GameServer - Merged with GameClient

This commit is contained in:
dean11 2014-02-18 13:11:45 +01:00
commit a79bcbe8d3
31 changed files with 561 additions and 424 deletions

1
.gitignore vendored
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@ -34,3 +34,4 @@ Bin/DLL/
Bin/Executable/ Bin/Executable/
Obj/ Obj/
External/ External/
Code/Game/GameClient/GameClient.vcxproj.user

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@ -64,7 +64,12 @@ namespace DanBias
{ {
WindowShell::CreateConsoleWindow(); WindowShell::CreateConsoleWindow();
//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
WindowShell::WINDOW_INIT_DESC winDesc;
winDesc.windowSize.x = 1280;
winDesc.windowSize.y = 720;
if(! data.window->CreateWin(winDesc) )
return DanBiasClientReturn_Error; return DanBiasClientReturn_Error;
if( FAILED( InitDirect3D() ) ) if( FAILED( InitDirect3D() ) )
@ -100,9 +105,6 @@ namespace DanBias
Graphics::API::Update( dt ); Graphics::API::Update( dt );
if(data.networkClient.IsConnected())
data.networkClient.Update();
data.capFrame += dt; data.capFrame += dt;
if(data.capFrame > 0.03) if(data.capFrame > 0.03)
{ {
@ -118,6 +120,9 @@ namespace DanBias
data.capFrame = 0; data.capFrame = 0;
} }
if(data.networkClient.IsConnected())
data.networkClient.Update();
} }
return DanBiasClientReturn_Success; return DanBiasClientReturn_Success;
} }
@ -136,9 +141,11 @@ namespace DanBias
Oyster::Graphics::API::Option p; Oyster::Graphics::API::Option p;
p.modelPath = L"..\\Content\\Models\\"; p.modelPath = L"..\\Content\\Models\\";
p.texturePath = L"..\\Content\\Textures\\"; p.texturePath = L"..\\Content\\Textures\\";
Oyster::Graphics::API::SetOptions(p); p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
//! @todo fix proper amb value
p.AmbientValue = 1.0f;
if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess) if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess)
return E_FAIL; return E_FAIL;
return S_OK; return S_OK;
} }

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@ -112,7 +112,7 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@ -129,7 +129,7 @@
<SubSystem>Windows</SubSystem> <SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -150,7 +150,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -171,7 +171,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding> <EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences> <OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs> <DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
</Link> </Link>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<ShowAllFiles>true</ShowAllFiles> <ShowAllFiles>false</ShowAllFiles>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory> <LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>

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@ -21,19 +21,19 @@ namespace DanBias
ButtonEllipse() ButtonEllipse()
: EventButtonGUI(), radius(0) : EventButtonGUI(), radius(0)
{} {}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, 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) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) : EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, 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) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize) : EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, 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) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize) : EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
{} {}
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, 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) Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize) : EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
{} {}

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@ -21,21 +21,37 @@ namespace DanBias
ButtonRectangle() ButtonRectangle()
: EventButtonGUI(), width(0), height(0) : EventButtonGUI(), width(0), height(0)
{} {}
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, ButtonRectangle(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize) 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::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, ButtonRectangle(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButtonGUI(textureName, buttonText, textColor, func, 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::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, ButtonRectangle(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButtonGUI(textureName, buttonText, textColor, func, owner, 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::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, ButtonRectangle(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButtonGUI(textureName, buttonText, textColor, 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() virtual ~ButtonRectangle()
{} {}

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@ -30,32 +30,40 @@ namespace DanBias
class EventButtonGUI : public Oyster::Event::EventButton<Owner> class EventButtonGUI : public Oyster::Event::EventButton<Owner>
{ {
public: public:
EventButtonGUI() EventButtonGUI(std::wstring textureName, std::wstring buttonText,
: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0) 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(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, : EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos, EventButtonGUI(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) 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); CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos, EventButtonGUI(std::wstring textureName, std::wstring buttonText,
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) 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); CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
} }
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height) EventButtonGUI(std::wstring textureName, std::wstring buttonText,
: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor) 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)
: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText),
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
{ {
CreateTexture(textureName); CreateTexture(textureName);
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize); if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
@ -77,23 +85,23 @@ namespace DanBias
if(EventButton<Owner>::Enabled()) if(EventButton<Owner>::Enabled())
{ {
// let the using dev decide what is rendered // let the using dev decide what is rendered
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); //Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f));
//Render att xPos and yPos //Render att xPos and yPos
//With width and height //With width and height
//if(EventButton<Owner>::GetState() == ButtonState_None) if(EventButton<Owner>::GetState() == ButtonState_None)
//{ {
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f)); Oyster::Graphics::API::RenderGuiElement(texture, pos, size, backColor);
//} }
//else if(EventButton<Owner>::GetState() == ButtonState_Hover) else if(EventButton<Owner>::GetState() == ButtonState_Hover)
//{ {
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f)); Oyster::Graphics::API::RenderGuiElement(texture, pos, size, hoverColor);
//} }
//else else
//{ {
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f)); Oyster::Graphics::API::RenderGuiElement(texture, pos, size, pressedColor);
//} }
} }
} }
@ -102,7 +110,7 @@ namespace DanBias
{ {
if(buttonText.size() > 0) if(buttonText.size() > 0)
{ {
Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, 0.0f), size*2.0f, size.y * 0.5f, textColor); Oyster::Graphics::API::RenderText(buttonText, pos - Float3(size.x * 0.5f, size.y * 0.25f, -0.001f), size, size.y * 0.5f, textColor);
} }
} }
@ -125,7 +133,11 @@ namespace DanBias
Oyster::Graphics::API::Texture texture; Oyster::Graphics::API::Texture texture;
std::wstring buttonText; std::wstring buttonText;
Oyster::Math::Float3 textColor; Oyster::Math::Float4 textColor;
Oyster::Math::Float4 backColor;
Oyster::Math::Float4 hoverColor;
Oyster::Math::Float4 pressedColor;
}; };
} }
} }

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@ -20,7 +20,7 @@ namespace DanBias { namespace Client
{ {
public: public:
TextField(); TextField();
TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height ); TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
virtual ~TextField(); virtual ~TextField();
virtual void RenderText(); virtual void RenderText();
@ -62,8 +62,8 @@ namespace DanBias { namespace Client
} }
template<typename Owner> template<typename Owner>
TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize ) TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, ::Oyster::Math::Float4 backColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
: ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize ) : ButtonRectangle( backgroundTexture, L"", textColor, backColor, backColor, backColor, owner, pos, size, resize )
{ {
this->fontHeight = 0.025f; this->fontHeight = 0.025f;
this->lineSpacing = 0.001f; this->lineSpacing = 0.001f;

