Amazing merge with server
This commit is contained in:
commit
ba0d6ca73a
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@ -56,6 +56,7 @@ namespace DanBias
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{
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WindowShell::CreateConsoleWindow();
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//if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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return DanBiasClientReturn_Error;
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@ -114,6 +115,10 @@ namespace DanBias
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{
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if(Oyster::Graphics::API::Init(m_data->window->GetHWND(), false, false, Oyster::Math::Float2( 1024, 768)) != Oyster::Graphics::API::Sucsess)
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return E_FAIL;
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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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return S_OK;
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}
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@ -147,6 +152,7 @@ namespace DanBias
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if(state != Client::GameClientState::ClientState_Same)
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{
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bool stateVal = false;
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m_data->recieverObj->gameClientState->Release();
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delete m_data->recieverObj->gameClientState;
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m_data->recieverObj->gameClientState = NULL;
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@ -155,23 +161,27 @@ namespace DanBias
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{
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case Client::GameClientState::ClientState_LobbyCreated:
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m_data->serverOwner = true;
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stateVal = true;
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case Client::GameClientState::ClientState_Lobby:
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m_data->recieverObj->gameClientState = new Client::LobbyState();
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stateVal = true;
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break;
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case Client::GameClientState::ClientState_Game:
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if(m_data->serverOwner)
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DanBias::GameServerAPI::GameStart();
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m_data->recieverObj->gameClientState = new Client::GameState();
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if(m_data->serverOwner)
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(0);
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else
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((Client::GameState*)m_data->recieverObj->gameClientState)->setClientId(1);
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break;
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default:
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return E_FAIL;
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break;
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}
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if(stateVal)
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{
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m_data->recieverObj->gameClientState->Init(m_data->recieverObj); // send game client
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}
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else
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{
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}
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}
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return S_OK;
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@ -179,15 +189,7 @@ namespace DanBias
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HRESULT DanBiasGame::Render(float deltaTime)
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{
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int isPressed = 0;
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if(m_data->inputObj->IsKeyPressed(DIK_A))
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{
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isPressed = 1;
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}
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wchar_t title[255];
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swprintf(title, sizeof(title), L"| Pressing A: %d | \n", (int)(isPressed));
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SetWindowText(m_data->window->GetHWND(), title);
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m_data->recieverObj->gameClientState->Render();
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@ -203,8 +205,10 @@ namespace DanBias
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delete m_data->inputObj;
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delete m_data;
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Oyster::Graphics::API::Clean();
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GameServerAPI::ServerStop();
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return S_OK;
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}
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@ -4,6 +4,8 @@
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//WTF!? No headers included???
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#include "../DanBiasGame/Include/DanBiasGame.h"
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#include "../GameProtocols/GeneralProtocols.h"
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#include "..\GameProtocols\Protocols.h"
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#include <Utilities.h>
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namespace DanBias
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{
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@ -14,9 +16,15 @@ namespace DanBias
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// receiver function for server messages
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// parsing protocols and sending it to the gameState
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void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
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//void NetworkCallback(Oyster::Network::CustomNetProtocol& p) override
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void GameRecieverObject::DataRecieved(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override
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{
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Oyster::Network::CustomNetProtocol p = e.args.data.protocol;
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int pType = p[0].value.netInt;
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//printf("Message(%i) arrived at client(%i)\n", pType, this->GetID());
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switch (pType)
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{
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case protocol_General_Status:
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@ -60,20 +68,20 @@ namespace DanBias
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case protocol_Gameplay_ObjectCreate:
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{
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Client::GameClientState::NewObj* protocolData = new Client::GameClientState::NewObj;
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protocolData->object_ID = p[1].value.netInt;
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protocolData->path = p[2].value.netCharPtr;
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Client::GameClientState::NewObj protocolData;// = new Client::GameClientState::NewObj;
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protocolData.object_ID = p[1].value.netInt;
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protocolData.path = p[2].value.netCharPtr;
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for(int i = 0; i< 16; i++)
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{
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protocolData->worldPos[i] = p[i+3].value.netFloat;
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protocolData.worldPos[i] = p[i+3].value.netFloat;
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}
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if(dynamic_cast<Client::GameState*>(gameClientState))
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((Client::GameState*)gameClientState)->Protocol(protocolData);
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((Client::GameState*)gameClientState)->Protocol(&protocolData);
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delete p[2].value.netCharPtr; //delete char array
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delete protocolData;
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protocolData = NULL;
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//delete p[2].value.netCharPtr; //delete char array
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//delete protocolData;
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//protocolData = NULL;
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}
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break;
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case protocol_Gameplay_ObjectDisabled:
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@ -102,16 +110,42 @@ namespace DanBias
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((Client::GameState*)gameClientState)->Protocol(&protocolData);
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}
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break;
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case protocol_Lobby_Start:
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case protocol_Lobby_Create:
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{
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/*
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if(dynamic_cast<Client::LobbyState*>(gameClientState))
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{
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GameLogic::Protocol_LobbyCreateGame tp();
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int id = p.Get(1).value.netInt;
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std::string name = p.Get(19).value.netCharPtr;
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Oyster::Math::Float4x4 w;
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for(int i = 0; i< 16; i++)
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{
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w[i] = p[i+2].value.netFloat;
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}
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gameClientState->Release();
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delete gameClientState;
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gameClientState = new Client::GameState();
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gameClientState->Init(m_data->recieverObj);
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}*/
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gameClientState->Init(this);
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std::wstring temp;
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Utility::String::StringToWstring(name, temp);
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((Client::GameState*)gameClientState)->InitiatePlayer(id, temp, w);
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//Do some wait state?
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}
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}
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break;
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case protocol_Lobby_Start:
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{
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if(dynamic_cast<Client::GameState*>(gameClientState))
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{
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//Game state should start in n seconds
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GameLogic::Protocol_LobbyStartGame p(p);
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p.seconds;
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//Sleep((int)(p.seconds * 1000));
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}
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}
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break;
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@ -15,7 +15,6 @@ struct GameState::myData
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Oyster::Math3D::Float4x4 view;
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Oyster::Math3D::Float4x4 proj;
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std::vector<C_Object*> object;
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int modelCount;
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Oyster::Network::NetworkClient* nwClient;
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gameStateState state;
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@ -33,7 +32,8 @@ GameState::GameState(void)
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GameState::~GameState(void)
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{
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delete this->camera;
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delete this->privData;
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}
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bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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{
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@ -44,6 +44,10 @@ bool GameState::Init(Oyster::Network::NetworkClient* nwClient)
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privData->nwClient = nwClient;
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privData->state = LoadGame();
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pitch = 0;
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//tELL SERver ready
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nwClient->Send(GameLogic::Protocol_General_Status(GameLogic::Protocol_General_Status::States_ready));
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return true;
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}
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GameState::gameStateState GameState::LoadGame()
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@ -84,11 +88,10 @@ bool GameState::LoadModels(std::wstring mapFile)
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// open file
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// read file
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// init models
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int nrOfBoxex = 20;
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privData->modelCount = 3+nrOfBoxex;
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myId += privData->modelCount;
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int id = 0;
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// add world model
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int nrOfBoxex = 5;
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int id = 100;
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// add world model
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ModelInitData modelData;
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Oyster::Math3D::Float4x4 translate;
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C_Object* obj;
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@ -104,7 +107,8 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add box model
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// add box model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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modelData.modelPath = L"crate_colonists.dan";
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@ -120,89 +124,63 @@ bool GameState::LoadModels(std::wstring mapFile)
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privData->object[privData->object.size() -1 ]->Init(modelData);
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modelData.world = Oyster::Math3D::Float4x4::identity;
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}
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// add crystal model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"crystalformation_b.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add house model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0));
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Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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modelData.world = modelData.world * translate * rot;
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modelData.visible = true;
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modelData.modelPath = L"building_corporation.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add player model 2
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(50, 320, 0));
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"char_still_sizeref.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add jumppad
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0));
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//Oyster::Math3D::RotationMatrix_AxisZ()
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modelData.world = modelData.world * translate;
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modelData.visible = true;
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modelData.modelPath = L"jumppad_round.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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// add sky sphere
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modelData.world = Oyster::Math3D::Float4x4::identity;
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translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0));
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//Oyster::Math3D::RotationMatrix_AxisZ()
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modelData.world = modelData.world * translate;
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modelData.world.v[0].x = 800;
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modelData.world.v[1].y = 800;
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modelData.world.v[2].z = 800;
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modelData.visible = true;
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modelData.modelPath = L"skysphere.dan";
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modelData.id = id++;
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// load models
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obj = new C_Player();
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privData->object.push_back(obj);
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privData->object[privData->object.size() -1 ]->Init(modelData);
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//
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//// add crystal model
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// modelData.world = Oyster::Math3D::Float4x4::identity;
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// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(10, 301, 0));
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//
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// modelData.world = modelData.world * translate;
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// modelData.visible = true;
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// modelData.modelPath = L"crystalformation_b.dan";
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// modelData.id = id++;
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// // load models
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// obj = new C_Player();
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// privData->object.push_back(obj);
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// privData->object[privData->object.size() -1 ]->Init(modelData);
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//
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//// add house model
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// modelData.world = Oyster::Math3D::Float4x4::identity;
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// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(-50, 290, 0));
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// Oyster::Math3D::Float4x4 rot = Oyster::Math3D::RotationMatrix(Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0));
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//
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// modelData.world = modelData.world * translate * rot;
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// modelData.visible = true;
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// modelData.modelPath = L"building_corporation.dan";
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// modelData.id = id++;
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// // load models
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// obj = new C_Player();
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// privData->object.push_back(obj);
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// privData->object[privData->object.size() -1 ]->Init(modelData);
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//
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//
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// // add jumppad
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// modelData.world = Oyster::Math3D::Float4x4::identity;
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// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(4, 300.3, 0));
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// //Oyster::Math3D::RotationMatrix_AxisZ()
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// modelData.world = modelData.world * translate;
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// modelData.visible = true;
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// modelData.modelPath = L"jumppad_round.dan";
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// modelData.id = id++;
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// // load models
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// obj = new C_Player();
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// privData->object.push_back(obj);
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// privData->object[privData->object.size() -1 ]->Init(modelData);
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//
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// // add sky sphere
|
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// modelData.world = Oyster::Math3D::Float4x4::identity;
|
||||
// translate = Oyster::Math3D::TranslationMatrix(Oyster::Math::Float3(0, 0, 0));
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||||
// //Oyster::Math3D::RotationMatrix_AxisZ()
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// modelData.world = modelData.world * translate;
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// modelData.world.v[0].x = 800;
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// modelData.world.v[1].y = 800;
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// modelData.world.v[2].z = 800;
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// modelData.visible = true;
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||||
// modelData.modelPath = L"skysphere.dan";
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// modelData.id = id++;
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||||
// // load models
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||||
// obj = new C_Player();
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||||
// privData->object.push_back(obj);
|
||||
// privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -215,7 +193,7 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
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camera->LookAt(pos, dir, up);
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||||
camera->SetLens(3.14f/2, 1024/768, 1, 1000);
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||||
|
||||
privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/4,1024.0f/768.0f,.1f,1000);
|
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privData->proj = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi / 4, 1024.0f / 768.0f, .1f,1000);
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//privData->proj = Oyster::Math3D::ProjectionMatrix_Orthographic(1024, 768, 1, 1000);
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Oyster::Graphics::API::SetProjection(privData->proj);
|
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camera->UpdateViewMatrix();
|
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@ -225,15 +203,55 @@ bool GameState::InitCamera(Oyster::Math::Float3 startPos)
|
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privData->view = Oyster::Math3D::InverseOrientationMatrix(privData->view);
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return true;
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||||
}
|
||||
void GameState::setClientId(int id)
|
||||
void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world)
|
||||
{
|
||||
myId = id;
|
||||
|
||||
ModelInitData modelData;
|
||||
C_Object* obj;
|
||||
modelData.visible = true;
|
||||
modelData.world = world;
|
||||
modelData.modelPath = modelName;
|
||||
modelData.id = myId;
|
||||
|
||||
obj = new C_Player();
|
||||
privData->object.push_back(obj);
|
||||
privData->object[privData->object.size() -1 ]->Init(modelData);
|
||||
|
||||
//printf("Move message recieved!");
|
||||
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
|
||||
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
|
||||
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
|
||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(world[12], world[13], world[14]);
|
||||
|
||||
Oyster::Math::Float3 cameraLook = camera->GetLook();
|
||||
Oyster::Math::Float3 cameraUp = camera->GetUp();
|
||||
|
||||
|
||||
|
||||
/*Oyster::Math::Float3 newUp = cameraUp.Dot(up);
|
||||
up *= newUp;
|
||||
up.Normalize();
|
||||
Oyster::Math::Float3 newLook = up.Cross(right);
|
||||
newLook.Normalize();*/
|
||||
|
||||
camera->setRight(right);
|
||||
camera->setUp(up);
|
||||
camera->setLook(objForward);
|
||||
|
||||
up *= 2;
|
||||
objForward *= -3;
|
||||
Oyster::Math::Float3 cameraPos = up + pos + objForward;
|
||||
camera->SetPosition(cameraPos);
|
||||
|
||||
camera->UpdateViewMatrix();
|
||||
|
||||
}
|
||||
GameClientState::ClientState GameState::Update(float deltaTime, InputClass* KeyInput)
|
||||
{
|
||||
switch (privData->state)
|
||||
{
|
||||
case gameStateState_loading:
|
||||
case gameStateState_loading: //Will this ever happen in this scope??
