GameServer - Merged with GameClient
This commit is contained in:
commit
a79bcbe8d3
|
@ -34,3 +34,4 @@ Bin/DLL/
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|||
Bin/Executable/
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Obj/
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External/
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Code/Game/GameClient/GameClient.vcxproj.user
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||||
|
|
|
@ -64,7 +64,12 @@ namespace DanBias
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|||
{
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||||
WindowShell::CreateConsoleWindow();
|
||||
//if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
|
||||
if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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||||
|
||||
WindowShell::WINDOW_INIT_DESC winDesc;
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winDesc.windowSize.x = 1280;
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winDesc.windowSize.y = 720;
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if(! data.window->CreateWin(winDesc) )
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return DanBiasClientReturn_Error;
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|
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if( FAILED( InitDirect3D() ) )
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||||
|
@ -100,9 +105,6 @@ namespace DanBias
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|||
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||||
Graphics::API::Update( dt );
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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data.capFrame += dt;
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if(data.capFrame > 0.03)
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{
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@ -118,6 +120,9 @@ namespace DanBias
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|||
data.capFrame = 0;
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}
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if(data.networkClient.IsConnected())
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data.networkClient.Update();
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}
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return DanBiasClientReturn_Success;
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}
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@ -136,9 +141,11 @@ namespace DanBias
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Oyster::Graphics::API::Option p;
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p.modelPath = L"..\\Content\\Models\\";
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p.texturePath = L"..\\Content\\Textures\\";
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Oyster::Graphics::API::SetOptions(p);
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p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f );
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//! @todo fix proper amb value
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p.AmbientValue = 1.0f;
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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return S_OK;
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}
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|
|
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@ -112,7 +112,7 @@
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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@ -129,7 +129,7 @@
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<SubSystem>Windows</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName)D.dll;OysterGraphics_$(PlatformShortName)D.dll;GameClient_$(PlatformShortName)D.dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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@ -150,7 +150,7 @@
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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|
@ -171,7 +171,7 @@
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|||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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||||
<OptimizeReferences>true</OptimizeReferences>
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||||
<AdditionalDependencies>%(AdditionalDependencies)</AdditionalDependencies>
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||||
<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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<DelayLoadDLLs>NetworkAPI_$(PlatformShortName).dll;OysterGraphics_$(PlatformShortName).dll;GameClient_$(PlatformShortName).dll;%(DelayLoadDLLs)</DelayLoadDLLs>
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</Link>