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@ -5,10 +5,19 @@
#include "Camera_FPS.h" #include "Camera_FPS.h"
#include <GameServerAPI.h> #include <GameServerAPI.h>
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h"
#include "Utilities.h"
using namespace ::DanBias::Client; using namespace ::DanBias::Client;
using namespace ::Oyster; using namespace ::Oyster;
using namespace ::Oyster::Network; using namespace ::Oyster::Network;
using namespace ::Oyster::Math3D; using namespace ::Oyster::Math3D;
using namespace ::GameLogic;
using namespace ::Utility::DynamicMemory;
using namespace ::Utility::String;
using namespace ::Utility::Value;
struct GameState::MyData struct GameState::MyData
{ {
@ -16,14 +25,32 @@ struct GameState::MyData
GameClientState::ClientState nextState; GameClientState::ClientState nextState;
NetworkClient *nwClient; NetworkClient *nwClient;
InputClass *input; InputClass *input;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
C_Player player;
Camera_FPS camera;
int myId;
} privData; } privData;
inline Quaternion ArrayToQuaternion( const float source[4] )
{
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
}
GameState::GameState() GameState::GameState()
{ {
key_forward = false; this->privData = nullptr;
key_backward = false;
key_strafeRight = false;
key_strafeLeft = false;
} }
GameState::~GameState() GameState::~GameState()
@ -34,202 +61,94 @@ GameState::~GameState()
bool GameState::Init( SharedStateContent &shared ) bool GameState::Init( SharedStateContent &shared )
{ {
// load models // we may assume that shared.network is properly connected
privData = new MyData(); // and there is content in shared.dynamicObjects and shared.staticObjects
this->privData = new MyData();
this->privData->key_forward = false;
this->privData->key_backward = false;
this->privData->key_strafeRight = false;
this->privData->key_strafeLeft = false;
this->privData->nextState = GameClientState::ClientState_Same; this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network; this->privData->nwClient = shared.network;
this->privData->input = shared.input; this->privData->input = shared.input;
this->privData->staticObjects = &shared.staticObjects;
this->privData->dynamicObjects = &shared.dynamicObjects;
LoadGame(); Graphics::API::Option gfxOp = Graphics::API::GetOption();
Float aspectRatio = gfxOp.Resolution.x / gfxOp.Resolution.y;
this->privData->camera.SetPerspectiveProjection( Radian(90.0f), aspectRatio, 0.1f, 1000.0f );
Graphics::API::SetProjection( this->privData->camera.GetProjectionMatrix() );
//tell server ready //tell server ready
this->privData->nwClient->Send( GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready) ); //this->privData->nwClient->Send( Protocol_General_Status(Protocol_General_Status::States_ready) );
// Debugg hack
this->InitiatePlayer( 0, "crate_generic.dan",Float3( 0,132, 10), Quaternion::identity, Float3(1), true );
// end debug hack
return true; return true;
} }
GameState::gameStateState GameState::LoadGame() void GameState::InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer )
{ {
return gameStateState_playing;
}
bool GameState::LoadModels(std::string mapFile)
{
GameLogic::LevelLoader levelLoader;
std::vector<Utility::DynamicMemory::SmartPointer<GameLogic::ObjectTypeHeader>> objects;
objects = levelLoader.LoadLevel(mapFile);
int objCount = objects.size();
int modelId = 0;
ModelInitData modelData; ModelInitData modelData;
for (int i = 0; i < objCount; i++)
{
GameLogic::ObjectTypeHeader* obj = objects.at(i);
switch (obj->typeID)
{
case GameLogic::ObjectType::ObjectType_LevelMetaData:
break;
case GameLogic::ObjectType::ObjectType_Static:
{
GameLogic::ObjectHeader* staticObjData = ((GameLogic::ObjectHeader*)obj);
modelData.modelPath.assign(staticObjData->ModelFile.begin(), staticObjData->ModelFile.end());
modelData.visible = true; modelData.visible = true;
//modelData.position = ; modelData.position = position;
//modelData.rotation = Quaternion(Float3(2,2,-2), 1); modelData.rotation = ArrayToQuaternion( rotation );
//modelData.scale = Float3(2,2,2); modelData.scale = scale;
modelData.id = modelId++; StringToWstring( modelName, modelData.modelPath );
modelData.id = id;
this->staticObjects.Push(new C_StaticObj()); if( isMyPlayer )
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Dynamic:
{ {
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj); if( this->privData->player.Init(modelData) )
//modelData.position = ;
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.modelPath.assign(dynamicObjData->ModelFile.begin(), dynamicObjData->ModelFile.end());
modelData.visible = true;
modelData.id = modelId++;
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
}
break;
case GameLogic::ObjectType::ObjectType_Light:
{ {
GameLogic::BasicLight* lightData = ((GameLogic::BasicLight*)obj); this->privData->myId = id;
this->privData->camera.SetPosition( this->privData->player.getPos() );
switch( lightData->lightType ) Float3 offset = Float3( 0.0f );
offset.y = this->privData->player.getScale().y + 0.5f; // debug hack +0.5f
this->privData->camera.SetHeadOffset( offset );
this->privData->camera.UpdateOrientation();
}
}
else
{ {
case GameLogic::LightType_PointLight: C_DynamicObj *p = new C_DynamicObj();
if( p->Init(modelData) )
{ {
//Oyster::Graphics::Definitions::Pointlight plight; (*this->privData->dynamicObjects)[id] = p;
//plight.Pos = ((GameLogic::PointLight*)lightData)->position;
//plight.Color = lightData->diffuseColor;
//plight.Radius = 100;
//plight.Bright = 0.9f;
//Oyster::Graphics::API::AddLight(plight);
}
break;
default: break;
} }
} }
break;
default:
break;
}
}
myId += modelId++;
// add player model
//modelData.position = ;
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
//modelData.scale = Float3(2,2,2);
modelData.visible = true;
modelData.modelPath = L"char_still_sizeref.dan";
modelData.id = myId;
// load models
this->dynamicObjects.Push(new C_DynamicObj());
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
/*C_Player* obj = new C_Player();
privData->object.push_back(obj);
privData->object[privData->object.size() -1 ]->Init(modelData);
*/
return true;
}
bool GameState::InitCamera(Float3 startPos)
{
camera.SetHeadOffset( Float3(0.0f, 1.0f, 1.0f) );
camera.SetPerspectiveProjection( pi / 4.0f, 1024.0f/768.0f, 1.0f, 1000.0f );
camera.UpdateOrientation();
Oyster::Graphics::API::SetProjection(camera.GetProjectionMatrix());
return true;
}
void GameState::InitiatePlayer(int id, std::wstring modelName, Float4x4 world)
{
myId = id;
ModelInitData modelData;
C_Object* obj;
modelData.visible = true;
//modelData.world = world;
modelData.position = Float3(world[12], world[13], world[14]);
modelData.rotation = Quaternion(Float3(0,0,0), 1);
modelData.scale = Float3(1,1,1);
modelData.modelPath = modelName;
modelData.id = myId;
obj = new C_Player();
this->dynamicObjects.Push(obj);
this->dynamicObjects[this->dynamicObjects.Size() -1 ]->Init(modelData);
Float3 pos = Float3(world[12], world[13], world[14]);
camera.SetPosition( pos );
camera.UpdateOrientation();
} }
GameClientState::ClientState GameState::Update( float deltaTime ) GameClientState::ClientState GameState::Update( float deltaTime )
{ {
//switch (privData->state) this->ReadKeyInput();
//{
//case gameStateState_loading: //Will this ever happen in this scope??
// {
// // load map
// // wait for all players
// LoadGame();
// GameLogic::Protocol_General_Status gameStatus;
// gameStatus.status = GameLogic::Protocol_General_Status::States_ready;
// privData->nwClient->Send(gameStatus);
// privData->state = gameStateState_playing;
// }
// break;
//case gameStateState_playing:
// // read server data
// // update objects
// {
// readKeyInput(KeyInput);
// camera.UpdateOrientation();
// }
// break;
//case gameStateState_end:
// return ClientState_Lobby;
// break;
//default:
// break;
//}
//
//// send key input to server.
//return ClientState_Same;
return this->privData->nextState; return this->privData->nextState;
} }
bool GameState::Render() bool GameState::Render()
{ {
Oyster::Graphics::API::SetView( camera.GetViewMatrix() ); Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
Oyster::Graphics::API::NewFrame(); Oyster::Graphics::API::NewFrame();
for (unsigned int i = 0; i < staticObjects.Size(); i++)
// for debugging to be replaced with render weapon
this->privData->player.Render();
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{ {
staticObjects[i]->Render(); staticObject->second->Render();
} }
for (unsigned int i = 0; i < dynamicObjects.Size(); i++)
auto dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{ {
dynamicObjects[i]->Render(); dynamicObject->second->Render();
} }
Oyster::Graphics::API::EndFrame(); Oyster::Graphics::API::EndFrame();
@ -238,8 +157,25 @@ bool GameState::Render()
bool GameState::Release() bool GameState::Release()
{ {
if( privData )
{
auto staticObject = this->privData->staticObjects->begin();
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
{
staticObject->second = nullptr;
}
auto dynamicObject = this->privData->dynamicObjects->begin();
for( ; dynamicObject != this->privData->dynamicObjects->end(); ++dynamicObject )
{
dynamicObject->second = nullptr;
}
this->privData->staticObjects->clear();
this->privData->dynamicObjects->clear();
privData = NULL; privData = NULL;
}
return true; return true;
} }
@ -248,138 +184,119 @@ void GameState::ChangeState( ClientState next )
this->privData->nextState = next; this->privData->nextState = next;
} }
void GameState::readKeyInput(InputClass* KeyInput) void GameState::ReadKeyInput()