|
||||
{
|
||||
// load map
|
||||
// wait for all players
|
||||
|
@ -465,9 +483,10 @@ void GameState::Protocol( ObjPos* pos )
|
|||
if(privData->object[i]->GetId() == pos->object_ID)
|
||||
{
|
||||
privData->object[i]->setPos(world);
|
||||
Oyster::Math::Float3 pos = Oyster::Math::Float3(0, 600, 15);
|
||||
if(i == myId) // playerobj
|
||||
Oyster::Math::Float3 position = Oyster::Math::Float3(0, 605, 15);
|
||||
if(pos->object_ID == myId) // playerobj
|
||||
{
|
||||
//printf("Move message recieved!");
|
||||
Oyster::Math::Float3 right = Oyster::Math::Float3(world[0], world[1], world[2]);
|
||||
Oyster::Math::Float3 up = Oyster::Math::Float3(world[4], world[5], world[6]);
|
||||
Oyster::Math::Float3 objForward = (Oyster::Math::Float3(world[8], world[9], world[10]));
|
||||
|
@ -491,12 +510,13 @@ void GameState::Protocol( ObjPos* pos )
|
|||
|
||||
up *= 1;
|
||||
objForward *= -2;
|
||||
Oyster::Math::Float3 cameraPos = pos + up + objForward;
|
||||
camera->SetPosition(cameraPos);
|
||||
Oyster::Math::Float3 cameraPos = position + up + objForward;
|
||||
//camera->SetPosition(cameraPos);
|
||||
|
||||
|
||||
camera->UpdateViewMatrix();
|
||||
}
|
||||
camera->SetPosition(pos);
|
||||
camera->SetPosition(position);
|
||||
//camera->UpdateViewMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,8 +37,8 @@ public:
|
|||
GameClientState::ClientState Update(float deltaTime, InputClass* KeyInput) override;
|
||||
bool LoadModels(std::wstring mapFile) ;
|
||||
bool InitCamera(Oyster::Math::Float3 startPos) ;
|
||||
void InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Float4x4 world);
|
||||
gameStateState LoadGame();
|
||||
void setClientId(int id);
|
||||
void readKeyInput(InputClass* KeyInput);
|
||||
bool Render()override;
|
||||
bool Release()override;
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
#include "C_obj/C_StaticObj.h"
|
||||
#include "C_obj/C_DynamicObj.h"
|
||||
#include <GameServerAPI.h>
|
||||
#include <Protocols.h>
|
||||
|
||||
using namespace DanBias::Client;
|
||||
|
||||
|
@ -88,9 +89,15 @@ GameClientState::ClientState LobbyState::Update(float deltaTime, InputClass* Key
|
|||
// send data to server
|
||||
// check data from server
|
||||
|
||||
if(GameServerAPI::ServerIsRunning() && GameServerAPI::ServerIsRunning()) //May be a problem if server is not shut down properly after lan session.
|
||||
{
|
||||
if( KeyInput->IsKeyPressed(DIK_G))
|
||||
{
|
||||
return ClientState_Game;
|
||||
if(!DanBias::GameServerAPI::GameStart())
|
||||
{
|
||||
//this->nwClient->Send(GameLogic::Protocol_LobbyStartGame());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ClientState_Same;
|
||||
|
|
|
@ -105,7 +105,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
|||
DanBias::GameServerAPI::ServerInitiate(desc);
|
||||
DanBias::GameServerAPI::ServerStart();
|
||||
// my ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
nwClient->Connect(15152, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
|
@ -118,7 +118,7 @@ GameClientState::ClientState LoginState::Update(float deltaTime, InputClass* Key
|
|||
if( KeyInput->IsKeyPressed(DIK_J))
|
||||
{
|
||||
// game ip
|
||||
nwClient->Connect(15151, "127.0.0.1");
|
||||
nwClient->Connect(15152, "127.0.0.1");
|
||||
|
||||
if (!nwClient->IsConnected())
|
||||
{
|
||||
|
|
|
@ -14,7 +14,10 @@ AttatchmentSocket::AttatchmentSocket(void)
|
|||
|
||||
AttatchmentSocket::~AttatchmentSocket(void)
|
||||
{
|
||||
if(this->attatchment)
|
||||
delete this->attatchment;
|
||||
|
||||
this->attatchment = 0;
|
||||
}
|
||||
|
||||
IAttatchment* AttatchmentSocket::GetAttatchment()
|
||||
|
|
|
@ -83,7 +83,7 @@ using namespace GameLogic;
|
|||
|
||||
if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
|
||||
{
|
||||
damageDone = kineticEnergyLoss * 0.10f;
|
||||
damageDone = (int)(kineticEnergyLoss * 0.10f);
|
||||
//player.DamageLife(damageDone);
|
||||
}
|
||||
|
||||
|
|
|
@ -68,12 +68,12 @@ void Game::GetAllPlayerPositions() const
|
|||
Game::PlayerData* Game::CreatePlayer()
|
||||
{
|
||||
// Find a free space in array or insert at end
|
||||
int id = InsertObject(this->players, (PlayerData*)0);
|
||||
int i = InsertObject(this->players, (PlayerData*)0);
|
||||
|
||||
this->players[id] = new PlayerData();
|
||||
//this->players[id]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
|
||||
this->players[i] = new PlayerData();
|
||||
//this->players[i]->player->GetRigidBody()->SetSubscription(Game::PhysicsOnMove);
|
||||
|
||||
return this->players[id];
|
||||
return this->players[i];
|
||||
}
|
||||
|
||||
Game::LevelData* Game::CreateLevel()
|
||||
|
@ -93,7 +93,6 @@ void Game::CreateTeam()
|
|||
|
||||
bool Game::NewFrame()
|
||||
{
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
|
@ -104,31 +103,10 @@ bool Game::NewFrame()
|
|||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
gameInstance.onMoveFnc(this->players[i]);
|
||||
}
|
||||
|
||||
API::Instance().UpdateWorld();
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->BeginFrame();
|
||||
}
|
||||
|
||||
API::Instance().UpdateWorld();
|
||||
|
||||
for (unsigned int i = 0; i < this->players.Size(); i++)
|
||||
{
|
||||
if(this->players[i]->player) this->players[i]->player->EndFrame();
|
||||
}
|
||||
|
||||
gameInstance.onMoveFnc(this->level);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -143,17 +121,13 @@ void Game::SetFrameTimeLength( float seconds )
|
|||
this->frameTime = seconds;
|
||||
}
|
||||
|
||||
void Game::SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer)
|
||||
void Game::SetSubscription(GameEvent::ObjectMovedFunction functionPointer)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GameLogic::GameEvent::ObjectEventFunctionType_OnMove:
|
||||
this->onMoveFnc = functionPointer;
|
||||
break;
|
||||
case GameLogic::GameEvent::ObjectEventFunctionType_OnDead:
|
||||
}
|
||||
void Game::SetSubscription(GameEvent::ObjectDisabledFunction functionPointer)
|
||||
{
|
||||
this->onDisableFnc = functionPointer;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
@ -161,6 +135,7 @@ bool Game::Initiate()
|
|||
{
|
||||
API::Instance().Init();
|
||||
//API::Instance().SetSubscription(Game::PhysicsOnDestroy);
|
||||
//API::Instance().SetFrameTimeLength(this->frameTime);
|
||||
this->initiated = true;
|
||||
return true;
|
||||
}
|
||||
|
@ -183,6 +158,6 @@ void Game::PhysicsOnMove(const ICustomBody *object)
|
|||
}
|
||||
void Game::PhysicsOnDestroy(::Utility::DynamicMemory::UniquePointer<ICustomBody> proto)
|
||||
{
|
||||
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0);
|
||||
if(gameInstance.onDisableFnc) gameInstance.onDisableFnc(0, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -69,7 +69,8 @@ namespace GameLogic
|
|||
bool NewFrame() override;
|
||||
void SetFPS( int FPS ) override;
|
||||
void SetFrameTimeLength( float seconds ) override;
|
||||
void SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer) override;
|
||||
void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) override;
|
||||
void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) override;
|
||||
bool Initiate() override;
|
||||
|
||||
float GetFrameTime() const;
|
||||
|
@ -81,8 +82,8 @@ namespace GameLogic
|
|||
LevelData* level;
|
||||
float frameTime;
|
||||
bool initiated;
|
||||
GameEvent::ObjectEventFunction onDisableFnc;
|
||||
GameEvent::ObjectEventFunction onMoveFnc;
|
||||
GameEvent::ObjectDisabledFunction onDisableFnc;
|
||||
GameEvent::ObjectMovedFunction onMoveFnc;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -23,16 +23,8 @@ namespace GameLogic
|
|||
*/
|
||||
namespace GameEvent
|
||||
{
|
||||
/**
|
||||
* The type of event to listen on.
|
||||
*/
|
||||
enum ObjectEventFunctionType
|
||||
{
|
||||
ObjectEventFunctionType_OnMove,
|
||||
ObjectEventFunctionType_OnDead,
|
||||
};
|
||||
|
||||
typedef void(*ObjectEventFunction)(IObjectData* object); // Callback method that recieves and object
|
||||
typedef void(*ObjectMovedFunction)(IObjectData* object); // Callback method that recieves and object
|
||||
typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object
|
||||
//etc...
|
||||
};
|
||||
|
||||
|
@ -147,17 +139,22 @@ namespace GameLogic
|
|||
/** Set the frame time in fps
|
||||
* @param FPS The fps to set
|
||||
*/
|
||||
virtual void SetFPS( int FPS = 60 ) = 0;
|
||||
virtual void SetFPS( int FPS = 120 ) = 0;
|
||||
|
||||
/** Set the frames time in seconds
|
||||
* @param seconds The frame length
|
||||
*/
|
||||
virtual void SetFrameTimeLength( float seconds ) = 0;
|
||||
virtual void SetFrameTimeLength( float seconds = (1.0f/120.0f) ) = 0;
|
||||
|
||||
/** Set a specific object event subscription callback
|
||||
* @param
|
||||
*/
|
||||
virtual void SetSubscription(GameEvent::ObjectEventFunctionType type, GameEvent::ObjectEventFunction functionPointer) = 0;
|
||||
virtual void SetSubscription(GameEvent::ObjectMovedFunction functionPointer) = 0;
|
||||
|
||||
/** Set a specific object event subscription callback
|
||||
* @param
|
||||
*/
|
||||
virtual void SetSubscription(GameEvent::ObjectDisabledFunction functionPointer) = 0;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>false</ShowAllFiles>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#include "Level.h"
|
||||
#include "CollisionManager.h"
|
||||
#include "Game.h"
|
||||
|
||||
using namespace GameLogic;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
@ -50,6 +51,7 @@ void Level::InitiateLevel(float radius)
|
|||
z /= norm;
|
||||
}
|
||||
|
||||
int idCount = 100;
|
||||
// add level sphere
|
||||
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0);
|
||||
|
||||
|
@ -58,24 +60,23 @@ void Level::InitiateLevel(float radius)
|
|||
state.restitutionCoeff = 0.2f;
|
||||
rigidBody->SetState(state);
|
||||
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
|
||||
this->levelObj->objectID = idCount++;
|
||||
rigidBody->SetCustomTag(levelObj);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
ICustomBody* rigidBody_TestBox;
|
||||
|
||||
int nrOfBoxex = 5;
|
||||
int offset = 0;
|
||||
for(int i =0; i< nrOfBoxex; i ++)
|
||||
{
|
||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 5), 5);
|
||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, -10), 5);
|
||||
|
||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
this->dynamicObjects[i]->objectID = idCount++;
|
||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||
}
|
||||
offset += nrOfBoxex;
|
||||
/*offset += nrOfBoxex;
|
||||
for(int i =0; i< nrOfBoxex; i ++)
|
||||
{
|
||||
rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5);
|
||||
|
@ -100,26 +101,26 @@ void Level::InitiateLevel(float radius)
|
|||
this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
|
||||
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// add crystal
|
||||
//// add crystal
|
||||
|
||||
ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5);
|
||||
//ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5);
|
||||
|
||||
this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
||||
//this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
|
||||
//rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
|
||||
|
||||
//
|
||||
|
||||
|
||||
|
||||
|
||||
// add house
|
||||
ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0);
|
||||
this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||
rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
||||
//// add house
|
||||
//ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0);
|
||||
//this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
|
||||
//rigidBody_House->SetCustomTag(this->staticObjects[0]);
|
||||
}
|
||||
|
||||
void Level::AddPlayerToTeam(Player *player, int teamID)
|
||||
|
@ -154,4 +155,6 @@ void Level::PhysicsOnMoveLevel(const ICustomBody *object)
|
|||
{
|
||||
// function call from physics update when object was moved
|
||||
Object* temp = (Object*)object->GetCustomTag();
|
||||
((Game*)&Game::Instance())->onMoveFnc(temp);
|
||||
|
||||
}
|
||||
|
|
|
@ -1,3 +1,7 @@
|
|||
/////////////////////////////////////
|
||||
// Created by Pontus Fransson 2013 //
|
||||
/////////////////////////////////////
|
||||
|
||||
#include "LevelParser.h"
|
||||
|
||||
#include "Loader.h"
|
||||
|
@ -9,7 +13,7 @@ using namespace Utility::DynamicMemory;
|
|||
|
||||
LevelParser::LevelParser()
|
||||
{
|
||||
formatVersion.formatVersionMajor = 1;
|
||||
formatVersion.formatVersionMajor = 2;
|
||||
formatVersion.formatVersionMinor = 0;
|
||||
}
|
||||
|
||||
|
@ -29,35 +33,100 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
|
|||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
LevelLoaderInternal::FormatVersion levelFormatVersion;
|
||||
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(levelFormatVersion));
|
||||
counter += sizeof(levelFormatVersion);
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
|
||||
//Returns an empty vector, because it will most likely fail to read the level format.
|
||||
return objects;
|
||||
}
|
||||
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
//Get typeID
|
||||
ObjectTypeHeader typeID;
|
||||
ObjectType typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
switch((int)typeID.typeID)
|
||||
switch((int)typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
{
|
||||
LevelMetaData* header = new LevelMetaData;
|
||||
ParseLevelMetaData(&buffer[counter], *header, counter);
|
||||
SmartPointer<ObjectTypeHeader> header = new LevelMetaData;
|
||||
ParseLevelMetaData(&buffer[counter], *(LevelMetaData*)header.Get(), counter);
|
||||
objects.push_back(header);
|
||||
break;
|
||||
}
|
||||
|
||||
//This is by design, static and dynamic is using the same converter. Do not add anything inbetween them.
|
||||
//Unless they are changed to not be the same.
|
||||
case ObjectType_Static: case ObjectType_Dynamic:
|
||||
{
|
||||
//Get specialType.
|
||||
ObjectSpecialType specialType;
|
||||
ParseObject(&buffer[counter+4], &specialType, sizeof(typeID));
|
||||
|
||||
switch(specialType)
|
||||
{
|
||||
//These three does not have any specail variables at this time.