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||||
</ItemDefinitionGroup>
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<ItemGroup>
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||||
|
|
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@ -1,7 +1,7 @@
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|||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
<PropertyGroup>
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||||
<ShowAllFiles>true</ShowAllFiles>
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<ShowAllFiles>false</ShowAllFiles>
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||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
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||||
|
|
|
@ -21,19 +21,19 @@ namespace DanBias
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|||
ButtonEllipse()
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||||
: EventButtonGUI(), radius(0)
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||||
{}
|
||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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||||
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)
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||||
{}
|
||||
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,
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||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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||||
{}
|
||||
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,
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||||
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::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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||||
ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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||||
: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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||||
{}
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||||
|
|
|
@ -21,21 +21,37 @@ namespace DanBias
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|||
ButtonRectangle()
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||||
: EventButtonGUI(), width(0), height(0)
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||||
{}
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||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText,
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||||
Oyster::Math::Float4 textColor, Oyster::Math::Float4 backColor, Oyster::Math::Float4 hoverColor, Oyster::Math::Float4 pressedColor,
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||||
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,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButtonGUI(textureName, buttonText, textColor, 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)
|
||||
{}
|
||||
ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 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)
|
||||
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::Float3 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)
|
||||
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)
|
||||
{}
|
||||
virtual ~ButtonRectangle()
|
||||
{}
|
||||
|
|
|
@ -30,32 +30,40 @@ namespace DanBias
|
|||
class EventButtonGUI : public Oyster::Event::EventButton<Owner>
|
||||
{
|
||||
public:
|
||||
EventButtonGUI()
|
||||
: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
|
||||
{}
|
||||
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
|
||||
EventButtonGUI(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)
|
||||
: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
|
||||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
}
|
||||
EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
|
||||
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)
|
||||
: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText),
|
||||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
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,
|
||||
Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
|
||||
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
|
||||
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)
|
||||
: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText),
|
||||
textColor(textColor), backColor(backColor), hoverColor(hoverColor), pressedColor(pressedColor)
|
||||
{
|
||||
CreateTexture(textureName);
|
||||
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)
|
||||
: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
|
||||
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, 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);
|
||||
if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
|
||||
|