{ {
if(KeyInput->IsKeyPressed(DIK_W)) if( this->privData->input->IsKeyPressed(DIK_W) )
{ {
if(!key_forward) if(!this->privData->key_forward)
{ {
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementForward()); this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
key_forward = true; this->privData->key_forward = true;
} }
} }
else else
key_forward = false; this->privData->key_forward = false;
if(KeyInput->IsKeyPressed(DIK_S)) if( this->privData->input->IsKeyPressed(DIK_S) )
{ {
if(!key_backward) if( !this->privData->key_backward )
{ {
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementBackward()); this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
key_backward = true; this->privData->key_backward = true;
} }
} }
else else
key_backward = false; this->privData->key_backward = false;
if(KeyInput->IsKeyPressed(DIK_A)) if( this->privData->input->IsKeyPressed(DIK_A) )
{ {
if(!key_strafeLeft) if( !this->privData->key_strafeLeft )
{ {
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementLeft()); this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
key_strafeLeft = true; this->privData->key_strafeLeft = true;
} }
} }
else else
key_strafeLeft = false; this->privData->key_strafeLeft = false;
if(KeyInput->IsKeyPressed(DIK_D)) if( this->privData->input->IsKeyPressed(DIK_D) )
{ {
if(!key_strafeRight) if( !this->privData->key_strafeRight )
{ {
privData->nwClient->Send(GameLogic::Protocol_PlayerMovementRight()); this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
key_strafeRight = true; this->privData->key_strafeRight = true;
} }
} }
else else
key_strafeRight = false; this->privData->key_strafeRight = false;
//send delta mouse movement //send delta mouse movement
//if (KeyInput->IsMousePressed())
{ {
camera.YawRight( -KeyInput->GetYaw() ); this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f );
camera.PitchUp( KeyInput->GetPitch() ); this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f );
camera.UpdateOrientation(); this->privData->camera.UpdateOrientation();
GameLogic::Protocol_PlayerLook playerLookDir; privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
Float4 look = camera.GetLook();
privData->nwClient->Send( playerLookDir );
} }
// shoot // shoot
if(KeyInput->IsKeyPressed(DIK_Z)) if( this->privData->input->IsKeyPressed(DIK_Z) )
{ {
if(!key_Shoot) if( !this->privData->key_Shoot )
{ {
GameLogic::Protocol_PlayerShot playerShot; Protocol_PlayerShot playerShot;
playerShot.primaryPressed = true; playerShot.primaryPressed = true;
playerShot.secondaryPressed = false; playerShot.secondaryPressed = false;
playerShot.utilityPressed = false; playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot); this->privData->nwClient->Send( playerShot );
key_Shoot = true; this->privData->key_Shoot = true;
} }
} }
else else
key_Shoot = false; this->privData->key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_X)) if( this->privData->input->IsKeyPressed(DIK_X) )
{ {
if(!key_Shoot) if( !this->privData->key_Shoot )
{ {
GameLogic::Protocol_PlayerShot playerShot; Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false; playerShot.primaryPressed = false;
playerShot.secondaryPressed = true; playerShot.secondaryPressed = true;
playerShot.utilityPressed = false; playerShot.utilityPressed = false;
privData->nwClient->Send(playerShot); this->privData->nwClient->Send( playerShot );
key_Shoot = true; this->privData->key_Shoot = true;
} }
} }
else else
key_Shoot = false; this->privData->key_Shoot = false;
if(KeyInput->IsKeyPressed(DIK_C)) if( this->privData->input->IsKeyPressed(DIK_C) )
{ {
if(!key_Shoot) if( !this->privData->key_Shoot )
{ {
GameLogic::Protocol_PlayerShot playerShot; Protocol_PlayerShot playerShot;
playerShot.primaryPressed = false; playerShot.primaryPressed = false;
playerShot.secondaryPressed = false; playerShot.secondaryPressed = false;
playerShot.utilityPressed = true; playerShot.utilityPressed = true;
privData->nwClient->Send(playerShot); this->privData->nwClient->Send( playerShot );
key_Shoot = true; this->privData->key_Shoot = true;
} }
} }
else else
key_Shoot = false; this->privData->key_Shoot = false;
// jump // jump
if(KeyInput->IsKeyPressed(DIK_SPACE)) if( this->privData->input->IsKeyPressed(DIK_SPACE) )
{ {
if(!key_Jump) if(!this->privData->key_Jump)
{ {
privData->nwClient->Send(GameLogic::Protocol_PlayerJump()); this->privData->nwClient->Send( Protocol_PlayerJump() );
key_Jump = true; this->privData->key_Jump = true;
} }
} }
else else
key_Jump = false; this->privData->key_Jump = false;
// send event data // TODO: implement sub-menu
//
//if(KeyInput->IsKeyPressed(DIK_L))
// privData->state = GameState::gameStateState_end;
}
using namespace ::Oyster::Network;
using namespace ::Utility::DynamicMemory;
// returns -1 if none found
int FindObject( const DynamicArray<SmartPointer<C_Object>> &collection, int id )
{
int num = collection.Size();
for( int i = 0; i < num; ++i ) if( id == collection[i]->GetId() )
return i;
return -1;
} }
void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e ) void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e )
@ -396,76 +313,67 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectHealthStatus: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectPosition: case protocol_Gameplay_ObjectPosition:
{ {
GameLogic::Protocol_ObjectPosition decoded(data); Protocol_ObjectPosition decoded(data);
// if is this player. Remember to change camera // if is this player. Remember to change camera
if( this->myId == decoded.object_ID ) if( this->privData->myId == decoded.object_ID )
camera.SetPosition( decoded.position ); this->privData->camera.SetPosition( decoded.position );
int i = FindObject( this->dynamicObjects, decoded.object_ID ); (*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
if( i > -1 )
this->dynamicObjects[i]->setPos( decoded.position );
} }
break; break;
case protocol_Gameplay_ObjectScale: case protocol_Gameplay_ObjectScale:
{ {
GameLogic::Protocol_ObjectScale decoded(data); Protocol_ObjectScale decoded(data);
int i = FindObject( this->dynamicObjects, decoded.object_ID ); (*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
if( i > -1 )
this->dynamicObjects[i]->setScale( decoded.scale );
} }
break; break;
case protocol_Gameplay_ObjectRotation: case protocol_Gameplay_ObjectRotation:
{ {
GameLogic::Protocol_ObjectRotation decoded(data); Protocol_ObjectRotation decoded(data);
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] ); Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
// if is this player. Remember to change camera // if is this player. Remember to change camera
if( this->myId == decoded.object_ID ) if( this->privData->myId == decoded.object_ID )
camera.SetAngular( AngularAxis(rotation) ); this->privData->camera.SetAngular( AngularAxis(rotation) );
int i = FindObject( this->dynamicObjects, decoded.object_ID ); (*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
if( i > -1 )
this->dynamicObjects[i]->setRot( rotation );
} }
break; break;
case protocol_Gameplay_ObjectPositionRotation: case protocol_Gameplay_ObjectPositionRotation:
{ {
GameLogic::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] );
// if is this player. Remember to change camera // if is this player. Remember to change camera
if( this->myId == decoded.object_ID ) if( this->privData->myId == decoded.object_ID )
{ {
camera.SetPosition( position ); this->privData->camera.SetPosition( position );
camera.SetAngular( AngularAxis(rotation) ); this->privData->camera.SetAngular( AngularAxis(rotation) );
} }
int i = FindObject( this->dynamicObjects, decoded.object_ID ); C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
if( i > -1 ) object->setPos( position );
{ object->setRot( rotation );
this->dynamicObjects[i]->setPos( position );
this->dynamicObjects[i]->setRot( rotation );
}
} }
break; break;
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectDisabled: case protocol_Gameplay_ObjectDisabled:
{ {
GameLogic::Protocol_ObjectDisable decoded(data); Protocol_ObjectDisable decoded(data);
int i = FindObject( this->dynamicObjects, decoded.objectID ); auto object = this->privData->dynamicObjects->find( decoded.objectID );
if( i > -1 ) if( object != this->privData->dynamicObjects->end() )
{ {
this->dynamicObjects[i].Release(); object->second = nullptr;
this->dynamicObjects.Pop(i); this->privData->dynamicObjects->erase( object );
} }
} }
break; break;
case protocol_Gameplay_ObjectCreate: case protocol_Gameplay_ObjectCreate:
{ {
GameLogic::Protocol_ObjectCreate decoded(data); Protocol_ObjectCreate decoded(data);
C_DynamicObj* object = new C_DynamicObj(); C_DynamicObj* object = new C_DynamicObj();
ModelInitData modelData; ModelInitData modelData;
@ -480,11 +388,16 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
} }
object->Init(modelData); object->Init(modelData);
dynamicObjects.Push(object); (*this->privData->dynamicObjects)[decoded.object_ID] = object;
} }
break; break;
case protocol_Gameplay_ObjectCreatePlayer: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectCreatePlayer:
{
Protocol_ObjectCreatePlayer decoded(data);
this->InitiatePlayer( decoded.object_ID, decoded.meshName, decoded.position, decoded.rotationQ, decoded.scale, decoded.owner );
}
break;
case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectJoinTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectLeaveTeam: break; /** @todo TODO: implement */
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */ case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */

View File

@ -4,13 +4,6 @@
#include "OysterMath.h" #include "OysterMath.h"
#include <string> #include <string>
#include "Camera_FPS.h"
#include "LevelLoader/LevelLoader.h"
#include "C_obj/C_Player.h"
#include "C_obj/C_DynamicObj.h"
#include "C_obj/C_StaticObj.h"
#include "DynamicArray.h"
namespace DanBias { namespace Client namespace DanBias { namespace Client
{ {
class GameState : public GameClientState class GameState : public GameClientState
@ -27,13 +20,8 @@ namespace DanBias { namespace Client
~GameState(void); ~GameState(void);
bool Init( SharedStateContent &shared ); bool Init( SharedStateContent &shared );
GameClientState::ClientState Update( float deltaTime ) override; GameClientState::ClientState Update( float deltaTime ) override;
void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
bool LoadModels(std::string mapFile); void ReadKeyInput();
bool InitCamera(Oyster::Math::Float3 startPos) ;
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
gameStateState LoadGame();
void readKeyInput(InputClass* KeyInput);
bool Render()override; bool Render()override;
bool Release()override; bool Release()override;
void ChangeState( ClientState next ); void ChangeState( ClientState next );
@ -43,20 +31,6 @@ namespace DanBias { namespace Client
private: private:
struct MyData; struct MyData;
::Utility::DynamicMemory::UniquePointer<MyData> privData; ::Utility::DynamicMemory::UniquePointer<MyData> privData;
bool key_forward;
bool key_backward;
bool key_strafeRight;
bool key_strafeLeft;
bool key_Shoot;
bool key_Jump;
Camera_FPS camera;
int myId;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_StaticObj>> staticObjects;
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Object>> dynamicObjects;
//Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<C_Player>> playObjects;
}; };
} } } }
#endif #endif