|
||||
//There for they are using the same 'parser'.
|
||||
case ObjectSpecialType_World:
|
||||
case ObjectSpecialType_Building:
|
||||
case ObjectSpecialType_Damaging:
|
||||
case ObjectSpecialType_Explosive:
|
||||
{
|
||||
ObjectHeader* header = new ObjectHeader;
|
||||
ParseObject(&buffer[counter], *header, counter);
|
||||
objects.push_back(header);
|
||||
|
||||
break;
|
||||
}
|
||||
case ObjectSpecialType_JumpPad:
|
||||
{
|
||||
JumpPadAttributes* header = new JumpPadAttributes;
|
||||
ParseObject(&buffer[counter], *header, counter);
|
||||
|
||||
//Read the spec
|
||||
ParseObject(&buffer[counter], header->direction, 16);
|
||||
objects.push_back(header);
|
||||
|
||||
break;
|
||||
}
|
||||
case ObjectSpecialType_BoostPad:
|
||||
{
|
||||
JumpPadAttributes* header = new JumpPadAttributes;
|
||||
ParseObject(&buffer[counter], *header, counter);
|
||||
|
||||
ParseObject(&buffer[counter], header->direction, 16);
|
||||
objects.push_back(header);
|
||||
|
||||
break;
|
||||
}
|
||||
case ObjectSpecialType_Portal:
|
||||
{
|
||||
PortalAttributes* header = new PortalAttributes;
|
||||
ParseObject(&buffer[counter], *header, counter);
|
||||
|
||||
ParseObject(&buffer[counter], header->destination, 12);
|
||||
objects.push_back(header);
|
||||
|
||||
break;
|
||||
}
|
||||
case ObjectSpecialType_SpawnPoint:
|
||||
{
|
||||
SpawnPointAttributes* header = new SpawnPointAttributes;
|
||||
ParseObject(&buffer[counter], *header, counter);
|
||||
|
||||
ParseObject(&buffer[counter], header->spawnPosition, 12);
|
||||
objects.push_back(header);
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
//Couldn't find specialType
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -68,7 +137,12 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
|
|||
//Get Light type
|
||||
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
|
||||
|
||||
switch(lightType)
|
||||
//We only support PointLight for now.
|
||||
BasicLight* header = new BasicLight;
|
||||
ParseObject(&buffer[counter], header, sizeof(*header));
|
||||
counter += sizeof(*header);
|
||||
objects.push_back(header);
|
||||
/*switch(lightType)
|
||||
{
|
||||
case LightType_PointLight:
|
||||
{
|
||||
|
@ -98,7 +172,7 @@ std::vector<SmartPointer<ObjectTypeHeader>> LevelParser::Parse(std::string filen
|
|||
//Undefined LightType.
|
||||
break;
|
||||
}
|
||||
break;
|
||||
break;*/
|
||||
}
|
||||
default:
|
||||
//Couldn't find typeID. FAIL!!!!!!
|
||||
|
@ -123,21 +197,25 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
|
|||
char* buffer = (char*)loader.LoadFile(filename.c_str(), bufferSize);
|
||||
|
||||
//Read format version
|
||||
FormatVersion levelFormatVersion;
|
||||
LevelLoaderInternal::FormatVersion levelFormatVersion;
|
||||
ParseObject(&buffer[counter], &levelFormatVersion, sizeof(formatVersion));
|
||||
counter += sizeof(levelFormatVersion);
|
||||
if(this->formatVersion != levelFormatVersion)
|
||||
{
|
||||
//Do something if it's not the same version
|
||||
|
||||
//Returns an empty levelHeader with ObjectType_Unknown.
|
||||
//Because it will not be able to read another version of the level format.
|
||||
return levelHeader;
|
||||
}
|
||||
|
||||
//Find the header in the returned string.
|
||||
while(counter < bufferSize)
|
||||
{
|
||||
ObjectTypeHeader typeID;
|
||||
ObjectType typeID;
|
||||
ParseObject(&buffer[counter], &typeID, sizeof(typeID));
|
||||
|
||||
switch(typeID.typeID)
|
||||
switch(typeID)
|
||||
{
|
||||
case ObjectType_LevelMetaData:
|
||||
ParseLevelMetaData(&buffer[counter], levelHeader, counter);
|
||||
|
@ -149,6 +227,24 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
|
|||
{
|
||||
ObjectHeader header;
|
||||
ParseObject(&buffer[counter], header, counter);
|
||||
|
||||
switch(header.specialTypeID)
|
||||
{
|
||||
case ObjectSpecialType_JumpPad:
|
||||
counter += sizeof(16);
|
||||
break;
|
||||
case ObjectSpecialType_BoostPad:
|
||||
counter += sizeof(16);
|
||||
break;
|
||||
case ObjectSpecialType_Portal:
|
||||
counter += sizeof(12);
|
||||
break;
|
||||
case ObjectSpecialType_SpawnPoint:
|
||||
counter += sizeof(12);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -157,6 +253,9 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
|
|||
LightType lightType;
|
||||
ParseObject(&buffer[counter+4], &lightType, sizeof(lightType));
|
||||
|
||||
//We only support pointlight for now.
|
||||
counter += sizeof(BasicLight);
|
||||
/*
|
||||
switch(lightType)
|
||||
{
|
||||
case LightType_PointLight:
|
||||
|
@ -177,7 +276,7 @@ LevelMetaData LevelParser::ParseHeader(std::string filename)
|
|||
default:
|
||||
//Undefined LightType.
|
||||
break;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
default:
|
||||
|
|
|
@ -23,7 +23,7 @@ namespace GameLogic
|
|||
LevelMetaData ParseHeader(std::string filename);
|
||||
|
||||
private:
|
||||
FormatVersion formatVersion;
|
||||
LevelLoaderInternal::FormatVersion formatVersion;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -23,6 +23,21 @@ namespace GameLogic
|
|||
ObjectType_Unknown = -1
|
||||
};
|
||||
|
||||
enum ObjectSpecialType
|
||||
{
|
||||
ObjectSpecialType_World, //Always the main celestial body
|
||||
ObjectSpecialType_Building,
|
||||
ObjectSpecialType_Damaging,
|
||||
ObjectSpecialType_Explosive,
|
||||
ObjectSpecialType_JumpPad,
|
||||
ObjectSpecialType_BoostPad,
|
||||
ObjectSpecialType_Portal,
|
||||
ObjectSpecialType_SpawnPoint,
|
||||
|
||||
ObjectSpecialType_Count,
|
||||
ObjectSpecialType_Unknown = -1
|
||||
};
|
||||
|
||||
enum UsePhysics
|
||||
{
|
||||
UsePhysics_UseFullPhysics,
|
||||
|
@ -38,16 +53,18 @@ namespace GameLogic
|
|||
{
|
||||
CollisionGeometryType_Box,
|
||||
CollisionGeometryType_Sphere,
|
||||
CollisionGeometryType_Cylinder,
|
||||
|
||||
CollisionGeometryType_Count,
|
||||
CollisionGeometryType_Unknown = -1
|
||||
};
|
||||
|
||||
//Only supports Pointlight right now.
|
||||
enum LightType
|
||||
{
|
||||
LightType_PointLight,
|
||||
LightType_DirectionalLight,
|
||||
LightType_SpotLight,
|
||||
//LightType_DirectionalLight,
|
||||
//LightType_SpotLight,
|
||||
|
||||
LightType_Count,
|
||||
LightType_Unknown = -1
|
||||
|
@ -80,15 +97,24 @@ namespace GameLogic
|
|||
/************************************
|
||||
Structs
|
||||
*************************************/
|
||||
|
||||
namespace LevelLoaderInternal
|
||||
{
|
||||
struct FormatVersion
|
||||
{
|
||||
unsigned int formatVersionMajor;
|
||||
unsigned int formatVersionMinor;
|
||||
|
||||
FormatVersion()
|
||||
: formatVersionMajor(0), formatVersionMinor(0)
|
||||
{}
|
||||
|
||||
FormatVersion(unsigned int major, unsigned int minor)
|
||||
: formatVersionMajor(major), formatVersionMinor(minor)
|
||||
{}
|
||||
|
||||
bool operator ==(const FormatVersion& obj)
|
||||
{
|
||||
return (this->formatVersionMajor != obj.formatVersionMajor && this->formatVersionMinor != obj.formatVersionMinor);
|
||||
return (this->formatVersionMajor == obj.formatVersionMajor && this->formatVersionMinor == obj.formatVersionMinor);
|
||||
}
|
||||
|
||||
bool operator !=(const FormatVersion& obj)
|
||||
|
@ -96,10 +122,54 @@ namespace GameLogic
|
|||
return !(*this == obj);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
struct ObjectTypeHeader
|
||||
{
|
||||
ObjectType typeID;
|
||||
|
||||
//Unless this is here the object destructor wont be called.
|
||||
virtual ~ObjectTypeHeader(){}
|
||||
};
|
||||
|
||||
namespace LevelLoaderInternal
|
||||
{
|
||||
const FormatVersion boundingVolumeVersion(1, 0);
|
||||
|
||||
struct BoundingVolumeBase
|
||||
{
|
||||
float position[3];
|
||||
};
|
||||
|
||||
struct BoundingVolumeBox : public BoundingVolumeBase
|
||||
{
|
||||
float size[3];
|
||||
float angularAxis[3];
|
||||
float angle;
|
||||
};
|
||||
|
||||
struct BoundingVolumeSphere : public BoundingVolumeBase
|
||||
{
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct BoundingVolumeCylinder : public BoundingVolumeBase
|
||||
{
|
||||
float length;
|
||||
float angularAxis[3];
|
||||
float angle;
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct BoundingVolume
|
||||
{
|
||||
CollisionGeometryType geoType;
|
||||
union
|
||||
{
|
||||
LevelLoaderInternal::BoundingVolumeBox box;
|
||||
LevelLoaderInternal::BoundingVolumeSphere sphere;
|
||||
LevelLoaderInternal::BoundingVolumeCylinder cylinder;
|
||||
};
|
||||
};
|
||||
|
||||
struct PhysicsObject
|
||||
|
@ -110,8 +180,10 @@ namespace GameLogic
|
|||
float inertiaRotation[3];
|
||||
float frictionCoeffStatic;
|
||||
float frictionCoeffDynamic;
|
||||
CollisionGeometryType geometryType;
|
||||
float restitutionCoeff;
|
||||
BoundingVolume boundingVolume;
|
||||
};
|
||||
}
|
||||
|
||||
struct LevelMetaData : public ObjectTypeHeader
|
||||
{
|
||||
|
@ -123,10 +195,15 @@ namespace GameLogic
|
|||
WorldSize worldSize;
|
||||
std::string overviewPicturePath;
|
||||
std::vector<GameMode> gameModesSupported;
|
||||
|
||||
virtual ~LevelMetaData(){}
|
||||
|
||||
};
|
||||
|
||||
struct ObjectHeader : public ObjectTypeHeader, public PhysicsObject
|
||||
struct ObjectHeader : public ObjectTypeHeader, public LevelLoaderInternal::PhysicsObject
|
||||
{
|
||||
//Special type id for special objects: portal, jumppad, exploding objects, etc.
|
||||
ObjectSpecialType specialTypeID;
|
||||
//Model,
|
||||
std::string ModelFile;
|
||||
//Position
|
||||
|
@ -136,8 +213,29 @@ namespace GameLogic
|
|||
float angle;
|
||||
//Scale
|
||||
float scale[3];
|
||||
|
||||
virtual ~ObjectHeader(){}
|
||||
};
|
||||
|
||||
/************************************
|
||||
Special objects
|
||||
*************************************/
|
||||
|
||||
struct JumpPadAttributes : public ObjectHeader
|
||||
{
|
||||
float direction[3];
|
||||
float power;
|
||||
};
|
||||
|
||||
struct PortalAttributes : public ObjectHeader
|
||||
{
|
||||
float destination[3];
|
||||
};
|
||||
|
||||
struct SpawnPointAttributes : public ObjectHeader
|
||||
{
|
||||
float spawnPosition[3];
|
||||
};
|
||||
|
||||
/************************************
|
||||
Lights
|
||||
|
@ -145,12 +243,13 @@ namespace GameLogic
|
|||
|
||||
struct BasicLight : public ObjectTypeHeader
|
||||
{
|
||||
LightType lightType;
|
||||
float ambientColor[3];
|
||||
float diffuseColor[3];
|
||||
float specularColor[3];
|
||||
LightType lightType; //Is not used right now
|
||||
float color[3];
|
||||
float position[3];
|
||||
float raduis;
|
||||
float intensity;
|
||||
};
|
||||
|
||||
/* We only support pointlight right now.
|
||||
struct PointLight : public BasicLight
|
||||
{
|
||||
float position[3];
|
||||
|
@ -166,7 +265,7 @@ namespace GameLogic
|
|||
float direction[3];
|
||||
float range;
|
||||
float attenuation[3];
|
||||
};
|
||||
};*/
|
||||
}
|
||||
|
||||
#endif
|
|
@ -4,6 +4,7 @@
|
|||
|
||||
#include "ParseFunctions.h"
|
||||
#include "../../../Misc/Packing/Packing.h"
|
||||
#include "Loader.h"
|
||||
#include <string>
|
||||
|
||||
using namespace Oyster::Packing;
|
||||
|
@ -29,6 +30,9 @@ namespace GameLogic
|
|||
memcpy(&header.typeID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&header.specialTypeID, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
|
@ -36,14 +40,19 @@ namespace GameLogic
|
|||
header.ModelFile.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
//The reset of the object struct
|
||||
//3 float[3], 1 float
|
||||
memcpy(&header.position, &buffer[start], 40);
|
||||
start += 40;
|
||||
|
||||
//2 float[3], 3 float, 2 uint
|
||||
//Physics struct
|
||||
//2 float[3], 4 float, 1 uint
|
||||
memcpy(&header.usePhysics, &buffer[start], 44);
|
||||
start += 44;
|
||||
|
||||
//Read path for bounding volume
|
||||
ParseBoundingVolume(&buffer[start], header.boundingVolume, start);
|
||||
|
||||
size += start;
|
||||
}
|
||||
|
||||
|
@ -107,5 +116,55 @@ namespace GameLogic
|
|||
|
||||
size += start;
|
||||
}
|
||||
|
||||
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size)
|
||||
{
|
||||
int start = 0;
|
||||
int tempSize = 0;
|
||||
char tempName[128];
|
||||
|
||||
memcpy(&tempSize, &buffer[start], 4);
|
||||
start += 4;
|
||||
|
||||
memcpy(&tempName, &buffer[start], tempSize);
|
||||
|
||||
string fileName;
|
||||
fileName.assign(&tempName[0], &tempName[tempSize]);
|
||||
start += tempSize;
|
||||
|
||||
//Läs in filen.