@ -77,23 +85,23 @@ namespace DanBias
|
|||
if(EventButton<Owner>::Enabled())
|
||||
{
|
||||
// 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
|
||||
//With width and height
|
||||
|
||||
//if(EventButton<Owner>::GetState() == ButtonState_None)
|
||||
//{
|
||||
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
|
||||
//}
|
||||
//else if(EventButton<Owner>::GetState() == ButtonState_Hover)
|
||||
//{
|
||||
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(0.0f, 1.0f, 0.0f));
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 0.0f, 0.0f));
|
||||
//}
|
||||
if(EventButton<Owner>::GetState() == ButtonState_None)
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, backColor);
|
||||
}
|
||||
else if(EventButton<Owner>::GetState() == ButtonState_Hover)
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, hoverColor);
|
||||
}
|
||||
else
|
||||
{
|
||||
Oyster::Graphics::API::RenderGuiElement(texture, pos, size, pressedColor);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -102,7 +110,7 @@ namespace DanBias
|
|||
{
|
||||
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;
|
||||
|
||||
std::wstring buttonText;
|
||||
Oyster::Math::Float3 textColor;
|
||||
Oyster::Math::Float4 textColor;
|
||||
|
||||
Oyster::Math::Float4 backColor;
|
||||
Oyster::Math::Float4 hoverColor;
|
||||
Oyster::Math::Float4 pressedColor;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace DanBias { namespace Client
|
|||
{
|
||||
public:
|
||||
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 void RenderText();
|
||||
|
@ -62,8 +62,8 @@ namespace DanBias { namespace Client
|
|||
}
|
||||
|
||||
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 )
|
||||
: ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, 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, backColor, backColor, backColor, owner, pos, size, resize )
|
||||
{
|
||||
this->fontHeight = 0.025f;
|
||||
this->lineSpacing = 0.001f;
|
||||
|
|
|
@ -5,10 +5,19 @@
|
|||
#include "Camera_FPS.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 ::Oyster;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::Oyster::Math3D;
|
||||
using namespace ::GameLogic;
|
||||
using namespace ::Utility::DynamicMemory;
|
||||
using namespace ::Utility::String;
|
||||
using namespace ::Utility::Value;
|
||||
|
||||
struct GameState::MyData
|
||||
{
|
||||
|
@ -16,14 +25,32 @@ struct GameState::MyData
|
|||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
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;
|
||||
|
||||
inline Quaternion ArrayToQuaternion( const float source[4] )
|
||||
{
|
||||
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
|
||||
}
|
||||
|
||||
GameState::GameState()
|
||||
{
|
||||
key_forward = false;
|
||||
key_backward = false;
|
||||
key_strafeRight = false;
|
||||
key_strafeLeft = false;
|
||||
this->privData = nullptr;
|
||||
}
|
||||
|
||||
GameState::~GameState()
|
||||
|
@ -34,202 +61,94 @@ GameState::~GameState()
|
|||
|
||||
bool GameState::Init( SharedStateContent &shared )
|
||||
{
|
||||
// load models
|
||||
privData = new MyData();
|
||||
// we may assume that shared.network is properly connected
|
||||
// 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->nwClient = shared.network;
|
||||
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
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
for (int i = 0; i < objCount; i++)
|
||||
modelData.visible = true;
|
||||
modelData.position = position;
|
||||
modelData.rotation = ArrayToQuaternion( rotation );
|
||||
modelData.scale = scale;
|
||||
StringToWstring( modelName, modelData.modelPath );
|
||||
modelData.id = id;
|
||||
|
||||
if( isMyPlayer )
|
||||
{
|
||||
GameLogic::ObjectTypeHeader* obj = objects.at(i);
|
||||
|
||||
switch (obj->typeID)
|
||||
if( this->privData->player.Init(modelData) )
|
||||
{
|
||||
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.position = ;
|
||||
//modelData.rotation = Quaternion(Float3(2,2,-2), 1);
|
||||
//modelData.scale = Float3(2,2,2);
|
||||
modelData.id = modelId++;
|
||||
|
||||
this->staticObjects.Push(new C_StaticObj());
|
||||
this->staticObjects[this->staticObjects.Size() -1 ]->Init(modelData);
|
||||
}
|
||||
break;
|
||||
case GameLogic::ObjectType::ObjectType_Dynamic:
|
||||
{
|
||||
GameLogic::ObjectHeader* dynamicObjData = ((GameLogic::ObjectHeader*)obj);
|
||||
//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);
|
||||
|
||||
switch( lightData->lightType )
|
||||
{
|
||||
case GameLogic::LightType_PointLight:
|
||||
{
|
||||
//Oyster::Graphics::Definitions::Pointlight plight;
|
||||
//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;
|
||||
this->privData->myId = id;
|
||||
this->privData->camera.SetPosition( this->privData->player.getPos() );
|
||||
Float3 offset = Float3( 0.0f );