View File

@ -55,10 +55,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->nwClient = shared.network; this->privData->nwClient = shared.network;
this->privData->input = shared.input; this->privData->input = shared.input;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
// create guiElements // create guiElements
this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float3(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None ); this->privData->connectIP = new TextField<LanMenuState*>( L"color_white.png", Float4(1.0f), Float4(0.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
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->SetFontHeight( 0.08f ); this->privData->connectIP->SetFontHeight( 0.08f );
@ -68,10 +68,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
this->privData->guiElements.AddButton( this->privData->connectIP ); this->privData->guiElements.AddButton( this->privData->connectIP );
ButtonRectangle<LanMenuState*> *guiElements; ButtonRectangle<LanMenuState*> *guiElements;
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Connect", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements ); this->privData->guiElements.AddButton( guiElements );
guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float3(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None ); guiElements = new ButtonRectangle<LanMenuState*>( L"color_white.png", L"Exit", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
this->privData->guiElements.AddButton( guiElements ); this->privData->guiElements.AddButton( guiElements );
// bind guiElements collection to the singleton eventhandler // bind guiElements collection to the singleton eventhandler
@ -123,8 +123,8 @@ void LanMenuState::ChangeState( ClientState next )
{ {
case GameClientState::ClientState_Lobby: case GameClientState::ClientState_Lobby:
// attempt to connect to lobby // attempt to connect to lobby
//if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) ) if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
// return; // TODO: temporary commented out return;
break; break;
default: break; default: break;
} }

View File

@ -50,7 +50,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
// create buttons // create buttons
ButtonRectangle<LobbyAdminState*> *button; ButtonRectangle<LobbyAdminState*> *button;
button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float4(1.0f),Float4(0.0f),Float4(0.0f),Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button ); this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler // bind button collection to the singleton eventhandler

View File

@ -50,7 +50,7 @@ bool LobbyState::Init( SharedStateContent &shared )
// create buttons // create buttons
ButtonRectangle<LobbyState*> *button; ButtonRectangle<LobbyState*> *button;
button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float4(1.0f), Float4(0.0f), Float4(0.0f), Float4(0.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
this->privData->guiElements.AddButton( button ); this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler // bind button collection to the singleton eventhandler

View File

@ -49,18 +49,22 @@ bool MainState::Init( SharedStateContent &shared )
this->privData->nwClient = shared.network; this->privData->nwClient = shared.network;
this->privData->input = shared.input; this->privData->input = shared.input;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->background = Graphics::API::CreateTexture( L"color_white.png" );
// create buttons // create buttons
ButtonRectangle<MainState*> *button; ButtonRectangle<MainState*> *button;
Float4 TextCol = Float4(1.0f,0.0f,1.0f,1.0f);
Float4 BackCol = Float4(1.0f,1.0f,1.0f,0.5f);
Float4 HoverCol = Float4(0.0f,1.0f,0.0f,1.0f);
Float4 PressCol = Float4(0.0f,0.0f,1.0f,1.0f);
button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float3(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); button = new ButtonRectangle<MainState*>( L"color_white.png", L"Create",TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button ); this->privData->guiElements.AddButton( button );
button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float3(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); button = new ButtonRectangle<MainState*>( L"color_white.png", L"Join", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button ); this->privData->guiElements.AddButton( button );
button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float3(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width ); button = new ButtonRectangle<MainState*>( L"color_white.png", L"Quit", TextCol, BackCol, HoverCol, PressCol, OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f));
this->privData->guiElements.AddButton( button ); this->privData->guiElements.AddButton( button );
// bind button collection to the singleton eventhandler // bind button collection to the singleton eventhandler
@ -73,6 +77,11 @@ GameClientState::ClientState MainState::Update( float deltaTime )
{ {
MouseInput mouseState; MouseInput mouseState;
{ {
bool test = this->privData->input->IsMousePressed();
if(test)
{
int i = 0;
};
this->privData->input->GetMousePos( mouseState.x, mouseState.y ); this->privData->input->GetMousePos( mouseState.x, mouseState.y );
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed(); mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
} }
@ -87,7 +96,7 @@ bool MainState::Render()
Graphics::API::NewFrame(); Graphics::API::NewFrame();
Graphics::API::StartGuiRender(); Graphics::API::StartGuiRender();
Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 1.0f), Float2(1.0f) ); Graphics::API::RenderGuiElement( this->privData->background, Float3(0.5f, 0.5f, 0.9f), Float2(1.0f), Float4(63.0f/255.0f,73.0f/255.0f,127.0f/255.0f,0.6f) );
this->privData->guiElements.RenderTexture(); this->privData->guiElements.RenderTexture();
Graphics::API::StartTextRender(); Graphics::API::StartTextRender();

View File

@ -1,13 +1,18 @@
#include "NetLoadState.h" #include "NetLoadState.h"
#include "NetworkClient.h" #include "NetworkClient.h"
#include "OysterMath.h" #include "OysterMath.h"
#include "../Game/GameProtocols/Protocols.h" #include "Protocols.h"
#include "LevelLoader\LevelLoader.h"
#include "Utilities.h"
#include "C_obj\C_StaticObj.h"
#include "C_obj\C_DynamicObj.h"
using namespace ::DanBias::Client; using namespace ::DanBias::Client;
using namespace ::Oyster; using namespace ::Oyster;
using namespace ::Oyster::Math; using namespace ::Oyster::Math;
using namespace ::Oyster::Network; using namespace ::Oyster::Network;
using namespace ::GameLogic; using namespace ::GameLogic;
using namespace ::Utility::String;
struct NetLoadState::MyData struct NetLoadState::MyData
{ {
@ -16,9 +21,17 @@ struct NetLoadState::MyData
GameClientState::ClientState nextState; GameClientState::ClientState nextState;
NetworkClient *nwClient; NetworkClient *nwClient;
Graphics::API::Texture background; Graphics::API::Texture background;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> *staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> *dynamicObjects;
bool loading; bool loading;
}; };
inline Quaternion ArrayToQuaternion( const float source[4] )
{
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
}
NetLoadState::NetLoadState(void) {} NetLoadState::NetLoadState(void) {}
NetLoadState::~NetLoadState(void) NetLoadState::~NetLoadState(void)
@ -34,12 +47,18 @@ bool NetLoadState::Init( SharedStateContent &shared )
this->privData->nextState = GameClientState::ClientState_Same; this->privData->nextState = GameClientState::ClientState_Same;
this->privData->nwClient = shared.network; this->privData->nwClient = shared.network;
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" ); this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
this->privData->dynamicObjects = &shared.dynamicObjects;
this->privData->staticObjects = &shared.staticObjects;
this->privData->loading = false; this->privData->loading = false;
// we may assume that nwClient is properly connected to the server // we may assume that nwClient is properly connected to the server
// signals querry to server for loading instructions // signals querry to server for loading instructions
this->privData->nwClient->Send( Protocol_QuerryGameType() ); //this->privData->nwClient->Send( Protocol_QuerryGameType() );
// debugg
this->LoadGame( "..//Content//Worlds//2ofAll_updated.bias");
this->ChangeState( ClientState_Game );
return true; return true;
} }
@ -82,6 +101,8 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
if( ID == protocol_Lobby_CreateGame && !this->privData->loading ) if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
{ {
this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName ); this->LoadGame( Protocol_LobbyCreateGame(e.args.data.protocol).mapName );
this->ChangeState( ClientState_Game );
this->privData->loading = false;
} }
} }
@ -89,7 +110,73 @@ void NetLoadState::LoadGame( const ::std::string &fileName )
{ {
this->privData->loading = true; this->privData->loading = true;
// TODO: ask Sam about level loader LevelLoader loader;
auto objects = loader.LoadLevel( fileName );
auto object = objects.begin();
ObjectTypeHeader *oth;
int objectID = 100; // first 100 is reserved for players. This is how the server does it.
for( ; object != objects.end(); ++object )
{
++objectID;
oth = (ObjectTypeHeader*)(*object._Ptr);
switch( oth->typeID )
{
case ObjectType::ObjectType_Static:
{
ObjectHeader *oh = (ObjectHeader*)oth;
ModelInitData desc;
desc.id = objectID;
StringToWstring( oh->ModelFile, desc.modelPath );
desc.position = oh->position;
desc.rotation = ArrayToQuaternion( oh->rotation );
desc.scale = oh->scale;
desc.visible = true;
C_StaticObj *staticObject = new C_StaticObj();
if( staticObject->Init( desc ) )
{
(*this->privData->staticObjects)[objectID] = staticObject;
}
else
{
delete staticObject;
}
}
break;
case ObjectType::ObjectType_Dynamic:
{
ObjectHeader *oh = (ObjectHeader*)oth;
ModelInitData desc;
desc.id = objectID;
StringToWstring( oh->ModelFile, desc.modelPath );
desc.position = oh->position;
desc.rotation = ArrayToQuaternion( oh->rotation );
desc.scale = oh->scale;
desc.visible = true;
C_DynamicObj *dynamicObject = new C_DynamicObj();
if( dynamicObject->Init( desc ) )
{
(*this->privData->dynamicObjects)[objectID] = dynamicObject;
}
else
{
delete dynamicObject;
}
}
break;
case ObjectType::ObjectType_Light:
{
/* TODO: implement light into the leveformat */
}
break;
default: break;
}
}
this->privData->nextState = ClientState::ClientState_Game; this->privData->nextState = ClientState::ClientState_Game;
} }