|
||||
int fileLength = 0;
|
||||
Loader loader;
|
||||
char* buf = loader.LoadFile("E:\\Dropbox\\Programming\\Github\\Danbias\\Bin\\Content\\Worlds\\cgf\\"+ fileName, fileLength);
|
||||
|
||||
LevelLoaderInternal::FormatVersion version;
|
||||
memcpy(&version, &buffer[0], sizeof(version));
|
||||
|
||||
memcpy(&volume.geoType, &buf[8], sizeof(volume.geoType));
|
||||
//start += sizeof(volume.geoType);
|
||||
|
||||
switch(volume.geoType)
|
||||
{
|
||||
case CollisionGeometryType_Box:
|
||||
memcpy(&volume.box, &buf[12], sizeof(volume.box));
|
||||
//start += sizeof(volume.box);
|
||||
break;
|
||||
|
||||
case CollisionGeometryType_Sphere:
|
||||
memcpy(&volume.sphere, &buf[12], sizeof(volume.sphere));
|
||||
//start += sizeof(volume.sphere);
|
||||
break;
|
||||
|
||||
case CollisionGeometryType_Cylinder:
|
||||
memcpy(&volume.cylinder, &buf[12], sizeof(volume.cylinder));
|
||||
//start += sizeof(volume.cylinder);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
size += start;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -21,6 +21,7 @@ namespace GameLogic
|
|||
void ParseObject(char* buffer, void *header, int size);
|
||||
void ParseObject(char* buffer, ObjectHeader& header, int& size);
|
||||
void ParseLevelMetaData(char* buffer, LevelMetaData &header, int &size);
|
||||
void ParseBoundingVolume(char* buffer, LevelLoaderInternal::BoundingVolume& volume, int &size);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -102,8 +102,6 @@ Oyster::Physics::ICustomBody* Object::GetRigidBody()
|
|||
void Object::BeginFrame()
|
||||
{
|
||||
|
||||
|
||||
|
||||
this->rigidBody->SetState(this->newPhysicsState);
|
||||
}
|
||||
// update physic
|
||||
|
|
|
@ -43,7 +43,8 @@ namespace GameLogic
|
|||
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj);
|
||||
static Oyster::Physics::ICustomBody::SubscriptMessage DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss);
|
||||
private:
|
||||
|
||||
public: //TODO: Hax This should be private when level is dynamic
|
||||
OBJECT_TYPE type;
|
||||
int objectID;
|
||||
|
||||
|
|
|
@ -208,7 +208,7 @@ void Player::DamageLife(int damage)
|
|||
{
|
||||
this->life = 0;
|
||||
playerState = PLAYER_STATE_DEAD;
|
||||
this->gameInstance->onDisableFnc(this);
|
||||
this->gameInstance->onDisableFnc(this, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -85,8 +85,8 @@ namespace GameLogic
|
|||
int teamID;
|
||||
Weapon *weapon;
|
||||
PLAYER_STATE playerState;
|
||||
Oyster::Math::Float3 lookDir;
|
||||
Oyster::Math::Float dx;
|
||||
Oyster::Math::Float3 lookDir; //Duplicate in Object.h?
|
||||
Oyster::Math::Float dx; //dx of what?
|
||||
|
||||
bool hasTakenDamage;
|
||||
float invincibleCooldown;
|
||||
|
|
|
@ -35,13 +35,11 @@ TeamManager::~TeamManager(void)
|
|||
|
||||
void TeamManager::RespawnPlayerRandom(Player *player)
|
||||
{
|
||||
// Whats going on here?
|
||||
int teamID = player->GetTeamID(); // ?
|
||||
// ?
|
||||
Player *respawnOnThis = this->teams[teamID]->GetPlayer(0); // ?
|
||||
// ?
|
||||
player->Respawn(respawnOnThis->GetPosition()); // ?
|
||||
// player->Respawn(player->GetPosition()); ?
|
||||
int teamID = player->GetTeamID();
|
||||
|
||||
Player *respawnOnThis = this->teams[teamID]->GetPlayer(0);
|
||||
|
||||
player->Respawn(respawnOnThis->GetPosition());
|
||||
}
|
||||
|
||||
void TeamManager::CreateTeam(int teamSize)
|
||||
|
|
|
@ -18,9 +18,17 @@ Weapon::Weapon()
|
|||
|
||||
Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
||||
{
|
||||
if(MaxNrOfSockets > 1) return;
|
||||
|
||||
|
||||
attatchmentSockets.Resize(MaxNrOfSockets);
|
||||
attatchmentSockets[0] = new AttatchmentSocket();
|
||||
|
||||
for (int i = 0; i < MaxNrOfSockets; i++)
|
||||
{
|
||||
this->attatchmentSockets[i] = 0;
|
||||
}
|
||||
|
||||
weaponState = WEAPON_STATE_IDLE;
|
||||
currentNrOfAttatchments = 0;
|
||||
selectedAttatchment = 0;
|
||||
|
@ -36,7 +44,11 @@ Weapon::Weapon(int MaxNrOfSockets,Player *owner)
|
|||
|
||||
Weapon::~Weapon(void)
|
||||
{
|
||||
|
||||
for (unsigned int i = 0; i < this->attatchmentSockets.Size(); i++)
|
||||
{
|
||||
delete this->attatchmentSockets[i];
|
||||
this->attatchmentSockets[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/********************************************************
|
||||
|
@ -129,5 +141,7 @@ void Weapon::SelectAttatchment(int socketID)
|
|||
|
||||
void Weapon::Update(float dt)
|
||||
{
|
||||
if(!selectedAttatchment) return;
|
||||
|
||||
selectedAttatchment->Update(dt);
|
||||
}
|
|
@ -69,25 +69,25 @@
|
|||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(IncludePath)</IncludePath>
|
||||
<IncludePath>$(SolutionDir)Network\NetworkAPI\;$(SolutionDir)Misc;$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
|
|
|
@ -24,23 +24,24 @@ namespace GameLogic
|
|||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
}
|
||||
Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
this->protocol = p;
|
||||
status = (States)p[1].value.netShort;
|
||||
}
|
||||
Protocol_General_Status(States state)
|
||||
{
|
||||
this->protocol[0].value = protocol_General_Status;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->status = state;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->status = state;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
|
||||
Protocol_General_Status(Oyster::Network::CustomNetProtocol& p)
|
||||
{
|
||||
status = (States)this->protocol[1].value.netShort;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = status;
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -59,12 +60,12 @@ namespace GameLogic
|
|||
destination = p.Get(1).value.netInt;
|
||||
text = p.Get(2).value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol.Set(0, protocol_General_Text, Oyster::Network::NetAttributeType_Short);
|
||||
this->protocol.Set(1, destination, Oyster::Network::NetAttributeType_Int);
|
||||
this->protocol.Set(2, text);
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
|
@ -12,61 +12,111 @@
|
|||
#include <DynamicArray.h>
|
||||
|
||||
|
||||
/** OBS!
|
||||
** It seems like if a string is set in the middle of a data set,
|
||||
** the reciever will crach when trying to use the protocol.
|
||||
** Only tested on Protocol_LobbyStartGame.
|
||||
**/
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/*
|
||||
struct Protocol_LobbyCreateGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
char* mapName;
|
||||
char gameId;
|
||||
short clientID; // The unuiqe id reprsenting a specific client
|
||||
std::string modelName;
|
||||
float worldMatrix[16];
|
||||
|
||||
Protocol_LobbyCreateGame()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Create;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
int c = 0;
|
||||
this->protocol[c].value = protocol_Lobby_Create;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
this->protocol[2].type = Oyster::Network::NetAttributeType_Char;
|
||||
}
|
||||
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol& o)
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
mapName = o[1].value.netCharPtr;
|
||||
gameId = o[2].value.netChar;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
}
|
||||
Protocol_LobbyCreateGame(short _clientID, std::string name, float world[16])
|
||||
{
|
||||
protocol[1].value = mapName;
|
||||
protocol[2].value = gameId;
|
||||
return &protocol;
|
||||
int c = 0;
|
||||
this->protocol[c].value = protocol_Lobby_Create;
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Short;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_Float;
|
||||
}
|
||||
|
||||
this->protocol[c++].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
|
||||
clientID = _clientID;
|
||||
modelName = name;
|
||||
memcpy(&worldMatrix[0], &world[0], sizeof(float) * 16);
|
||||
}
|
||||
Protocol_LobbyCreateGame(Oyster::Network::CustomNetProtocol o)
|
||||
{
|
||||
int c = 1;
|
||||
clientID = o[c++].value.netInt;
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->worldMatrix[i] = o[c++].value.netFloat;
|
||||
}
|
||||
modelName.assign(o[c++].value.netCharPtr);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
int c = 1;
|
||||
protocol[c++].value = clientID;
|
||||
|
||||
for (int i = 0; i <= 16; i++)
|
||||
{
|
||||
this->protocol[c++].value = this->worldMatrix[i];
|
||||
}
|
||||
protocol.Set(c++, this->modelName);
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
||||
};
|
||||
*/
|
||||
|
||||
struct Protocol_LobbyStartGame :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
short gameId;
|
||||
float seconds;
|
||||
|
||||
Protocol_LobbyStartGame()
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
seconds = 0;
|
||||
}
|
||||
Protocol_LobbyStartGame(float _seconds)
|
||||
{
|
||||
this->protocol[0].value = protocol_Lobby_Start;
|
||||
this->protocol[0].type = Oyster::Network::NetAttributeType_Short;
|
||||
this->protocol[1].type = Oyster::Network::NetAttributeType_Float;
|
||||
seconds = _seconds;
|
||||
}
|
||||
Protocol_LobbyStartGame(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
gameId = o[1].value.netInt;
|
||||
seconds = o[1].value.netFloat;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
protocol[1].value = gameId;
|
||||
return &protocol;
|
||||
this->protocol[1].value = seconds;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
||||
};
|
||||
|
||||
struct Protocol_LobbyLogin :public Oyster::Network::CustomProtocolObject
|
||||
|
@ -83,9 +133,9 @@ namespace GameLogic
|
|||
{
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -109,7 +159,7 @@ namespace GameLogic
|
|||
// this->protocol[1].type = Oyster::Network::NetAttributeType_Short;
|
||||
// value = p[1].value.netShort;
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
// {
|
||||
// protocol[1].value = value;
|
||||
// return &protocol;
|
||||
|
@ -130,8 +180,8 @@ namespace GameLogic
|
|||
{
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
{ return &protocol; }
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{ return protocol; }
|
||||
|
||||
private:
|
||||
Oyster::Network::CustomNetProtocol protocol;
|
||||
|
@ -175,7 +225,7 @@ namespace GameLogic
|
|||
list.Push(d);
|
||||
}
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = list.Size();
|
||||
|
||||
|
@ -195,7 +245,7 @@ namespace GameLogic
|
|||
this->protocol.Set(a++, list[i].ip);
|
||||
}
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -223,13 +273,13 @@ namespace GameLogic
|
|||
minorVersion = (int)p.Get(2).value.netInt;
|
||||
mapName = p.Get(3).value.netCharPtr;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = majorVersion;
|
||||
this->protocol[2].value = minorVersion;
|
||||
this->protocol.Set(3, mapName.c_str());
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -254,7 +304,7 @@ namespace GameLogic
|
|||
// {
|
||||
//
|
||||
// }
|
||||
// Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
// Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
// {
|
||||
// return &protocol;
|
||||
// }
|
||||
|
|
|
@ -39,11 +39,11 @@ namespace GameLogic
|
|||
pickup_ID = pickupID;
|
||||
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = pickup_ID;
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -80,11 +80,11 @@ namespace GameLogic
|
|||
object_ID = id;
|
||||
health = hp;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = health;
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -129,14 +129,14 @@ namespace GameLogic
|
|||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -179,14 +179,14 @@ namespace GameLogic
|
|||
object_ID = id;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
for (int i = 2; i <= 17; i++)
|
||||
{
|
||||
this->protocol[i].value = worldMatrix[i-2];
|
||||
}
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -221,11 +221,11 @@ namespace GameLogic
|
|||
object_ID = id;
|
||||
timer = time;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = timer;
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -234,8 +234,9 @@ namespace GameLogic
|
|||
|
||||
struct Protocol_ObjectCreate :public Oyster::Network::CustomProtocolObject
|
||||
{
|
||||
//ObjectType type; //ie player, box or whatever
|
||||
int object_ID;
|
||||
char *name;
|
||||
std::string name;
|
||||
float worldMatrix[16];
|
||||
|
||||
Protocol_ObjectCreate()
|
||||
|
@ -272,11 +273,11 @@ namespace GameLogic
|
|||
this->name = path;
|
||||
memcpy(&worldMatrix[0], &m[0], sizeof(float)*16);
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
|
||||
this->protocol[1].value = object_ID;
|
||||
this->protocol[2].value = name;
|
||||
this->protocol.Set(2, name);
|
||||
this->protocol[3].value = worldMatrix[0];
|
||||
this->protocol[4].value = worldMatrix[1];
|
||||
this->protocol[5].value = worldMatrix[2];
|
||||
|
@ -297,7 +298,7 @@ namespace GameLogic
|
|||
|
||||
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
|
@ -49,14 +49,14 @@ namespace GameLogic
|
|||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = bForward;
|
||||
this->protocol[2].value = bBackward;
|
||||
this->protocol[3].value = bLeft;
|
||||
this->protocol[4].value = bRight;
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -98,7 +98,7 @@ namespace GameLogic
|
|||
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = lookDirX;
|
||||
this->protocol[2].value = lookDirY;
|
||||
|
@ -106,7 +106,7 @@ namespace GameLogic
|
|||
this->protocol[4].value = deltaX;
|
||||
|
||||
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -131,9 +131,9 @@ namespace GameLogic
|
|||
{
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -168,12 +168,12 @@ namespace GameLogic
|
|||
utilityPressed = val[3].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = primaryPressed;
|
||||
this->protocol[2].value = secondaryPressed;
|
||||
this->protocol[3].value = utilityPressed;
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
@ -200,10 +200,10 @@ namespace GameLogic
|
|||
hasJumped = val[1].value.netBool;
|
||||
return *this;
|
||||
}
|
||||
Oyster::Network::CustomNetProtocol* GetProtocol() override
|
||||
Oyster::Network::CustomNetProtocol GetProtocol() override
|
||||
{
|
||||
this->protocol[1].value = hasJumped;
|
||||
return &protocol;
|
||||
return protocol;
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
|
@ -24,14 +24,19 @@ namespace DanBias
|
|||
GameLogic::IPlayerData* ReleasePlayer();
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> GetClient();
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> ReleaseClient();
|
||||
int GetID() const;
|
||||
|
||||
float GetSinceLastResponse() const;
|
||||
bool IsReady() const;
|
||||
bool Equals(const Oyster::Network::NetworkClient* c);
|
||||
|
||||
void SetReadyState(bool isReady);
|
||||
void SetSinceLastResponse(float seconds);
|
||||
|
||||
private:
|
||||
GameLogic::IPlayerData* player;
|
||||
Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client;
|
||||
int id;
|
||||
bool isReady;
|
||||
float secondsSinceLastResponse;
|
||||
};
|
||||
|
||||
}//End namespace DanBias
|
||||
|
|
|
@ -52,8 +52,10 @@ namespace DanBias
|
|||
private:
|
||||
Utility::WinTimer timer;
|
||||
float refreshFrequency;
|
||||
|
||||
GameSession gameSession;
|
||||
LobbyLevelData description;
|
||||
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||
};
|
||||
}//End namespace DanBias
|
||||
#endif // !DANBIASGAME_GAMELOBBY_H
|
||||
|
|
|
@ -32,9 +32,11 @@ namespace DanBias
|
|||
{
|
||||
char* serverName;
|
||||
int listenPort;
|
||||
bool broadcast; //Not fully implemented!
