -17,8 +17,8 @@ float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
|
|||
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
|
||||
|
||||
// construct a scale-invariant frame
|
||||
float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) );
|
||||
return float3x3( T * invmax, B * invmax, N );
|
||||
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 )
|
||||
|
@ -41,11 +41,20 @@ PixelOut main(VertexOut input)
|
|||
{
|
||||
PixelOut output;
|
||||
output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
|
||||
float3 normal = normalize(input.normal);
|
||||
|
||||
normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
|
||||
//NORMALIZE
|
||||
float3x3 CoTangentFrame = cotangent_frame(input.normal, normalize(input.ViewPos), input.UV);
|
||||
|
||||
//output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
|
||||
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0);
|
||||
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;
|
||||
}
|
|
@ -11,7 +11,7 @@ VertexOut main( VertexIn input )
|
|||
|
||||
input.pos = mul(boneTrans,float4(input.pos,1)).xyz * Animated + input.pos * int(1-Animated);
|
||||
|
||||
input.normal = mul(boneTrans,float4(input.normal,1)).xyz * Animated + input.normal * int(1-Animated);
|
||||
input.normal = mul(boneTrans,float4(input.normal,0)).xyz * Animated + input.normal * int(1-Animated);
|
||||
|
||||
output.pos = mul(WVP, float4(input.pos,1));
|
||||
output.ViewPos = mul(WV, float4(input.pos,1));
|
||||
|
|
|
@ -39,10 +39,16 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
|||
DiffBase += DiffuseGlow[DTid.xy + uint2(0,1)];
|
||||
DiffBase += DiffuseGlow[DTid.xy + uint2(1,1)];
|
||||
DiffBase = DiffBase / 4;
|
||||
|
||||
float4 DepthBase = DepthTexture[DTid.xy];
|
||||
DepthBase = DepthTexture[DTid.xy + uint2(1,0)];
|
||||
DepthBase = DepthTexture[DTid.xy + uint2(0,1)];
|
||||
DepthBase = DepthTexture[DTid.xy + uint2(1,1)];
|
||||
DepthBase = DepthBase /4;
|
||||
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(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w,1);
|
||||
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz,1);
|
||||
Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w * 10 /* * (2-DepthBase) */,1);
|
||||
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
|
||||
}
|
||||
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
#include "Defines.hlsli"
|
||||
#include "PosManipulation.hlsli"
|
||||
|
||||
static float Radius = 100;
|
||||
static float Radius = 10;
|
||||
|
||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||
{
|
||||
|
@ -41,7 +41,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
|||
float sampleDepth = ViewPos.z;
|
||||
|
||||
//compare to depth from sample
|
||||
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
|
||||
float rangeCheck = (abs(pos.z - sampleDepth) > Radius) ? 1.0f : 0.0f;
|
||||
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
occlusion /= (float)(SSAOKernel.Length.x);
|
||||
|
|
|
@ -11,33 +11,33 @@ cbuffer Size : register(b0)
|
|||
float AmbFactor;
|
||||
}
|
||||
|
||||
float4 SuperSample(float4 Glow, uint3 DTid)
|
||||
{
|
||||
// Line X
|
||||
float2 index = (float2)(DTid.xy/2);
|
||||
index += float2(0,Output.Length.y/2);
|
||||
index = index / Output.Length;
|
||||
Glow = Ambient.SampleLevel(S1, index,1);
|
||||
Glow = Glow;
|
||||
|
||||
return Glow;
|
||||
}
|
||||
|
||||
[numthreads(16, 16, 1)]
|
||||
void main( uint3 DTid : SV_DispatchThreadID )
|
||||
{
|
||||
float SSAO = 0;
|
||||
for(int x = 0; x < 4; ++x)
|
||||
{
|
||||
for(int y = 0; y < 4; ++y)
|
||||
{
|
||||
SSAO += Ambient[DTid.xy/2 + uint2(-2+x,-2+y)].w;
|
||||
}
|
||||
}
|
||||
|
||||
SSAO = SSAO / 16;
|
||||
|
||||
float4 Light = Diffuse[DTid.xy] + saturate(Specular[DTid.xy]);
|
||||
float4 Amb = float4(Ambient[DTid.xy/2].xyz /* * Ambient[DTid.xy/2].w*/, 0);
|
||||
float4 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)];
|
||||
float3 Amb = Ambient[DTid.xy/2].xyz * SSAO;
|
||||
|
||||
float3 Glow = Ambient[DTid.xy/2 + uint2(0,Output.Length.y/2)].xyz;
|
||||
|
||||
float4 GUI;
|
||||
uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
|
||||
float3 PostLight = Amb.xyz * AmbFactor;
|
||||
float3 PostLight = Amb * AmbFactor;
|
||||
PostLight = PostLight + Light.xyz + Glow;
|
||||
GUI = float4(Ambient[index]);
|
||||
PostLight = PostLight * (1 - GUI.w);
|
||||
Output[DTid.xy] = float4((GUI.xyz * GUI.w) + PostLight, 1);
|
||||
|
||||
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(0,Output.Length.y*0.5f)].xyz,1);
|
||||
//Output[DTid.xy] = Ambient[DTid.xy];
|
||||
//Output[DTid.xy] = float4(Ambient[DTid.xy/2 + uint2(Output.Length*0.5f)].xyz,1);
|
||||
//Output[DTid.xy] = SSAO * float4(1,1,1,1);
|
||||
}
|
Loading…
Reference in New Issue