View File

@ -11,6 +11,8 @@
#include <map> #include <map>
#include "Utilities.h" #include "Utilities.h"
#include "C_Object.h" #include "C_Object.h"
#include "C_obj\C_StaticObj.h"
#include "C_obj\C_DynamicObj.h"
#include "NetworkClient.h" #include "NetworkClient.h"
#include "L_inputClass.h" #include "L_inputClass.h"
@ -19,7 +21,8 @@ namespace DanBias { namespace Client
struct SharedStateContent struct SharedStateContent
{ {
public: public:
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_Object>> scene; ::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_StaticObj>> staticObjects;
::std::map<int, ::Utility::DynamicMemory::UniquePointer<::DanBias::Client::C_DynamicObj>> dynamicObjects;
::Oyster::Network::NetworkClient *network; ::Oyster::Network::NetworkClient *network;
InputClass* input; InputClass* input;
}; };

View File

@ -337,7 +337,11 @@ namespace Utility
template<typename ValueType> template<typename ValueType>
inline ValueType Clamp( const ValueType &value, const ValueType &min, const ValueType &max ) 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> template<typename ValueType>
inline ValueType Average( const ValueType &valueA, const ValueType &valueB ) inline ValueType Average( const ValueType &valueA, const ValueType &valueB )

View File

@ -61,8 +61,7 @@ namespace Oyster
struct PostData struct PostData
{ {
int x; float Amb;
int y;
}; };
struct Text2D struct Text2D

View File

@ -19,11 +19,19 @@ namespace Oyster
Math::Float4x4 Projection; Math::Float4x4 Projection;
std::vector<Definitions::Pointlight> Lights; std::vector<Definitions::Pointlight> Lights;
float deltaTime; float deltaTime;
#ifdef _DEBUG
Model::Model* cube;
Model::Model* sphere;
ID3D11RasterizerState* wire;
#endif
} }
API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Math::Float2 resulotion) API::State API::Init(HWND Window, bool MSAA_Quality, bool Fullscreen, API::Option o)
{ {
Core::resolution = resulotion; Core::resolution = o.Resolution;
Core::modelPath = o.modelPath;
Core::texturePath = o.texturePath;
if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail) if(Core::Init::FullInit(Window, MSAA_Quality, Fullscreen) == Core::Init::Fail)
{ {
@ -32,7 +40,33 @@ namespace Oyster
Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png"); Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
Render::Resources::Init(); Render::Resources::Init();
Definitions::PostData pd;
pd.Amb = o.AmbientValue;
void* data = Render::Resources::Post::Data.Map();
memcpy(data,&pd,sizeof(Definitions::PostData));
Render::Resources::Post::Data.Unmap();
Render::Preparations::Basic::SetViewPort(); Render::Preparations::Basic::SetViewPort();
#ifdef _DEBUG
//fix load model
cube = CreateModel(L"debug_cube.dan");
sphere = CreateModel(L"debug_sphere.dan");
D3D11_RASTERIZER_DESC desc;
desc.CullMode = D3D11_CULL_BACK;
desc.FillMode = D3D11_FILL_WIREFRAME;
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0;
desc.DepthClipEnable = true;
desc.SlopeScaledDepthBias = 0;
desc.ScissorEnable = false;
desc.MultisampleEnable = false;
desc.AntialiasedLineEnable = false;
Core::device->CreateRasterizerState(&desc,&wire);
#endif
return API::Sucsess; return API::Sucsess;
} }
@ -77,6 +111,14 @@ namespace Oyster
{ {
Core::modelPath = option.modelPath; Core::modelPath = option.modelPath;
Core::texturePath = option.texturePath; Core::texturePath = option.texturePath;
Definitions::PostData pd;
pd.Amb = option.AmbientValue;
void* data = Render::Resources::Post::Data.Map();
memcpy(data,&pd,sizeof(Definitions::PostData));
Render::Resources::Post::Data.Unmap();
return API::Sucsess; return API::Sucsess;
} }
@ -113,6 +155,11 @@ namespace Oyster
void API::Clean() void API::Clean()
{ {
#ifdef _DEBUG
DeleteModel(cube);
DeleteModel(sphere);
SAFE_RELEASE(wire);
#endif
DeleteTexture(Render::Resources::Gui::Text::Font); DeleteTexture(Render::Resources::Gui::Text::Font);
SAFE_DELETE(Core::viewPort); SAFE_DELETE(Core::viewPort);
Core::loader.Clean(); Core::loader.Clean();
@ -127,6 +174,7 @@ namespace Oyster
SAFE_RELEASE(Core::swapChain); SAFE_RELEASE(Core::swapChain);
SAFE_RELEASE(Core::deviceContext); SAFE_RELEASE(Core::deviceContext);
SAFE_RELEASE(Core::device); SAFE_RELEASE(Core::device);
} }
void API::AddLight(Definitions::Pointlight light) void API::AddLight(Definitions::Pointlight light)
@ -145,6 +193,23 @@ namespace Oyster
Render::Resources::InitShaders(); Render::Resources::InitShaders();
return State::Sucsess; return State::Sucsess;
} }
void API::StartRenderWireFrame()
{
Core::deviceContext->RSSetState(wire);
}
void API::RenderDebugCube(Math::Matrix world)
{
cube->WorldMatrix = world;
Render::DefaultRenderer::RenderScene(cube,1,View,Projection);
}
void API::RenderDebugSphere(Math::Matrix world)
{
sphere->WorldMatrix = world;
Render::DefaultRenderer::RenderScene(sphere,1,View,Projection);
}
#endif #endif
API::Option API::GetOption() API::Option API::GetOption()
@ -153,6 +218,7 @@ namespace Oyster
o.BytesUsed = Core::UsedMem; o.BytesUsed = Core::UsedMem;
o.modelPath = Core::modelPath; o.modelPath = Core::modelPath;
o.texturePath = Core::texturePath; o.texturePath = Core::texturePath;
o.Resolution = Core::resolution;
return o; return o;
} }
@ -161,7 +227,7 @@ namespace Oyster
Render::Gui::Begin2DRender(); Render::Gui::Begin2DRender();
} }
void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color) void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float4 color)
{ {
Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color); Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
} }
@ -196,7 +262,7 @@ namespace Oyster
Render::Gui::Begin2DTextRender(); Render::Gui::Begin2DTextRender();
} }
void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color) void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color)
{ {
Render::Gui::RenderText(text, Pos, Size, FontSize, color); Render::Gui::RenderText(text, Pos, Size, FontSize, color);
} }