|
||||
ServerInitDesc()
|
||||
: serverName("Game Server")
|
||||
, listenPort(15151)
|
||||
, listenPort(15152)
|
||||
, broadcast(true)
|
||||
{};
|
||||
};
|
||||
struct GameServerInfo
|
||||
|
@ -49,6 +51,7 @@ namespace DanBias
|
|||
static void ServerStop();
|
||||
static void ServerUpdate();
|
||||
static GameServerInfo ServerGetInfo();
|
||||
static bool ServerIsRunning();
|
||||
|
||||
static void GameSetMapId(const int& val);
|
||||
static void GameSetMaxClients(const int& val);
|
||||
|
|
|
@ -52,24 +52,27 @@ namespace DanBias
|
|||
* @param client The client to attach to the session
|
||||
*/
|
||||
bool Attach(Oyster::Network::NetClient client) override;
|
||||
void CloseSession( bool dissconnectClients ) override;
|
||||
|
||||
inline bool IsCreated() const { return this->isCreated; }
|
||||
inline bool IsRunning() const { return this->isRunning; }
|
||||
operator bool() { return (this->isCreated && this->isCreated); }
|
||||
|
||||
//Private member functions
|
||||
private:
|
||||
// TODO: find out what this method does..
|
||||
void ClientEventCallback(Oyster::Network::NetEvent<Oyster::Network::NetworkClient*, Oyster::Network::NetworkClient::ClientEventArgs> e) override;
|
||||
|
||||
|
||||
//Sends a client to the owner, if obj is NULL then all clients is sent
|
||||
void SendToOwner(DanBias::GameClient* obj);
|
||||
|
||||
//Frame function, derived from IThreadObject
|
||||
//Derived from IThreadObject
|
||||
void ThreadEntry() override;
|
||||
bool DoWork ( ) override;
|
||||
|
||||
|
||||
private:
|
||||
void ParseProtocol (Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c);
|
||||
void ParseProtocol ( Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c );
|
||||
|
||||
void Gameplay_PlayerMovement ( GameLogic::Protocol_PlayerMovement& p, DanBias::GameClient* c );
|
||||
void Gameplay_PlayerLookDir ( GameLogic::Protocol_PlayerLook& p, DanBias::GameClient* c );
|
||||
|
@ -86,18 +89,23 @@ namespace DanBias
|
|||
void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c );
|
||||
|
||||
//Callback method recieving from gamelogic
|
||||
static void ObjectMove(GameLogic::IObjectData* movedObject);
|
||||
static void ObjectMove ( GameLogic::IObjectData* movedObject );
|
||||
static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds );
|
||||
|
||||
//Private member variables
|
||||
private:
|
||||
Utility::DynamicMemory::DynamicArray<Utility::DynamicMemory::SmartPointer<GameClient>> clients;
|
||||
Utility::DynamicMemory::SmartPointer<DanBias::GameClient> sessionOwner;
|
||||
Oyster::Thread::OysterThread worker;
|
||||
GameLogic::GameAPI& gameInstance;
|
||||
GameLogic::ILevelData *levelData;
|
||||
NetworkSession* owner;
|
||||
bool isCreated;
|
||||
bool isRunning;
|
||||
Utility::WinTimer timer;
|
||||
float logicFrameTime;
|
||||
float networkFrameTime;
|
||||
Utility::WinTimer logicTimer;
|
||||
Utility::WinTimer networkTimer;
|
||||
GameDescription description;
|
||||
|
||||
//TODO: Remove this uggly hax
|
||||
|
|
|
@ -11,19 +11,18 @@ using namespace Oyster::Network;
|
|||
using namespace DanBias;
|
||||
using namespace GameLogic;
|
||||
|
||||
static int gameClientIDCount = 1;
|
||||
|
||||
GameClient::GameClient(SmartPointer<NetworkClient> client, GameLogic::IPlayerData* player)
|
||||
{
|
||||
this->client = client;
|
||||
this->id = gameClientIDCount++;
|
||||
this->player = player;
|
||||
isReady = false;
|
||||
}
|
||||
GameClient::~GameClient()
|
||||
{
|
||||
this->client->Disconnect();
|
||||
this->player = 0;
|
||||
this->id = -1;
|
||||
isReady = false;
|
||||
}
|
||||
|
||||
GameLogic::IPlayerData* GameClient::GetPlayer()
|
||||
|
@ -46,13 +45,26 @@ SmartPointer<Oyster::Network::NetworkClient> GameClient::ReleaseClient()
|
|||
this->client = 0;
|
||||
return temp;
|
||||
}
|
||||
int GameClient::GetID() const
|
||||
|
||||
float GameClient::GetSinceLastResponse() const
|
||||
{
|
||||
return this->id;
|
||||
return this->secondsSinceLastResponse;
|
||||
}
|
||||
bool GameClient::IsReady() const
|
||||
{
|
||||
return this->isReady;
|
||||
}
|
||||
bool GameClient::Equals(const NetworkClient* c)
|
||||
{
|
||||
return (c->GetID() == this->client->GetID());
|
||||
}
|
||||
void GameClient::SetReadyState(bool r)
|
||||
{
|
||||
this->isReady = r;
|
||||
}
|
||||
void GameClient::SetSinceLastResponse(float s)
|
||||
{
|
||||
this->secondsSinceLastResponse = s;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -17,18 +17,18 @@ namespace DanBias
|
|||
{ }
|
||||
|
||||
GameLobby::~GameLobby()
|
||||
{ }
|
||||
{
|
||||
this->clients.Clear();
|
||||
}
|
||||
|
||||
void GameLobby::Release()
|
||||
{
|
||||
NetworkSession::CloseSession(true);
|
||||
this->gameSession.CloseSession(true);
|
||||
}
|
||||
|
||||
void GameLobby::Update()
|
||||
{
|
||||
if(GetAsyncKeyState(VK_DOWN)) //TODO: Dont forget to remove this...
|
||||
this->Send(*GameLogic::Protocol_General_Status().GetProtocol());
|
||||
|
||||
this->ProcessClients();
|
||||
}
|
||||
void GameLobby::SetGameDesc(const LobbyLevelData& desc)
|
||||
|
@ -45,7 +45,7 @@ namespace DanBias
|
|||
desc.mapNumber = this->description.mapNumber;
|
||||
desc.maxClients = this->description.maxClients;
|
||||
}
|
||||
bool GameLobby::StartGameSession()
|
||||
bool GameLobby::StartGameSession( )
|
||||
{
|
||||
GameSession::GameDescription desc;
|
||||
desc.gameMode = this->description.gameMode;
|
||||
|
@ -54,11 +54,12 @@ namespace DanBias
|
|||
desc.owner = this;
|
||||
desc.clients = this->clients;
|
||||
|
||||
this->clients.Clear();
|
||||
this->clients.Clear(); //Remove clients from lobby list
|
||||
|
||||
if(this->gameSession.Create(desc))
|
||||
{
|
||||
this->gameSession.Run();
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
@ -85,8 +86,14 @@ namespace DanBias
|
|||
void GameLobby::ClientConnectedEvent(Utility::DynamicMemory::SmartPointer<Oyster::Network::NetworkClient> client)
|
||||
{
|
||||
printf("New client(%i) connected - %s \n", client->GetID(), client->GetIpAddress().c_str());
|
||||
Attach(client);
|
||||
|
||||
if(this->gameSession)
|
||||
{
|
||||
this->gameSession.Attach(client);
|
||||
}
|
||||
else
|
||||
{
|
||||
Attach(client);
|
||||
Protocol_LobbyClientData p1;
|
||||
Protocol_LobbyGameData p2;
|
||||
|
||||
|
@ -98,16 +105,17 @@ namespace DanBias
|
|||
t.id = this->clients[i]->GetID();
|
||||
t.ip = this->clients[i]->GetIpAddress();
|
||||
t.team = 0;
|
||||
t.name = "DennisÄrKung";
|
||||
t.name = "Dennis är kung tycker Erik!";
|
||||
p1.list.Push(t);
|
||||
}
|
||||
}
|
||||
p2.majorVersion = 1;
|
||||
p2.minorVersion = 0;
|
||||
p2.mapName = "BetsMap";
|
||||
p2.mapName = "Dennis är kung tycker Erik!";
|
||||
|
||||
client->Send(p1.GetProtocol());
|
||||
client->Send(p2.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
|
@ -62,7 +62,14 @@ void GameLobby::GeneralText(GameLogic::Protocol_General_Text& p, Oyster::Network
|
|||
//}
|
||||
void GameLobby::LobbyStartGame(GameLogic::Protocol_LobbyStartGame& p, Oyster::Network::NetworkClient* c)
|
||||
{
|
||||
//TODO: Prio 1
|
||||
if(this->sessionOwner->GetClient()->GetID() == c->GetID())
|
||||
{
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//Someone else tried to start the server..
|
||||
}
|
||||
}
|
||||
//void GameLobby::LobbyJoin(GameLogic::Protocol_LobbyJoin& p, Oyster::Network::NetworkClient* c)
|
||||
//{
|
||||
|
|
|
@ -53,6 +53,7 @@ void GameServerAPI::ServerStart()
|
|||
}
|
||||
void GameServerAPI::ServerStop()
|
||||
{
|
||||
if(!server.IsRunning()) return;
|
||||
lobby.Release();
|
||||
server.Shutdown();
|
||||
|
||||
|
@ -61,19 +62,19 @@ void GameServerAPI::ServerStop()
|
|||
int time = (int)total;
|
||||
int hour, min, sec;
|
||||
|
||||
hour=time / 3600;
|
||||
time=time % 3600;
|
||||
min=time / 60;
|
||||
time=time % 60;
|
||||
hour = time / 3600;
|
||||
time = time % 3600;
|
||||
min = time / 60;
|
||||
time = time % 60;
|
||||
sec = time;
|
||||
|
||||
printf( "Server has been running for: %i:%i:%i - [hh:mm:ss] \n\n", hour, min, sec );
|
||||
printf( "Terminating in : ");
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
printf( "%i ", 3-i );
|
||||
Sleep(1000);
|
||||
}
|
||||
//printf( "Terminating in : ");
|
||||
//for (int i = 0; i < 3; i++)
|
||||
//{
|
||||
// printf( "%i ", 3-i );
|
||||
// Sleep(1000);
|
||||
//}
|
||||
printf( "\nServer terminated!" );
|
||||
}
|
||||
void GameServerAPI::ServerUpdate()
|
||||
|
@ -82,7 +83,6 @@ void GameServerAPI::ServerUpdate()
|
|||
lobby.Update();
|
||||
|
||||
}
|
||||
|
||||
GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
||||
{
|
||||
GameServerAPI::GameServerInfo i;
|
||||
|
@ -90,6 +90,11 @@ GameServerAPI::GameServerInfo GameServerAPI::ServerGetInfo()
|
|||
i.listenPort = server.GetPort();
|
||||
return i;
|
||||
}
|
||||
bool GameServerAPI::ServerIsRunning()
|
||||
{
|
||||
return server.IsRunning();
|
||||
}
|
||||
|
||||
void GameServerAPI::GameSetMapId(const int& val)
|
||||
{
|
||||
LobbyLevelData d;
|
||||
|
@ -150,6 +155,11 @@ const char* GameServerAPI::GameGetGameName()
|
|||
}
|
||||
bool GameServerAPI::GameStart()
|
||||
{
|
||||
return lobby.StartGameSession();
|
||||
if(lobby.StartGameSession())
|
||||
{
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -3,19 +3,16 @@
|
|||
/////////////////////////////////////////////////////////////////////
|
||||
#include "..\GameSession.h"
|
||||
#include "..\GameClient.h"
|
||||
#include <WinTimer.h>
|
||||
|
||||
#include <Protocols.h>
|
||||
#include <PostBox\PostBox.h>
|
||||
#include <GameLogicStates.h>
|
||||
#include <OysterMath.h>
|
||||
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
|
||||
#define DELTA_TIME_20 0.05f
|
||||
#define DELTA_TIME_24 0.04166666666666666666666666666667f
|
||||
#define DELTA_TIME_30 0.03333333333333333333333333333333f
|
||||
#define DELTA_TIME_60 0.01666666666666666666666666666667f
|
||||
#define DELTA_TIME_120 0.00833333333333333333333333333333f
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace Oyster;
|
||||
|
@ -25,20 +22,20 @@ using namespace GameLogic;
|
|||
|
||||
namespace DanBias
|
||||
{
|
||||
Utility::WinTimer testTimer;
|
||||
int testID = -1;
|
||||
|
||||
bool GameSession::DoWork( )
|
||||
{
|
||||
if(this->isRunning)
|
||||
{
|
||||
double dt = this->timer.getElapsedSeconds();
|
||||
gameInstance.SetFrameTimeLength((float)dt);
|
||||
|
||||
if(dt >= DELTA_TIME_20)
|
||||
float dt = (float)this->logicTimer.getElapsedSeconds();
|
||||
if( dt >= this->logicFrameTime )
|
||||
{
|
||||
this->ProcessClients();
|
||||
|
||||
this->gameInstance.NewFrame();
|
||||
|
||||
this->timer.reset();
|
||||
this->logicTimer.reset();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -71,11 +68,16 @@ namespace DanBias
|
|||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToRecieve:
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolFailedToSend:
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->Detach(e.sender)->Disconnect();
|
||||
printf("\t(%i : %s) - EventType_ProtocolFailedToSend\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
this->Detach(e.sender);
|
||||
break;
|
||||
case NetworkClient::ClientEventArgs::EventType_ProtocolRecieved:
|
||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", e.sender->GetID(), e.sender->GetIpAddress().c_str());
|
||||
printf("\t(%i : %s) - EventType_ProtocolRecieved\n", cl->GetClient()->GetID(), e.sender->GetIpAddress().c_str());
|
||||
testID = 2;
|
||||
if(cl->GetPlayer()->GetID() == testID)//TODO: TEST
|
||||
{
|
||||
testTimer.reset();
|
||||
}
|
||||
this->ParseProtocol(e.args.data.protocol, cl);
|
||||
break;
|
||||
}
|
||||
|
@ -83,19 +85,32 @@ namespace DanBias
|
|||
|
||||
void GameSession::ObjectMove(GameLogic::IObjectData* movedObject)
|
||||
{
|
||||
if(dynamic_cast<IPlayerData*> (movedObject))
|
||||
float dt = GameSession::gameSession->networkTimer.getElapsedSeconds();
|
||||
//Duh... This was causing alot of problems, it's in the wrong place...