|
||||
offset.y = this->privData->player.getScale().y + 0.5f; // debug hack +0.5f
|
||||
this->privData->camera.SetHeadOffset( offset );
|
||||
this->privData->camera.UpdateOrientation();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
C_DynamicObj *p = new C_DynamicObj();
|
||||
if( p->Init(modelData) )
|
||||
{
|
||||
(*this->privData->dynamicObjects)[id] = p;
|
||||
}
|
||||
}
|
||||
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 )
|
||||
{
|
||||
//switch (privData->state)
|
||||
//{
|
||||
//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;
|
||||
|
||||
this->ReadKeyInput();
|
||||
return this->privData->nextState;
|
||||
}
|
||||
|
||||
bool GameState::Render()
|
||||
{
|
||||
Oyster::Graphics::API::SetView( camera.GetViewMatrix() );
|
||||
Oyster::Graphics::API::SetView( this->privData->camera.GetViewMatrix() );
|
||||
|
||||
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();
|
||||
|
@ -238,8 +157,25 @@ bool GameState::Render()
|
|||
|
||||
bool GameState::Release()
|
||||
{
|
||||
if( privData )
|
||||
{
|
||||
auto staticObject = this->privData->staticObjects->begin();
|
||||
for( ; staticObject != this->privData->staticObjects->end(); ++staticObject )
|
||||
{
|
||||
staticObject->second = nullptr;
|
||||
}
|
||||
|
||||
privData = NULL;
|
||||
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;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -248,138 +184,119 @@ void GameState::ChangeState( ClientState 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());
|
||||
key_forward = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementForward() );
|
||||
this->privData->key_forward = true;
|
||||
}
|
||||
}
|
||||
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());
|
||||
key_backward = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementBackward() );
|
||||
this->privData->key_backward = true;
|
||||
}
|
||||
}
|
||||
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());
|
||||
key_strafeLeft = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementLeft() );
|
||||
this->privData->key_strafeLeft = true;
|
||||
}
|
||||
}
|
||||
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());
|
||||
key_strafeRight = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerMovementRight() );
|
||||
this->privData->key_strafeRight = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_strafeRight = false;
|
||||
this->privData->key_strafeRight = false;
|
||||
|
||||
|
||||
//send delta mouse movement
|
||||
//if (KeyInput->IsMousePressed())
|
||||
{
|
||||
camera.YawRight( -KeyInput->GetYaw() );
|
||||
camera.PitchUp( KeyInput->GetPitch() );
|
||||
camera.UpdateOrientation();
|
||||
this->privData->camera.YawRight( this->privData->input->GetYaw() * 0.017f );
|
||||
this->privData->camera.PitchDown( this->privData->input->GetPitch() * 0.017f );
|
||||
this->privData->camera.UpdateOrientation();
|
||||
|
||||
GameLogic::Protocol_PlayerLook playerLookDir;
|
||||
Float4 look = camera.GetLook();
|
||||
|
||||
privData->nwClient->Send( playerLookDir );
|
||||
privData->nwClient->Send( Protocol_PlayerLook(this->privData->camera.GetLook(), this->privData->camera.GetRight()) );
|
||||
}
|
||||
|
||||
// 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.secondaryPressed = false;
|
||||
playerShot.utilityPressed = false;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
if(KeyInput->IsKeyPressed(DIK_X))
|
||||
this->privData->key_Shoot = false;
|
||||
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.secondaryPressed = true;
|
||||
playerShot.utilityPressed = false;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
if(KeyInput->IsKeyPressed(DIK_C))
|
||||
this->privData->key_Shoot = false;
|
||||
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.secondaryPressed = false;
|
||||
playerShot.utilityPressed = true;
|
||||
privData->nwClient->Send(playerShot);
|
||||
key_Shoot = true;
|
||||
this->privData->nwClient->Send( playerShot );
|
||||
this->privData->key_Shoot = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Shoot = false;
|
||||
this->privData->key_Shoot = false;
|
||||
|
||||
// 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());
|
||||
key_Jump = true;
|
||||
this->privData->nwClient->Send( Protocol_PlayerJump() );
|
||||
this->privData->key_Jump = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
key_Jump = false;
|
||||
this->privData->key_Jump = false;
|
||||
|
||||
// send event data
|
||||
//
|
||||
//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;
|
||||
// TODO: implement sub-menu
|
||||
}
|
||||
|
||||
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_ObjectPosition:
|
||||
{
|
||||
GameLogic::Protocol_ObjectPosition decoded(data);
|
||||
Protocol_ObjectPosition decoded(data);