View File

@ -27,13 +27,30 @@ namespace Oyster
struct Option struct Option
{ {
std::wstring modelPath, texturePath; std::wstring modelPath, texturePath;
//between 0-1
float AmbientValue;
Math::Float2 Resolution;
//Bytes on the GPU
int BytesUsed; int BytesUsed;
}; };
typedef void* Texture; typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion); static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
#ifdef _DEBUG #ifdef _DEBUG
static State ReloadShaders(); static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering
static void StartRenderWireFrame();
//Render a unit cube with the presented WorldMatrix
static void RenderDebugCube(Math::Matrix world);
//Render a unit Sphere with the presented WorldMatrix
static void RenderDebugSphere(Math::Matrix world);
static void StartRenderFullModel();
#endif #endif
//! @todo Memory Leaks //! @todo Memory Leaks
@ -57,13 +74,13 @@ namespace Oyster
static void StartGuiRender(); static void StartGuiRender();
//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system //! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1)); static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1));
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame() //! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
static void StartTextRender(); static void StartTextRender();
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system //! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1)); static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1));
//! @brief Performs light calculations, post effects and presents the scene //! @brief Performs light calculations, post effects and presents the scene
static void EndFrame(); static void EndFrame();

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<ShowAllFiles>true</ShowAllFiles> <ShowAllFiles>false</ShowAllFiles>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

View File

@ -16,7 +16,8 @@ namespace Oyster
void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights) void DefaultRenderer::NewFrame(Oyster::Math::Float4x4 View, Oyster::Math::Float4x4 Projection, Definitions::Pointlight* Lights, int numLights)
{ {
Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(1,0,0,1)); Preparations::Basic::ClearBackBuffer(Oyster::Math::Float4(0,0,0,0));
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); Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
Lights[1]; Lights[1];
@ -38,14 +39,6 @@ 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();
Definitions::PostData pd;
pd.x = (int)lc.Pixels.x;
pd.y = (int)lc.Pixels.y;
data = Resources::Post::Data.Map();
memcpy(data, &pd, sizeof(Definitions::PostData));
Resources::Post::Data.Unmap();
} }
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)
@ -57,8 +50,8 @@ namespace Oyster
if(models[i].Visible) if(models[i].Visible)
{ {
Definitions::PerModel pm; Definitions::PerModel pm;
pm.WV = View * models[i].WorldMatrix; pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse();
pm.WVP = Projection * pm.WV; pm.WVP = Projection * View * models[i].WorldMatrix;
Model::ModelInfo* info = models[i].info; Model::ModelInfo* info = models[i].info;

View File

@ -9,19 +9,19 @@ namespace Oyster
namespace Render namespace Render
{ {
const int TEXT_NR_LETTERS=95; const int TEXT_NR_LETTERS=95;
const float TEXT_SPACING=1.8f; const float TEXT_SPACING=2.0f;
void Gui::Begin2DRender() void Gui::Begin2DRender()
{ {
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass); Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
} }
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color) void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float4 color)
{ {
Core::deviceContext->PSSetShaderResources(0,1,&tex); Core::deviceContext->PSSetShaderResources(0,1,&tex);
pos *= 2; pos.xy *= 2;
pos -= 1; pos.xy -= 1;
pos.y *= -1; pos.y *= -1;
Definitions::GuiData gd; Definitions::GuiData gd;
@ -37,7 +37,7 @@ namespace Oyster
Render::Resources::Gui::Data.Unmap(); Render::Resources::Gui::Data.Unmap();
data = Render::Resources::Color.Map(); data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3)); memcpy(data,&color,sizeof(Math::Float4));
Render::Resources::Color.Unmap(); Render::Resources::Color.Unmap();
@ -50,7 +50,7 @@ namespace Oyster
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass); Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
} }
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color) void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 color)
{ {
//size.x = size.x / (text.length() * TEXT_SPACING /2); //size.x = size.x / (text.length() * TEXT_SPACING /2);
@ -81,7 +81,7 @@ namespace Oyster
Definitions::Text2D tmpInst; Definitions::Text2D tmpInst;
data = Render::Resources::Color.Map(); data = Render::Resources::Color.Map();
memcpy(data,&color,sizeof(Math::Float3)); memcpy(data,&color,sizeof(Math::Float4));
Render::Resources::Color.Unmap(); Render::Resources::Color.Unmap();
void* dest = Resources::Gui::Text::Vertex.Map(); void* dest = Resources::Gui::Text::Vertex.Map();

View File

@ -12,9 +12,9 @@ namespace Oyster
{ {
public: public:
static void Begin2DRender(); static void Begin2DRender();
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1)); static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float4 tint = Math::Float4(1,1,1,1));
static void Begin2DTextRender(); static void Begin2DTextRender();
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1)); static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 tint = Math::Float4(1,1,1,1));
}; };
} }
} }