|
||||
//Need to figure out where to put this frame locker.
|
||||
//We only need to send network packages when necessary, ie not 120 times per frame.
|
||||
//I think it would be enough with 60-70 packages per second due to the nature of
|
||||
//graphics update (60 fps) on the client side. To send more than this would be lost
|
||||
//bandwidth.
|
||||
//if( dt >= GameSession::gameSession->networkFrameTime )
|
||||
{
|
||||
IPlayerData* temp = (IPlayerData*)movedObject;
|
||||
GameSession::gameSession->networkTimer.reset();
|
||||
|
||||
int id = temp->GetID();
|
||||
Oyster::Math::Float4x4 world = temp->GetOrientation();
|
||||
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(*p.GetProtocol());
|
||||
GameLogic::IObjectData* obj = movedObject;
|
||||
if(movedObject->GetID() == testID) //TODO: TEST
|
||||
{
|
||||
float sec = (float)testTimer.getElapsedSeconds();
|
||||
sec = 0;
|
||||
}
|
||||
|
||||
GameLogic::IObjectData* obj = NULL;
|
||||
if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
|
||||
int id = obj->GetID();
|
||||
Protocol_ObjectPosition p(obj->GetOrientation(), id);
|
||||
//if(id != 1)
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
|
||||
|
||||
/*
|
||||
if(dynamic_cast<GameLogic::ILevelData*>(obj))
|
||||
{
|
||||
obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
|
||||
if(obj)
|
||||
|
@ -106,15 +121,11 @@ namespace DanBias
|
|||
Oyster::Math::Float4x4 world =obj->GetOrientation();
|
||||
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
//GameSession::gameSession->Send(*p.GetProtocol());
|
||||
gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
obj = NULL;
|
||||
int count = ((GameLogic::ILevelData*)movedObject)->getNrOfDynamicObj();
|
||||
for( int i = 0; i < count; i++ )
|
||||
{
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(i+1);
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(1);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
|
@ -122,12 +133,29 @@ namespace DanBias
|
|||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(*p.GetProtocol());
|
||||
}
|
||||
}
|
||||
gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
|
||||
obj =((GameLogic::ILevelData*)movedObject)->GetObjectAt(2);
|
||||
if(obj)
|
||||
{
|
||||
if(obj->GetObjectType() == OBJECT_TYPE_BOX)
|
||||
{
|
||||
int id = obj->GetID();
|
||||
Oyster::Math::Float4x4 world = obj->GetOrientation();
|
||||
Protocol_ObjectPosition p(world, id);
|
||||
GameSession::gameSession->Send(p.GetProtocol());
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
}
|
||||
void GameSession::ObjectDisabled( GameLogic::IObjectData* movedObject, float seconds )
|
||||
{
|
||||
GameSession::gameSession->Send(Protocol_ObjectDisable(movedObject->GetID(), seconds).GetProtocol());
|
||||
}
|
||||
|
||||
//*****************************************************//
|
||||
|
@ -136,6 +164,8 @@ namespace DanBias
|
|||
|
||||
void GameSession::ParseProtocol(Oyster::Network::CustomNetProtocol& p, DanBias::GameClient* c)
|
||||
{
|
||||
//TODO: Update response timer
|
||||
|
||||
switch (p[0].value.netShort)
|
||||
{
|
||||
case protocol_Gameplay_PlayerMovement: this->Gameplay_PlayerMovement ( Protocol_PlayerMovement (p), c );
|
||||
|
@ -228,6 +258,8 @@ namespace DanBias
|
|||
{
|
||||
case GameLogic::Protocol_General_Status::States_disconected:
|
||||
printf("Client with ID [%i] dissconnected\n", c->GetClient()->GetID());
|
||||
//TODO: Tell other clients
|
||||
//Protocol_
|
||||
this->Detach(c->GetClient()->GetID());
|
||||
break;
|
||||
|
||||
|
@ -236,7 +268,7 @@ namespace DanBias
|
|||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_ready:
|
||||
|
||||
c->SetReadyState(true);
|
||||
break;
|
||||
|
||||
case GameLogic::Protocol_General_Status::States_leave:
|
||||
|
@ -246,7 +278,7 @@ namespace DanBias
|
|||
}
|
||||
void GameSession::General_Text ( Protocol_General_Text& p, DanBias::GameClient* c )
|
||||
{
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetID(), p.text.c_str());
|
||||
printf("Message recieved from (%i):\t %s\n", c->GetClient()->GetID(), p.text.c_str());
|
||||
}
|
||||
|
||||
}//End namespace DanBias
|
||||
|
|
|
@ -9,6 +9,13 @@
|
|||
|
||||
#define NOMINMAX
|
||||
#include <Windows.h>
|
||||
#include <Queue.h>
|
||||
|
||||
#define DELTA_TIME_20 0.05f
|
||||
#define DELTA_TIME_24 0.04166666666666666666666666666667f
|
||||
#define DELTA_TIME_30 0.03333333333333333333333333333333f
|
||||
#define DELTA_TIME_60 0.01666666666666666666666666666667f
|
||||
#define DELTA_TIME_120 0.00833333333333333333333333333333f
|
||||
|
||||
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
@ -28,6 +35,10 @@ namespace DanBias
|
|||
this->isCreated = false;
|
||||
this->isRunning = false;
|
||||
this->gameSession = this;
|
||||
this->logicFrameTime = DELTA_TIME_20;
|
||||
this->networkFrameTime = DELTA_TIME_20;
|
||||
this->networkTimer.reset();
|
||||
this->logicTimer.reset();
|
||||
|
||||
memset(&this->description, 0, sizeof(GameDescription));
|
||||
}
|
||||
|
@ -52,7 +63,7 @@ namespace DanBias
|
|||
|
||||
/* standard initialization of some data */
|
||||
NetworkSession::clients = desc.clients;
|
||||
this->clients.Resize(desc.clients.Size());
|
||||
this->clients.Reserve(desc.clients.Size());
|
||||
this->owner = desc.owner;
|
||||
|
||||
/* Initiate the game instance */
|
||||
|
@ -61,13 +72,6 @@ namespace DanBias
|
|||
printf("Failed to initiate the game instance\n");
|
||||
}
|
||||
|
||||
/* Create the game level */
|
||||
if(!(this->levelData = this->gameInstance.CreateLevel()))
|
||||
{
|
||||
printf("Level not created!");
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Create the players in the game instance */
|
||||
GameLogic::IPlayerData* p = 0;
|
||||
for (unsigned int i = 0; i < desc.clients.Size(); i++)
|
||||
|
@ -75,7 +79,7 @@ namespace DanBias
|
|||
if( (p = this->gameInstance.CreatePlayer()) )
|
||||
{
|
||||
desc.clients[i]->SetOwner(this);
|
||||
this->clients[i] = new GameClient(desc.clients[i], p);
|
||||
this->clients.Push(new GameClient(desc.clients[i], p));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -83,16 +87,26 @@ namespace DanBias
|
|||
}
|
||||
}
|
||||
|
||||
/* Create the game level */
|
||||
if(!(this->levelData = this->gameInstance.CreateLevel()))
|
||||
{
|
||||
printf("Level not created!");
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Set some game instance data options */
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectMove);
|
||||
this->gameInstance.SetSubscription(GameSession::ObjectDisabled);
|
||||
this->gameInstance.SetFPS(60);
|
||||
|
||||
this->description.clients.Clear();
|
||||
|
||||
this->isCreated = true;
|
||||
|
||||
/* Create the worker thread */
|
||||
if(this->worker.Create(this, false) != OYSTER_THREAD_ERROR_SUCCESS)
|
||||
return false;
|
||||
|
||||
this->worker.SetPriority(Oyster::Thread::OYSTER_THREAD_PRIORITY_3);
|
||||
|
||||
/* Set some game instance data options */
|
||||
this->gameInstance.SetSubscription(GameLogic::GameEvent::ObjectEventFunctionType_OnMove, GameSession::ObjectMove);
|
||||
|
||||
this->isCreated = true;
|
||||
return this->isCreated;
|
||||
}
|
||||
|
||||
|
@ -108,14 +122,71 @@ namespace DanBias
|
|||
}
|
||||
}
|
||||
|
||||
void GameSession::ThreadEntry( )
|
||||
{
|
||||
//List with clients that we are waiting on..
|
||||
DynamicArray<SmartPointer<GameClient>> readyList = this->clients;
|
||||
|
||||
//First we need to clean invalid clients, if any, and tell them to start loading game data
|
||||
for (unsigned int i = 0; i < readyList.Size(); i++)
|
||||
{
|
||||
if(!readyList[i])
|
||||
{
|
||||
readyList.Remove(i);
|
||||
}
|
||||
else
|
||||
{
|
||||
Protocol_LobbyCreateGame p(readyList[i]->GetPlayer()->GetID(), "char_white.dan", readyList[i]->GetPlayer()->GetOrientation());
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
||||
unsigned int readyCounter = readyList.Size();
|
||||
|
||||
//Sync with clients
|
||||
while (readyCounter != 0)
|
||||
{
|
||||
this->ProcessClients();
|
||||
for (unsigned int i = 0; i < readyList.Size(); i++)
|
||||
{
|
||||
if(readyList[i] && readyList[i]->IsReady())
|
||||
{
|
||||
//Need to send information about other players, to all players
|
||||
for (unsigned int k = 0; k < this->clients.Size(); k++)
|
||||
{
|
||||
if((this->clients[k] && readyList[i]) && readyList[i]->GetClient()->GetID() != this->clients[k]->GetClient()->GetID())
|
||||
{
|
||||
Protocol_ObjectCreate p(this->clients[k]->GetPlayer()->GetOrientation(), this->clients[k]->GetPlayer()->GetID(), "char_white.dan"); //The model name will be custom later..
|
||||
readyList[i]->GetClient()->Send(p);
|
||||
}
|
||||
}
|
||||
|
||||
readyCounter-- ;
|
||||
readyList[i] = 0;
|
||||
}
|
||||
}
|
||||
Sleep(5); //TODO: This might not be needed here.