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
camera.SetPosition( decoded.position );
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
this->privData->camera.SetPosition( decoded.position );
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setPos( decoded.position );
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setPos( decoded.position );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectScale:
|
||||
{
|
||||
GameLogic::Protocol_ObjectScale decoded(data);
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setScale( decoded.scale );
|
||||
Protocol_ObjectScale decoded(data);
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setScale( decoded.scale );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectRotation:
|
||||
{
|
||||
GameLogic::Protocol_ObjectRotation decoded(data);
|
||||
Protocol_ObjectRotation decoded(data);
|
||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
camera.SetAngular( AngularAxis(rotation) );
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
this->dynamicObjects[i]->setRot( rotation );
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID]->setRot( rotation );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectPositionRotation:
|
||||
{
|
||||
GameLogic::Protocol_ObjectPositionRotation decoded(data);
|
||||
Protocol_ObjectPositionRotation decoded(data);
|
||||
Float3 position = decoded.position;
|
||||
Quaternion rotation = Quaternion( Float3(decoded.rotationQ), decoded.rotationQ[3] );
|
||||
|
||||
// if is this player. Remember to change camera
|
||||
if( this->myId == decoded.object_ID )
|
||||
if( this->privData->myId == decoded.object_ID )
|
||||
{
|
||||
camera.SetPosition( position );
|
||||
camera.SetAngular( AngularAxis(rotation) );
|
||||
this->privData->camera.SetPosition( position );
|
||||
this->privData->camera.SetAngular( AngularAxis(rotation) );
|
||||
}
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.object_ID );
|
||||
if( i > -1 )
|
||||
{
|
||||
this->dynamicObjects[i]->setPos( position );
|
||||
this->dynamicObjects[i]->setRot( rotation );
|
||||
}
|
||||
C_DynamicObj *object = (*this->privData->dynamicObjects)[decoded.object_ID];
|
||||
object->setPos( position );
|
||||
object->setRot( rotation );
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectEnabled: break; /** @todo TODO: implement */
|
||||
case protocol_Gameplay_ObjectDisabled:
|
||||
{
|
||||
GameLogic::Protocol_ObjectDisable decoded(data);
|
||||
Protocol_ObjectDisable decoded(data);
|
||||
|
||||
int i = FindObject( this->dynamicObjects, decoded.objectID );
|
||||
if( i > -1 )
|
||||
auto object = this->privData->dynamicObjects->find( decoded.objectID );
|
||||
if( object != this->privData->dynamicObjects->end() )
|
||||
{
|
||||
this->dynamicObjects[i].Release();
|
||||
this->dynamicObjects.Pop(i);
|
||||
object->second = nullptr;
|
||||
this->privData->dynamicObjects->erase( object );
|
||||
}
|
||||
}
|
||||
break;
|
||||
case protocol_Gameplay_ObjectCreate:
|
||||
{
|
||||
GameLogic::Protocol_ObjectCreate decoded(data);
|
||||
Protocol_ObjectCreate decoded(data);
|
||||
C_DynamicObj* object = new C_DynamicObj();
|
||||
|
||||
ModelInitData modelData;
|
||||
|
@ -480,11 +388,16 @@ void GameState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientEven
|
|||
}
|
||||
object->Init(modelData);
|
||||
|
||||
dynamicObjects.Push(object);
|
||||
(*this->privData->dynamicObjects)[decoded.object_ID] = object;
|
||||
|
||||
}
|
||||
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_ObjectLeaveTeam: break; /** @todo TODO: implement */
|
||||
case protocol_Gameplay_ObjectWeaponCooldown: break; /** @todo TODO: implement */
|
||||
|
|
|
@ -4,13 +4,6 @@
|
|||
#include "OysterMath.h"
|
||||
#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
|
||||
{
|
||||
class GameState : public GameClientState
|
||||
|
@ -27,13 +20,8 @@ namespace DanBias { namespace Client
|
|||
~GameState(void);
|
||||
bool Init( SharedStateContent &shared );
|
||||
GameClientState::ClientState Update( float deltaTime ) override;
|
||||
|
||||
bool LoadModels(std::string mapFile);
|
||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
|
||||
gameStateState LoadGame();
|
||||
void readKeyInput(InputClass* KeyInput);
|
||||
|
||||
void InitiatePlayer( int id, const std::string &modelName, const float position[3], const float rotation[4], const float scale[3], bool isMyPlayer );
|
||||
void ReadKeyInput();
|
||||
bool Render()override;
|
||||
bool Release()override;
|
||||
void ChangeState( ClientState next );
|
||||
|
@ -43,20 +31,6 @@ namespace DanBias { namespace Client
|
|||
private:
|
||||
struct MyData;
|
||||
::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
|
|
@ -55,10 +55,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
|
|||
this->privData->nwClient = shared.network;
|