View File

@ -62,6 +62,7 @@ namespace Oyster
ID3D11BlendState* Resources::RenderStates::bs = NULL; ID3D11BlendState* Resources::RenderStates::bs = NULL;
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL; ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
ID3D11DepthStencilView* Resources::Gui::depth = NULL;
#pragma endregion #pragma endregion
@ -304,6 +305,7 @@ namespace Oyster
ID3D11Texture1D *pTexture1; ID3D11Texture1D *pTexture1;
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 ); Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
Core::UsedMem += T1desc.Width * 16;
Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel ); Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel );
pTexture1->Release(); pTexture1->Release();
@ -323,8 +325,33 @@ namespace Oyster
ID3D11Texture2D *pTexture2; ID3D11Texture2D *pTexture2;
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 ); Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
Core::UsedMem += T2desc.Height * T2desc.Width * 16;
Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom ); Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom );
pTexture2->Release(); pTexture2->Release();
//create Depth Buffer
D3D11_TEXTURE2D_DESC dTDesc;
dTDesc.MipLevels=1;
dTDesc.ArraySize=1;
dTDesc.Format = DXGI_FORMAT_D32_FLOAT;
dTDesc.Usage = D3D11_USAGE_DEFAULT;
dTDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
dTDesc.CPUAccessFlags=0;
dTDesc.MiscFlags=0;
dTDesc.Height = Core::resolution.y;
dTDesc.Width = Core::resolution.x;
dTDesc.SampleDesc.Count=1;
dTDesc.SampleDesc.Quality=0;
ID3D11Texture2D* depthstencil;
Core::device->CreateTexture2D(&dTDesc,0,&depthstencil);
Core::UsedMem += dTDesc.Height * dTDesc.Width * 4;
Core::device->CreateDepthStencilView(depthstencil,NULL,&Gui::depth);
depthstencil->Release();
D3D11_DEPTH_STENCIL_DESC dDesc;
return Core::Init::Success; return Core::Init::Success;
} }
@ -390,10 +417,13 @@ namespace Oyster
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D"); Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D"); Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D");
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D"); Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
Gui::Pass.RTV.push_back(GBufferRTV[2]); Gui::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data); Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
Gui::Pass.CBuffers.Pixel.push_back(Color); Gui::Pass.CBuffers.Pixel.push_back(Color);
Gui::Pass.depth = Gui::depth;
D3D11_INPUT_ELEMENT_DESC indesc2D[] = D3D11_INPUT_ELEMENT_DESC indesc2D[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@ -405,6 +435,7 @@ namespace Oyster
Gui::Pass.RenderStates.SampleCount = 1; Gui::Pass.RenderStates.SampleCount = 1;
Gui::Pass.RenderStates.SampleState = RenderStates::ss; Gui::Pass.RenderStates.SampleState = RenderStates::ss;
Gui::Pass.RenderStates.BlendState = RenderStates::bs; Gui::Pass.RenderStates.BlendState = RenderStates::bs;
Gui::Pass.RenderStates.DepthStencil = RenderStates::dsState;
////---------------- Blur Pass Setup ---------------------------- ////---------------- Blur Pass Setup ----------------------------
Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor"); Blur::HorPass.Shaders.Compute = GetShader::Compute(L"BlurHor");
@ -442,9 +473,13 @@ namespace Oyster
Gui::Text::Pass.CBuffers.Pixel.push_back(Color); Gui::Text::Pass.CBuffers.Pixel.push_back(Color);
Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font); Gui::Text::Pass.SRV.Pixel.push_back(Gui::Text::Font);
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]); Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
Gui::Text::Pass.depth = Gui::depth;
Gui::Text::Pass.RenderStates.SampleCount = 1; Gui::Text::Pass.RenderStates.SampleCount = 1;
Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss; Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss;
Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs; Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs;
Gui::Text::Pass.RenderStates.DepthStencil = RenderStates::dsState;
return Core::Init::Success; return Core::Init::Success;
} }
@ -510,6 +545,8 @@ namespace Oyster
SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState); SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState);
SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout); SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout);
SAFE_RELEASE(Gui::depth);
} }
} }
} }

View File

@ -64,6 +64,7 @@ namespace Oyster
{ {
static Core::PipelineManager::RenderPass Pass; static Core::PipelineManager::RenderPass Pass;
static Core::Buffer Data; static Core::Buffer Data;
static ID3D11DepthStencilView* depth;
struct Text struct Text
{ {
static Core::PipelineManager::RenderPass Pass; static Core::PipelineManager::RenderPass Pass;

View File

@ -4,19 +4,19 @@
void main(point Vertex2DIn input[1],inout TriangleStream<Pixel2DIn> Quads) void main(point Vertex2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
{ {
Pixel2DIn output; Pixel2DIn output;
output.Pos = mul(float4(-1,-1,1,1) ,Translation); output.Pos = mul(float4(-1,-1,0,1) ,Translation);
output.Uv = float2(0,1); output.Uv = float2(0,1);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(-1,1,1,1), Translation); output.Pos = mul(float4(-1,1,0,1), Translation);
output.Uv = float2(0,0); output.Uv = float2(0,0);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(1,-1,1,1), Translation); output.Pos = mul(float4(1,-1,0,1), Translation);
output.Uv = float2(1,1); output.Uv = float2(1,1);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(1,1,1,1), Translation); output.Pos = mul(float4(1,1,0,1), Translation);
output.Uv = float2(1,0); output.Uv = float2(1,0);
Quads.Append(output); Quads.Append(output);
} }

View File

@ -2,5 +2,5 @@
float4 main(Pixel2DIn input) : SV_Target0 float4 main(Pixel2DIn input) : SV_Target0
{ {
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1); return Material.Sample(LinearSampler,input.Uv) * Color;
} }

View File

@ -10,7 +10,7 @@ cbuffer EveryObject2D : register(b0)
cbuffer ColorData : register(b0) cbuffer ColorData : register(b0)
{ {
float3 Color; float4 Color;
}; };
struct Pixel2DIn struct Pixel2DIn

View File

@ -7,22 +7,22 @@ void main(point Text2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
float endoff=startoff+input[0].coff; float endoff=startoff+input[0].coff;
Pixel2DIn output; Pixel2DIn output;
output.Pos = mul(float4(-1,-1,1,1), Translation); output.Pos = mul(float4(-1,-1,0,1), Translation);
output.Pos.x += input[0].Pos; output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,1); output.Uv = float2(startoff,1);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(-1,1,1,1), Translation); output.Pos = mul(float4(-1,1,0,1), Translation);
output.Pos.x += input[0].Pos; output.Pos.x += input[0].Pos;
output.Uv = float2(startoff,0); output.Uv = float2(startoff,0);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(1,-1,1,1), Translation); output.Pos = mul(float4(1,-1,0,1), Translation);
output.Pos.x += input[0].Pos; output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,1); output.Uv = float2(endoff,1);
Quads.Append(output); Quads.Append(output);
output.Pos = mul(float4(1,1,1,1), Translation); output.Pos = mul(float4(1,1,0,1), Translation);
output.Pos.x += input[0].Pos; output.Pos.x += input[0].Pos;
output.Uv = float2(endoff,0); output.Uv = float2(endoff,0);
Quads.Append(output); Quads.Append(output);

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@ -8,11 +8,9 @@ SamplerState S1 : register(s0);
cbuffer Size : register(b0) cbuffer Size : register(b0)
{ {
int2 Pixels; float AmbFactor;
} }
#define AmbFactor 0.1f;
float4 SuperSample(float4 Glow, uint3 DTid) float4 SuperSample(float4 Glow, uint3 DTid)
{ {
// Line X // Line X
@ -36,7 +34,7 @@ void main( uint3 DTid : SV_DispatchThreadID )
Glow = SuperSample(Glow,DTid); Glow = SuperSample(Glow,DTid);
float4 GUI; float4 GUI;
uint2 index = DTid.xy/2 + uint2((uint)Pixels.x/(uint)2,0); uint2 index = DTid.xy/2 + uint2((uint)Output.Length.x/(uint)2,0);
float3 PostLight = Amb.xyz * AmbFactor; float3 PostLight = Amb.xyz * AmbFactor;
PostLight = PostLight + Light.xyz + Glow; PostLight = PostLight + Light.xyz + Glow;
GUI = float4(Ambient[index]); GUI = float4(Ambient[index]);