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->GetClient()->Send(GameLogic::Protocol_LobbyStartGame(5));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool GameSession::Attach(Utility::DynamicMemory::SmartPointer<NetworkClient> client)
|
||||
{
|
||||
if(!this->isCreated) return false;
|
||||
|
||||
client->SetOwner(this);
|
||||
SmartPointer<GameClient> obj = new GameClient(client, this->gameInstance.CreatePlayer());
|
||||
|
||||
IPlayerData* player = this->gameInstance.CreatePlayer();
|
||||
if(!player) return false;
|
||||
|
||||
SmartPointer<GameClient> obj = new GameClient(client, player);
|
||||
|
||||
for (unsigned int i = 0; i < clients.Size(); i++)
|
||||
{
|
||||
|
@ -131,6 +202,13 @@ namespace DanBias
|
|||
return true;
|
||||
}
|
||||
|
||||
void GameSession::CloseSession( bool dissconnectClients )
|
||||
{
|
||||
this->worker.Terminate();
|
||||
NetworkSession::CloseSession(true);
|
||||
this->clients.Clear();
|
||||
}
|
||||
|
||||
|
||||
}//End namespace DanBias
|
||||
|
||||
|
|
|
@ -52,6 +52,7 @@ namespace Oyster
|
|||
{
|
||||
return ::Oyster::Math3D::ViewMatrix( this->quaternion, (this->centerPos + offset) );
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,6 +30,7 @@ namespace Oyster
|
|||
::Oyster::Math::Float4x4 GetOrientation() const;
|
||||
::Oyster::Math::Float4x4 GetView() const;
|
||||
::Oyster::Math::Float4x4 GetView( const ::Oyster::Math::Float3 &offset ) const;
|
||||
void CustomBodyState::ApplyFriction( const ::Oyster::Math::Float3 &j);
|
||||
|
||||
// Variables for state
|
||||
::Oyster::Math::Float mass, restitutionCoeff, staticFrictionCoeff, dynamicFrictionCoeff;
|
||||
|
|
|
@ -44,6 +44,11 @@ namespace Utility
|
|||
unsigned int Size() const;
|
||||
unsigned int Capacity() const;
|
||||
|
||||
bool IsEmpty() const;
|
||||
|
||||
T* begin();
|
||||
T* end();
|
||||
|
||||
private:
|
||||
void Expand(int elements = 0);
|
||||
|
||||
|
@ -112,7 +117,7 @@ namespace Utility
|
|||
|
||||
template <typename T> const T& DynamicArray<T>::operator[](unsigned int index) const
|
||||
{
|
||||
assert(index < this->size);
|
||||
assert((int)index < this->size);
|
||||
|
||||
return this->data[index];
|
||||
}
|
||||
|
@ -165,7 +170,7 @@ namespace Utility
|
|||
|
||||
template <typename T> void DynamicArray<T>::Remove(unsigned int index)
|
||||
{
|
||||
assert(index > this->size);
|
||||
assert(index > (unsigned int) this->size);
|
||||
|
||||
T* temp = new T[this->capacity - 1];
|
||||
|
||||
|
@ -181,6 +186,7 @@ namespace Utility
|
|||
|
||||
template <typename T> void DynamicArray<T>::Clear()
|
||||
{
|
||||
if(this->data)
|
||||
delete [] this->data;
|
||||
|
||||
this->data = 0;
|
||||
|
@ -227,6 +233,11 @@ namespace Utility
|
|||
return (unsigned int)this->capacity;
|
||||
}
|
||||
|
||||
template <typename T> bool DynamicArray<T>::IsEmpty() const
|
||||
{
|
||||
return (this->size == 0);
|
||||
}
|
||||
|
||||
template <typename T> void DynamicArray<T>::Expand(int elements)
|
||||
{
|
||||
if(elements < 1) return;
|
||||
|
@ -248,6 +259,18 @@ namespace Utility
|
|||
}
|
||||
}
|
||||
|
||||
template <typename T> T* DynamicArray<T>::begin()
|
||||
{
|
||||
if(this->size == 0) return 0;
|
||||
return &this->data[0];
|
||||
}
|
||||
|
||||
template <typename T> T* DynamicArray<T>::end()
|
||||
{
|
||||
if(this->size == 0) return 0;
|
||||
return ((&this->data[this->size - 1]) + 1);
|
||||
}
|
||||
|
||||
#pragma endregion
|
||||
}
|
||||
}
|
||||
|
|
|
@ -152,8 +152,10 @@
|
|||
<ClCompile Include="Resource\OResourceHandler.cpp" />
|
||||
<ClCompile Include="Resource\OResource.cpp" />
|
||||
<ClCompile Include="Resource\ResourceManager.cpp">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Thread\OysterMutex.cpp" />
|
||||
<ClCompile Include="Thread\OysterThread_Impl.cpp" />
|
||||
|
@ -172,8 +174,10 @@
|
|||
<ClInclude Include="Resource\OysterResource.h" />
|
||||
<ClInclude Include="Resource\OResource.h" />
|
||||
<ClInclude Include="Resource\ResourceManager.h">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
|
||||
</ClInclude>
|
||||
<ClInclude Include="ThreadSafeQueue.h" />
|
||||
<ClInclude Include="Thread\IThreadObject.h" />
|
||||
|
|
|
@ -108,7 +108,7 @@ void SaveResource( std::map<std::wstring, ResourceData*>& resources, ResourceDat
|
|||
}
|
||||
bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* resource)
|
||||
{
|
||||
if(resource->referenceCount.Decref() == 0)
|
||||
if(resource->referenceCount.Decref() < 1)
|
||||
{
|
||||
const wchar_t* temp = FindResourceKey(resources, resource->resource);
|
||||
|
||||
|
@ -123,7 +123,7 @@ bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* res
|
|||
resource->resource = 0;
|
||||
break;
|
||||
|
||||
case Oyster::Resource::ResourceType_UNKNOWN:
|
||||
case Oyster::Resource::ResourceType_CUSTOM:
|
||||
resource->unloadFnc(resource->resource);
|
||||
resource->resource = 0;
|
||||
break;
|
||||
|
@ -137,6 +137,13 @@ bool Release(std::map<std::wstring, ResourceData*>& resources, ResourceData* res
|
|||
}
|
||||
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], /*in*/ResourceType type)
|
||||
{
|
||||
targetMem->resource = 0;
|
||||
targetMem->loadFnc = 0;
|
||||
targetMem->unloadFnc = 0;
|
||||
targetMem->resourceID = 0;
|
||||
targetMem->resourcetype = type;
|
||||
targetMem->resourceSize = 0;
|
||||
|
||||
std::string sOut;
|
||||
bool success = false;
|
||||
|
||||
|
@ -182,13 +189,20 @@ ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[],
|
|||
}
|
||||
ResourceData* Load(/*Out*/ResourceData* targetMem, /*in*/const wchar_t source[], LoadFunction loadFnc, UnloadFunction unloadFnc)
|
||||
{
|
||||
targetMem->resource = 0;
|
||||
targetMem->loadFnc = 0;
|
||||
targetMem->unloadFnc = 0;
|
||||
targetMem->resourceID = 0;
|
||||
targetMem->resourcetype = ResourceType_CUSTOM;
|
||||
targetMem->resourceSize = 0;
|
||||
|
||||
if(loadFnc)
|
||||
{
|
||||
targetMem->resource = loadFnc(source);
|
||||
if(targetMem->resource)
|
||||
{
|
||||
targetMem->resourceSize = 0;
|
||||
targetMem->resourcetype = ResourceType_UNKNOWN;
|
||||
targetMem->resourcetype = ResourceType_CUSTOM;
|
||||
targetMem->loadFnc = loadFnc;
|
||||
targetMem->unloadFnc = unloadFnc;
|
||||
}
|
||||
|
@ -208,7 +222,7 @@ ResourceData* Reload(std::map<std::wstring, ResourceData*> resources, ResourceDa
|
|||
return Load(resource, filename, resource->loadFnc, resource->unloadFnc);
|
||||
break;
|
||||
|
||||
case Oyster::Resource::ResourceType_UNKNOWN:
|
||||
case Oyster::Resource::ResourceType_CUSTOM:
|
||||
{
|
||||
resource->unloadFnc(resource->resource);
|
||||
|
||||
|
@ -270,7 +284,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
|||
{
|
||||
return 0;
|
||||
}
|
||||
if(!loadFnc)
|
||||
if(!loadFnc || !unloadFnc)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
@ -278,6 +292,8 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
|||
ResourceData *t = FindResource(this->resources, filename);
|
||||
if(t)
|
||||
{
|
||||
t->loadFnc = loadFnc;
|
||||
t->unloadFnc = unloadFnc;
|
||||
if(force)
|
||||
{
|
||||
return ResourceManager::ReloadResource(filename);
|
||||
|
@ -292,7 +308,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
|||
else
|
||||
{
|
||||
t = Load(new ResourceData(), filename, loadFnc, unloadFnc );
|
||||
if(t)
|
||||
if(t && t->resource)
|
||||
{
|
||||
t->resourceID = (customId);
|
||||
SaveResource(this->resources, t, filename, true);
|
||||
|
@ -300,6 +316,7 @@ HRESOURCE ResourceManager::LoadResource(const wchar_t filename[], LoadFunction l
|
|||
else
|
||||
{
|
||||
delete t;
|
||||
t = 0;
|
||||
}
|
||||
}
|
||||
if(!t)
|
||||
|
@ -333,24 +350,20 @@ void ResourceManager::Clean()
|
|||
for (i; i != last; i++)
|
||||
{
|
||||
//Remove all the references
|
||||
while (!Release(this->resources, i->second));
|
||||
while (!Release(resources, i->second));
|
||||
}
|
||||
resources.clear();
|
||||
}
|
||||
void ResourceManager::ReleaseResource(const HRESOURCE& resourceData)
|
||||
{
|
||||
ResourceData *t = FindResource(this->resources, resourceData);
|
||||
if(t)
|
||||
const wchar_t* temp = FindResourceKey(resources, resourceData);
|
||||
|
||||
if(temp)
|
||||
{
|
||||
ResourceData *t = FindResource(this->resources, resourceData);
|
||||
if(Release(resources, t))
|
||||
{
|
||||
const wchar_t* temp = 0;
|
||||
if((temp = FindResourceKey(resources, resourceData)))
|
||||
{
|
||||
std::wstring ws = std::wstring(temp);
|
||||
delete resources[ws];
|
||||
resources.erase(ws);
|
||||
}
|
||||
resources.erase(temp);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -361,7 +374,6 @@ void ResourceManager::ReleaseResource(const wchar_t filename[])
|
|||
{
|
||||
if(Release(resources, t))
|
||||
{
|
||||
delete resources[filename];
|
||||
resources.erase(filename);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,10 +29,8 @@ namespace Oyster
|
|||
ResourceType_Byte_UNICODE, /**< Handle can be interpeted as char[] or char* */
|
||||
ResourceType_Byte_UTF16LE, /**< Handle can be interpeted as char[] or char* */
|
||||
|
||||
ResourceType_COUNT, /**< Handle can be interpeted as ? */
|
||||
|
||||
ResourceType_UNKNOWN = -1, /**< Handle can be interpeted as void* */
|
||||
ResourceType_INVALID = -2, /**< Invalid or non existing resource */
|
||||
ResourceType_CUSTOM, /**< Handle can be interpeted as whatever */
|
||||
ResourceType_INVALID, /**< Handle can be interpeted as whatever */
|
||||
};
|
||||
|
||||
/** A resource handler interface to interact with when loading resources.
|
||||
|
|
|
@ -44,13 +44,8 @@ using namespace Utility::DynamicMemory;
|
|||
{
|
||||
OYSTER_THREAD_STATE state; //<! The current thread state.
|
||||
OYSTER_THREAD_PRIORITY prio; //<! The thread priority
|
||||
//IThreadObject *owner; //<! The worker object.
|
||||
//Oyster::Callback::OysterCallback<bool, void> ownerObj; //
|
||||
OwnerContainer ownerObj; //
|
||||
std::atomic<int> msec; //<! A timer in miliseconds.
|
||||
|
||||
//std::timed_mutex threadFunctionLock;
|
||||
std::mutex threadStopMutex;
|
||||
int msec; //<! A timer in miliseconds.
|
||||
};
|
||||
|
||||
/** A typical Oyster thread function */
|
||||
|
@ -58,7 +53,6 @@ using namespace Utility::DynamicMemory;
|
|||
|
||||
struct RefData
|
||||
{
|
||||
std::mutex threadWaitFunctionLock;
|
||||
bool isCreated;
|
||||
bool isAlive;
|
||||
ThreadData *threadData;
|
||||
|
@ -79,11 +73,30 @@ using namespace Utility::DynamicMemory;
|
|||
{
|
||||
if(!threadData) return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
|
||||
if(std::this_thread::get_id() != this->workerThread.get_id())
|
||||
{
|
||||
//this->threadData->threadDataAcces.lock();
|
||||
//{
|
||||
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
|
||||
|
||||
if(this->workerThread.joinable())
|
||||
{
|
||||
this->workerThread.join();
|
||||
}
|
||||
|
||||
this->isCreated = false;
|
||||
delete this->threadData;
|
||||
this->threadData = 0;
|
||||
//} this->threadData->threadDataAcces.unlock();
|
||||
}
|
||||
else
|
||||
{
|
||||
this->threadData->state = OYSTER_THREAD_STATE_DEAD;
|
||||
if(this->workerThread.joinable())
|
||||
{
|
||||
this->workerThread.join();
|
||||
}
|
||||
|
||||
this->isCreated = false;
|
||||
delete this->threadData;
|
||||
this->threadData = 0;
|
||||
|
@ -102,12 +115,10 @@ using namespace Utility::DynamicMemory;
|
|||
this->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
||||
threadData->ownerObj = worker;
|
||||
threadData->prio = OYSTER_THREAD_PRIORITY_2;
|
||||
threadData->msec = 0;
|
||||
|
||||
workerThread = std::thread(fnc, this->threadData);
|
||||
|
||||
//if(detach)
|
||||
// this->workerThread.detach();
|
||||
|
||||
isCreated = true;
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
|
@ -145,6 +156,9 @@ using namespace Utility::DynamicMemory;
|
|||
public:
|
||||
static void CheckPriority(ThreadData* w)
|
||||
{
|
||||
|
||||
Oyster::Thread::OYSTER_THREAD_PRIORITY temp = w->prio;
|
||||
|
||||
switch (w->prio)
|
||||
{
|
||||
case Oyster::Thread::OYSTER_THREAD_PRIORITY_1:
|
||||
|
@ -190,16 +204,18 @@ using namespace Utility::DynamicMemory;
|
|||
|
||||
while (w->state == OYSTER_THREAD_STATE_NORMAL)
|
||||
{
|
||||
//while (!w->threadDataAcces.try_lock());
|
||||
|
||||
CheckPriority(w);
|
||||
if(!DoWork(w)) break;
|
||||
CheckStatus(w);
|
||||
|
||||
//w->threadDataAcces.unlock();
|
||||
}
|
||||
|
||||
if(w->ownerObj.value.obj) w->ownerObj.value.obj->ThreadExit();
|
||||
|
||||
w->state = OYSTER_THREAD_STATE_DEAD;
|
||||
|
||||
//delete w;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -247,79 +263,114 @@ OYSTER_THREAD_ERROR OysterThread::Create(ThreadFnc worker, bool start, bool deta
|
|||
|
||||
OYSTER_THREAD_ERROR OysterThread::Start()
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
|
||||
if(!this->privateData->data->threadData->ownerObj)
|
||||
return OYSTER_THREAD_ERROR_ThreadHasNoWorker;
|
||||
val = OYSTER_THREAD_ERROR_ThreadHasNoWorker;
|
||||
|
||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
|
||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Stop()
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_IDLE;
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Stop(int msec)
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||
this->privateData->data->threadData->msec = msec;
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Resume()
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock(); {
|
||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
|
||||
this->privateData->data->threadData->state = OYSTER_THREAD_STATE_NORMAL;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::SetWorker(IThreadObject* worker)
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
|
||||
this->privateData->data->threadData->ownerObj.value = worker;
|
||||
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Object;
|
||||
|
||||
this->privateData->data->threadData->msec = 0;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;;
|
||||
return val;;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::SetWorker(ThreadFnc worker)
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
|
||||
this->privateData->data->threadData->ownerObj.value = worker;
|
||||
this->privateData->data->threadData->ownerObj.type = Oyster::Callback::CallbackType_Function;
|
||||
|
||||
this->privateData->data->threadData->msec = 0;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;;
|
||||
return val;;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Terminate()
|
||||
{
|
||||
if(this->privateData)
|
||||
return this->privateData->Terminate();
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Wait()
|
||||
{
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
|
||||
if(this->privateData->data->threadData->state == OYSTER_THREAD_STATE_DEAD)
|
||||
return OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
val = OYSTER_THREAD_ERROR_ThreadIsDead;
|
||||
|
||||
if( this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
||||
return OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||
val = OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Wait(int msec)
|
||||
{
|
||||
if(this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
||||
return OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||
OYSTER_THREAD_ERROR val = OYSTER_THREAD_ERROR_SUCCESS;
|
||||
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
if(this->privateData->data->workerThread.get_id() == std::this_thread::get_id())
|
||||
val = OYSTER_THREAD_ERROR_ThreadCannotWaintOnItselfe;
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
return val;
|
||||
}
|
||||
OYSTER_THREAD_ERROR OysterThread::Swap(const OysterThread* other)
|
||||
{
|
||||
//this->privateData->data->threadData->threadDataAcces.lock();{
|
||||
this->privateData->data->workerThread.swap(other->privateData->data->workerThread);
|
||||
//} this->privateData->data->threadData->threadDataAcces.unlock();
|
||||
return OYSTER_THREAD_ERROR_SUCCESS;
|
||||
}
|
||||
|
||||
|
|
|
@ -34,12 +34,15 @@ namespace Utility
|
|||
virtual bool IsEmpty();
|
||||
virtual void Swap( IQueue<Type> &queue );
|
||||
|
||||
virtual void Clear();
|
||||
|
||||
private:
|
||||
class Node
|
||||
{
|
||||
public:
|
||||
Type item;
|
||||
Node *next;
|
||||
Node(){ this->next = NULL; };
|
||||
Node(Type item){ this->item = item; this->next = NULL; };
|
||||
~Node() {};
|
||||
};
|
||||
|
@ -215,6 +218,15 @@ namespace Utility
|
|||
stdMutex.unlock();
|
||||
}
|
||||
|
||||
template < typename Type >
|
||||
void ThreadSafeQueue<Type>::Clear()
|
||||
{
|
||||
while (!IsEmpty())
|
||||
{
|
||||
Pop();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -376,6 +376,190 @@ namespace Utility
|
|||
#pragma endregion
|
||||
|
||||
}
|
||||
|
||||
namespace Thread
|
||||
{
|
||||
#pragma region ThreadSafeSmartPointer
|
||||
template<typename T> void ThreadSafeSmartPointer<T>::Destroy()
|
||||
{
|
||||
delete this->_rc.load();
|
||||
this->_rc = NULL;
|
||||
|
||||
//Use default function for memory deallocation.