||||
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
|
||||
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->AppendText( L"127.0.0.1" );
|
||||
this->privData->connectIP->SetFontHeight( 0.08f );
|
||||
|
@ -68,10 +68,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
|
|||
this->privData->guiElements.AddButton( this->privData->connectIP );
|
||||
|
||||
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 );
|
||||
|
||||
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 );
|
||||
|
||||
// bind guiElements collection to the singleton eventhandler
|
||||
|
@ -123,8 +123,8 @@ void LanMenuState::ChangeState( ClientState next )
|
|||
{
|
||||
case GameClientState::ClientState_Lobby:
|
||||
// attempt to connect to lobby
|
||||
//if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
||||
// return; // TODO: temporary commented out
|
||||
if( !this->privData->nwClient->Connect(this->privData->connectPort, (*this->privData->connectIP)[0]) )
|
||||
return;
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
|
|
@ -50,7 +50,7 @@ bool LobbyAdminState::Init( SharedStateContent &shared )
|
|||
// create buttons
|
||||
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 );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
|
|
@ -50,7 +50,7 @@ bool LobbyState::Init( SharedStateContent &shared )
|
|||
// create buttons
|
||||
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 );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
|
|
@ -49,18 +49,22 @@ bool MainState::Init( SharedStateContent &shared )
|
|||
this->privData->nwClient = shared.network;
|
||||
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
|
||||
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 );
|
||||
|
||||
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 );
|
||||
|
||||
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 );
|
||||
|
||||
// bind button collection to the singleton eventhandler
|
||||
|
@ -73,6 +77,11 @@ GameClientState::ClientState MainState::Update( float deltaTime )
|
|||
{
|
||||
MouseInput mouseState;
|
||||
{
|
||||
bool test = this->privData->input->IsMousePressed();
|
||||
if(test)
|
||||
{
|
||||
int i = 0;
|
||||
};
|
||||
this->privData->input->GetMousePos( mouseState.x, mouseState.y );
|
||||
mouseState.mouseButtonPressed = this->privData->input->IsMousePressed();
|
||||
}
|
||||
|
@ -87,7 +96,7 @@ bool MainState::Render()
|
|||
Graphics::API::NewFrame();
|
||||
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();
|
||||
|
||||
Graphics::API::StartTextRender();
|
||||
|
|
|
@ -1,13 +1,18 @@
|
|||
#include "NetLoadState.h"
|
||||
#include "NetworkClient.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 ::Oyster;
|
||||
using namespace ::Oyster::Math;
|
||||
using namespace ::Oyster::Network;
|
||||
using namespace ::GameLogic;
|
||||
using namespace ::Utility::String;
|
||||
|
||||
struct NetLoadState::MyData
|
||||
{
|
||||
|
@ -16,9 +21,17 @@ struct NetLoadState::MyData
|
|||
GameClientState::ClientState nextState;
|
||||
NetworkClient *nwClient;
|
||||
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;
|
||||
};
|
||||
|
||||
inline Quaternion ArrayToQuaternion( const float source[4] )
|
||||
{
|
||||
return Quaternion( Float3(source[0], source[1], source[2]), source[3] );
|
||||
}
|
||||
|
||||
NetLoadState::NetLoadState(void) {}
|
||||
|
||||
NetLoadState::~NetLoadState(void)
|
||||
|
@ -31,15 +44,21 @@ bool NetLoadState::Init( SharedStateContent &shared )
|
|||
{
|
||||
this->privData = new MyData();
|
||||
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
this->privData->nextState = GameClientState::ClientState_Same;
|
||||
this->privData->nwClient = shared.network;
|
||||
this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
|
||||
this->privData->dynamicObjects = &shared.dynamicObjects;
|
||||
this->privData->staticObjects = &shared.staticObjects;
|
||||
|
||||
this->privData->loading = false;
|
||||
|
||||
// we may assume that nwClient is properly connected to the server
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
@ -82,6 +101,8 @@ void NetLoadState::DataRecieved( NetEvent<NetworkClient*, NetworkClient::ClientE
|
|||
if( ID == protocol_Lobby_CreateGame && !this->privData->loading )
|
||||
{
|
||||
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;
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
#include <map>
|
||||
#include "Utilities.h"
|
||||
#include "C_Object.h"
|
||||
#include "C_obj\C_StaticObj.h"
|
||||
#include "C_obj\C_DynamicObj.h"
|
||||
#include "NetworkClient.h"
|
||||
#include "L_inputClass.h"
|
||||
|
||||
|
@ -19,7 +21,8 @@ namespace DanBias { namespace Client
|
|||
struct SharedStateContent
|
||||
{
|
||||
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;
|
||||
InputClass* input;
|
||||
};
|
||||
|
|
|
@ -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 )
|
||||
|
|
|
@ -61,8 +61,7 @@ namespace Oyster
|
|||
|
||||
struct PostData
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
float Amb;
|
||||
};
|
||||
|
||||
struct Text2D
|
||||
|
|
|
@ -19,11 +19,19 @@ namespace Oyster
|
|||
Math::Float4x4 Projection;
|
||||
std::vector<Definitions::Pointlight> Lights;
|
||||
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)
|
||||
{
|
||||
|
@ -32,7 +40,33 @@ namespace Oyster
|
|||
Render::Resources::Gui::Text::Font = (ID3D11ShaderResourceView*)API::CreateTexture(L"font_generic.png");
|
||||
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();
|
||||
#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;
|
||||
}
|
||||
|
||||
|
@ -77,6 +111,14 @@ namespace Oyster
|
|||
{
|
||||
Core::modelPath = option.modelPath;
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -113,6 +155,11 @@ namespace Oyster
|
|||
|
||||
void API::Clean()
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
DeleteModel(cube);
|
||||
DeleteModel(sphere);
|
||||
SAFE_RELEASE(wire);
|
||||
#endif
|
||||
DeleteTexture(Render::Resources::Gui::Text::Font);
|
||||
SAFE_DELETE(Core::viewPort);
|
||||
Core::loader.Clean();
|
||||
|
@ -127,6 +174,7 @@ namespace Oyster
|
|||
SAFE_RELEASE(Core::swapChain);
|
||||
SAFE_RELEASE(Core::deviceContext);
|
||||
SAFE_RELEASE(Core::device);
|
||||
|
||||
}
|
||||
|
||||
void API::AddLight(Definitions::Pointlight light)
|
||||
|
@ -145,6 +193,23 @@ namespace Oyster
|
|||
Render::Resources::InitShaders();
|
||||
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
|
||||
|
||||
API::Option API::GetOption()
|
||||
|
@ -153,6 +218,7 @@ namespace Oyster
|
|||
o.BytesUsed = Core::UsedMem;
|
||||
o.modelPath = Core::modelPath;
|
||||
o.texturePath = Core::texturePath;
|
||||
o.Resolution = Core::resolution;
|
||||
return o;
|
||||
}
|
||||
|
||||
|
@ -161,7 +227,7 @@ namespace Oyster
|
|||
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);
|
||||
}
|
||||
|
@ -196,7 +262,7 @@ namespace Oyster
|
|||
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);
|
||||
}
|
||||
|
|
|
@ -27,13 +27,30 @@ namespace Oyster
|
|||
struct Option
|
||||
{
|
||||
std::wstring modelPath, texturePath;
|
||||
//between 0-1
|
||||
float AmbientValue;
|
||||
|
||||
Math::Float2 Resolution;
|
||||
|
||||
//Bytes on the GPU
|
||||
int BytesUsed;
|
||||
};
|
||||
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
|
||||
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
|
||||
|
||||
//! @todo Memory Leaks
|
||||
|
@ -57,13 +74,13 @@ namespace Oyster
|
|||
static void StartGuiRender();
|
||||
|
||||
//! @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()
|
||||
static void StartTextRender();
|
||||
|
||||
//! @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
|
||||
static void EndFrame();
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
<?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>
|
||||
</Project>
|
|
@ -16,7 +16,8 @@ namespace Oyster
|
|||
|
||||
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));
|
||||
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Gather::Pass);
|
||||
Lights[1];
|
||||
|
@ -38,14 +39,6 @@ namespace Oyster
|
|||
data = Resources::Light::PointLightsData.Map();
|
||||
memcpy(data, Lights, sizeof(Definitions::Pointlight) * numLights);
|
||||
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)
|
||||
|
@ -57,8 +50,8 @@ namespace Oyster
|
|||
if(models[i].Visible)
|
||||
{
|
||||
Definitions::PerModel pm;
|
||||
pm.WV = View * models[i].WorldMatrix;
|
||||
pm.WVP = Projection * pm.WV;
|
||||
pm.WV = View * models[i].WorldMatrix.GetTranspose().GetInverse();
|
||||
pm.WVP = Projection * View * models[i].WorldMatrix;
|
||||
|
||||
Model::ModelInfo* info = models[i].info;
|
||||
|
||||
|
|
|
@ -9,19 +9,19 @@ namespace Oyster
|
|||
namespace Render
|
||||
{
|
||||
const int TEXT_NR_LETTERS=95;
|
||||
const float TEXT_SPACING=1.8f;
|
||||
const float TEXT_SPACING=2.0f;
|
||||
|
||||
void Gui::Begin2DRender()
|
||||
{
|
||||
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);
|
||||
|
||||
pos *= 2;
|
||||
pos -= 1;
|
||||
pos.xy *= 2;
|
||||
pos.xy -= 1;
|
||||
pos.y *= -1;
|
||||
|
||||
Definitions::GuiData gd;
|
||||
|
@ -37,7 +37,7 @@ namespace Oyster
|
|||
Render::Resources::Gui::Data.Unmap();
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&color,sizeof(Math::Float3));
|
||||
memcpy(data,&color,sizeof(Math::Float4));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
|
||||
|
@ -50,7 +50,7 @@ namespace Oyster
|
|||
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);
|
||||
|
@ -81,7 +81,7 @@ namespace Oyster
|
|||
Definitions::Text2D tmpInst;
|
||||
|
||||
data = Render::Resources::Color.Map();
|
||||
memcpy(data,&color,sizeof(Math::Float3));
|
||||
memcpy(data,&color,sizeof(Math::Float4));
|
||||
Render::Resources::Color.Unmap();
|
||||
|
||||
void* dest = Resources::Gui::Text::Vertex.Map();
|
||||
|
|
|
@ -12,9 +12,9 @@ namespace Oyster
|
|||
{
|
||||
public:
|
||||
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 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));
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -62,6 +62,7 @@ namespace Oyster
|
|||
ID3D11BlendState* Resources::RenderStates::bs = NULL;
|
||||
|
||||
ID3D11ShaderResourceView* Resources::Gui::Text::Font = NULL;
|
||||
ID3D11DepthStencilView* Resources::Gui::depth = NULL;
|
||||
#pragma endregion
|
||||
|
||||
|
||||
|
@ -304,6 +305,7 @@ namespace Oyster
|
|||
ID3D11Texture1D *pTexture1;
|
||||
|
||||
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
|
||||
Core::UsedMem += T1desc.Width * 16;
|
||||
Core::device->CreateShaderResourceView( pTexture1, 0, &Light::SSAOKernel );
|
||||
pTexture1->Release();
|
||||
|
||||
|
@ -323,8 +325,33 @@ namespace Oyster
|
|||
ID3D11Texture2D *pTexture2;
|
||||
|
||||
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
|
||||
Core::UsedMem += T2desc.Height * T2desc.Width * 16;
|
||||
Core::device->CreateShaderResourceView( (pTexture2), 0, &Light::SSAORandom );
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -390,10 +417,13 @@ namespace Oyster
|
|||
Gui::Pass.Shaders.Vertex = GetShader::Vertex(L"2D");
|
||||
Gui::Pass.Shaders.Pixel = GetShader::Pixel(L"2D");
|
||||
Gui::Pass.Shaders.Geometry = GetShader::Geometry(L"2D");
|
||||
|
||||
Gui::Pass.RTV.push_back(GBufferRTV[2]);
|
||||
Gui::Pass.CBuffers.Geometry.push_back(Gui::Data);
|
||||
Gui::Pass.CBuffers.Pixel.push_back(Color);
|
||||
|
||||
Gui::Pass.depth = Gui::depth;
|
||||
|
||||
D3D11_INPUT_ELEMENT_DESC indesc2D[] =
|
||||
{
|
||||
{ "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.SampleState = RenderStates::ss;
|
||||
Gui::Pass.RenderStates.BlendState = RenderStates::bs;
|
||||
Gui::Pass.RenderStates.DepthStencil = RenderStates::dsState;
|
||||
|
||||
////---------------- Blur Pass Setup ----------------------------
|
||||
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.SRV.Pixel.push_back(Gui::Text::Font);
|
||||
Gui::Text::Pass.RTV.push_back(GBufferRTV[2]);
|
||||
|
||||
Gui::Text::Pass.depth = Gui::depth;
|
||||
|
||||
Gui::Text::Pass.RenderStates.SampleCount = 1;
|
||||
Gui::Text::Pass.RenderStates.SampleState = RenderStates::ss;
|
||||
Gui::Text::Pass.RenderStates.BlendState = RenderStates::bs;
|
||||
Gui::Text::Pass.RenderStates.DepthStencil = RenderStates::dsState;
|
||||
|
||||
return Core::Init::Success;
|
||||
}
|
||||
|
@ -510,6 +545,8 @@ namespace Oyster
|
|||
SAFE_RELEASE(Gui::Text::Pass.RenderStates.BlendState);
|
||||
|
||||
SAFE_RELEASE(Gui::Text::Pass.IAStage.Layout);
|
||||
|
||||
SAFE_RELEASE(Gui::depth);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,6 +64,7 @@ namespace Oyster
|
|||
{
|
||||
static Core::PipelineManager::RenderPass Pass;
|
||||
static Core::Buffer Data;
|
||||
static ID3D11DepthStencilView* depth;
|
||||
struct Text
|
||||
{
|
||||
static Core::PipelineManager::RenderPass Pass;
|
||||
|
|
|
@ -4,19 +4,19 @@
|
|||
void main(point Vertex2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
Quads.Append(output);
|
||||
}
|
|
@ -2,5 +2,5 @@
|
|||
|
||||
float4 main(Pixel2DIn input) : SV_Target0
|
||||
{
|
||||
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1);
|
||||
return Material.Sample(LinearSampler,input.Uv) * Color;
|
||||
}
|
|
@ -10,7 +10,7 @@ cbuffer EveryObject2D : register(b0)
|
|||
|
||||
cbuffer ColorData : register(b0)
|
||||
{
|
||||
float3 Color;
|
||||
float4 Color;
|
||||
};
|
||||
|
||||
struct Pixel2DIn
|
||||
|
|
|
@ -7,22 +7,22 @@ void main(point Text2DIn input[1],inout TriangleStream<Pixel2DIn> Quads)
|
|||
float endoff=startoff+input[0].coff;
|
||||
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.Uv = float2(startoff,1);
|
||||
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.Uv = float2(startoff,0);
|
||||
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.Uv = float2(endoff,1);
|
||||
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.Uv = float2(endoff,0);
|
||||
Quads.Append(output);
|
||||
|
|
|
@ -8,11 +8,9 @@ SamplerState S1 : register(s0);
|
|||
|
||||
cbuffer Size : register(b0)
|
||||
{
|
||||
int2 Pixels;
|
||||
float AmbFactor;
|
||||
}
|
||||
|
||||
#define AmbFactor 0.1f;
|
||||
|
||||
float4 SuperSample(float4 Glow, uint3 DTid)
|
||||
{
|
||||
// Line X
|
||||
|
@ -36,7 +34,7 @@ void main( uint3 DTid : SV_DispatchThreadID )
|
|||
Glow = SuperSample(Glow,DTid);
|
||||
|
||||
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;
|
||||
PostLight = PostLight + Light.xyz + Glow;
|
||||
GUI = float4(Ambient[index]);
|
||||
|
|
Loading…
Reference in New Issue