|
||||
SafeDeleteInstance<T>(this->_ptr.load());
|
||||
|
||||
this->_ptr = NULL;
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer()
|
||||
:_rc(0), _ptr(0)
|
||||
{ }
|
||||
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(UniquePointer<T>& p)
|
||||
:_ptr(p.Release())
|
||||
{
|
||||
this->_rc = new ReferenceCount();
|
||||
this->_rc->Incref();
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(T* p)
|
||||
:_ptr(p)
|
||||
{
|
||||
this->_rc.store = new ReferenceCount();
|
||||
this->_rc->Incref();
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>::ThreadSafeSmartPointer(const ThreadSafeSmartPointer& d)
|
||||
:_ptr(d._ptr), _rc(d._rc)
|
||||
{
|
||||
if(this->_rc)
|
||||
this->_rc->Incref();
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>::~ThreadSafeSmartPointer()
|
||||
{
|
||||
this->Release();
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (const ThreadSafeSmartPointer<T>& p)
|
||||
{
|
||||
if (this != &p)
|
||||
{
|
||||
//Last to go?
|
||||
if(this->_rc.load() && this->_rc.load()->Decref() == 0)
|
||||
{
|
||||
//Call child specific
|
||||
Destroy();
|
||||
}
|
||||
|
||||
this->_ptr.store(p._ptr.load());
|
||||
this->_rc.store(p._rc.load());
|
||||
if(this->_rc.load()) this->_rc.load()->Incref();
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (UniquePointer<T>& p)
|
||||
{
|
||||
//Last to go?
|
||||
if(this->_rc)
|
||||
{
|
||||
if(this->_rc->Decref() == 0)
|
||||
{
|
||||
//Call child specific
|
||||
Destroy();
|
||||
this->_rc = new ReferenceCount();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(p) this->_rc = new ReferenceCount();
|
||||
}
|
||||
|
||||
if(this->_rc)
|
||||
this->_rc->Incref();
|
||||
|
||||
this->_ptr = p.Release();
|
||||
|
||||
return *this;
|
||||
}
|
||||
template<typename T> ThreadSafeSmartPointer<T>& ThreadSafeSmartPointer<T>::operator= (T* p)
|
||||
{
|
||||
if (this->_ptr != p)
|
||||
{
|
||||
//Last to go?
|
||||
if(this->_rc.load())
|
||||
{
|
||||
if(this->_rc.load()->Decref() == 0)
|
||||
{
|
||||
//Call child specific
|
||||
Destroy();
|
||||
if(p) this->_rc = new ReferenceCount();
|
||||
}
|
||||
}
|
||||
else if(p)
|
||||
{
|
||||
this->_rc = new ReferenceCount();
|
||||
}
|
||||
|
||||
this->_ptr = p;
|
||||
|
||||
if(p) this->_rc.load()->Incref();
|
||||
else this->_rc = 0;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator== (const ThreadSafeSmartPointer<T>& d) const
|
||||
{
|
||||
return d._ptr == this->_ptr;
|
||||
}
|
||||
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator== (const T& p) const
|
||||
{
|
||||
return &p == this->_ptr;
|
||||
}
|
||||
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator!= (const ThreadSafeSmartPointer<T>& d) const
|
||||
{
|
||||
return d._ptr != this->_ptr;
|
||||
}
|
||||
template<typename T> inline bool ThreadSafeSmartPointer<T>::operator!= (const T& p) const
|
||||
{
|
||||
return &p != this->_ptr;
|
||||
}
|
||||
template<typename T> inline T& ThreadSafeSmartPointer<T>::operator* ()
|
||||
{
|
||||
return *this->_ptr;
|
||||
}
|
||||
template<typename T> inline const T& ThreadSafeSmartPointer<T>::operator* () const
|
||||
{
|
||||
return *this->_ptr;
|
||||
}
|
||||
template<typename T> inline T* ThreadSafeSmartPointer<T>::operator-> ()
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline const T* ThreadSafeSmartPointer<T>::operator-> () const
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline ThreadSafeSmartPointer<T>::operator T* () const
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline ThreadSafeSmartPointer<T>::operator const T* () const
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline ThreadSafeSmartPointer<T>::operator T& () const
|
||||
{
|
||||
return *this->_ptr;
|
||||
}
|
||||
template<typename T> inline ThreadSafeSmartPointer<T>::operator bool() const
|
||||
{
|
||||
return (this->_ptr != 0);
|
||||
}
|
||||
template<typename T> inline T* ThreadSafeSmartPointer<T>::Get()
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> inline T* ThreadSafeSmartPointer<T>::Get() const
|
||||
{
|
||||
return this->_ptr;
|
||||
}
|
||||
template<typename T> int ThreadSafeSmartPointer<T>::Release()
|
||||
{
|
||||
int returnVal = 0;
|
||||
|
||||
if(this->_rc.load() && ((returnVal = this->_rc.load()->Decref()) == 0))
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
return returnVal;
|
||||
}
|
||||
template<typename T> int ThreadSafeSmartPointer<T>::ReleaseDummy()
|
||||
{
|
||||
int val = this->_rc->Decref();
|
||||
this->_rc->Incref();
|
||||
return val;
|
||||
}
|
||||
template<typename T> inline bool ThreadSafeSmartPointer<T>::IsValid() const
|
||||
{
|
||||
return (this->_ptr != NULL) ? true : false;
|
||||
}
|
||||
#pragma endregion
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
|
@ -300,7 +300,7 @@ namespace Utility
|
|||
|
||||
//To wstring
|
||||
|
||||
::std::wstring & StringToWString( const ::std::string &str, ::std::wstring &wstr )
|
||||
::std::wstring & StringToWstring( const ::std::string &str, ::std::wstring &wstr )
|
||||
{
|
||||
const char *orig = str.c_str();
|
||||
|
||||
|
|
|
@ -408,7 +408,59 @@ namespace Utility
|
|||
|
||||
namespace Thread
|
||||
{
|
||||
//Utilities for threading
|
||||
using namespace DynamicMemory;
|
||||
//! Wrapper to manage references on a pointer.
|
||||
template<typename T> struct ThreadSafeSmartPointer
|
||||
{
|
||||
private:
|
||||
std::atomic<ReferenceCount*> _rc;
|
||||
std::atomic<T*> _ptr;
|
||||
|
||||
/** Destroys the pointer and returns the memory allocated. */
|
||||
void Destroy();
|
||||
|
||||
public:
|
||||
ThreadSafeSmartPointer();
|
||||
ThreadSafeSmartPointer(UniquePointer<T>& up);
|
||||
ThreadSafeSmartPointer(T* p);
|
||||
ThreadSafeSmartPointer(const ThreadSafeSmartPointer& d);
|
||||
virtual~ThreadSafeSmartPointer();
|
||||
ThreadSafeSmartPointer<T>& operator= (const ThreadSafeSmartPointer<T>& p);
|
||||
ThreadSafeSmartPointer<T>& operator= (UniquePointer<T>& p);
|
||||
ThreadSafeSmartPointer<T>& operator= (T* p);
|
||||
bool operator== (const ThreadSafeSmartPointer<T>& d) const;
|
||||
bool operator== (const T& p) const;
|
||||
bool operator!= (const ThreadSafeSmartPointer<T>& d) const;
|
||||
bool operator!= (const T& p) const;
|
||||
T& operator* ();
|
||||
const T& operator* () const;
|
||||
T* operator-> ();
|
||||
const T* operator-> () const;
|
||||
operator T* () const;
|
||||
operator const T* () const;
|
||||
operator T& () const;
|
||||
operator bool() const;
|
||||
|
||||
/**
|
||||
* Returns the connected pointer
|
||||
*/
|
||||
T* Get();
|
||||
T* Get() const;
|
||||
|
||||
/**
|
||||
* Releases one reference of the pointer and set value to null, making the current ThreadSafeSmartPointer invalid.
|
||||
*/
|
||||
int Release();
|
||||
/**
|
||||
* Only test to release to check reference count.
|
||||
*/
|
||||
int ReleaseDummy();
|
||||
|
||||
/** Checks if the pointer is valid (not NULL)
|
||||
* Returns true for valid, else false.
|
||||
*/
|
||||
bool IsValid() const;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -4,42 +4,31 @@
|
|||
#include "CustomNetProtocol.h"
|
||||
#include <map>
|
||||
#include "Translator.h"
|
||||
#include "Utilities.h"
|
||||
#include <DynamicArray.h>
|
||||
using namespace Oyster::Network;
|
||||
using namespace Utility::DynamicMemory;
|
||||
|
||||
|
||||
struct CustomNetProtocol::PrivateData
|
||||
{
|
||||
std::map<int, NetAttributeContainer> attributes; //...Im an idiot
|
||||
Utility::DynamicMemory::ReferenceCount *c;
|
||||
//std::map<int, NetAttributeContainer> attributes; //...Im an idiot
|
||||
DynamicArray<NetAttributeContainer> attributes; //...Im an idiot
|
||||
|
||||
PrivateData()
|
||||
{
|
||||
//this->attributes = new std::map<int, NetAttributeContainer>();
|
||||
this->c = new ReferenceCount();
|
||||
c->Incref();
|
||||
}
|
||||
{ }
|
||||
|
||||
~PrivateData()
|
||||
{
|
||||
delete c;
|
||||
c = 0;
|
||||
for (auto i = attributes.begin(); i != attributes.end(); i++)
|
||||
{
|
||||
RemoveAttribute(i->first);
|
||||
attributes.Clear();
|
||||
}
|
||||
attributes.clear();
|
||||
}
|
||||
void RemoveAttribute(int ID)
|
||||
void RemoveAttribute(NetAttributeContainer* i)
|
||||
{
|
||||
auto i = attributes.find(ID);
|
||||
if(i == attributes.end()) return;
|
||||
if(!i) return;
|
||||
|
||||
switch (i->second.type)
|
||||
switch (i->type)
|
||||
{
|
||||
case NetAttributeType_CharArray:
|
||||
delete [] i->second.value.netCharPtr;
|
||||
delete [] i->value.netCharPtr;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -47,55 +36,42 @@ struct CustomNetProtocol::PrivateData
|
|||
//Do network stuff
|
||||
};
|
||||
|
||||
|
||||
CustomNetProtocol::CustomNetProtocol()
|
||||
{
|
||||
this->privateData = new PrivateData();
|
||||
}
|
||||
CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
|
||||
CustomNetProtocol::CustomNetProtocol(CustomNetProtocol& o)
|
||||
{
|
||||
this->privateData = o.privateData;
|
||||
if(this->privateData)
|
||||
{
|
||||
this->privateData->c = o.privateData->c;
|
||||
this->privateData->c->Incref();
|
||||
}
|
||||
this->privateData = new PrivateData();
|
||||
this->privateData->attributes = o.privateData->attributes;
|
||||
}
|
||||
const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
|
||||
const CustomNetProtocol& CustomNetProtocol::operator=(CustomNetProtocol& o)
|
||||
{
|
||||
if(this->privateData && this->privateData->c)
|
||||
{
|
||||
if(this->privateData->c->Decref() == 0)
|
||||
if(this->privateData)
|
||||
{
|
||||
delete this->privateData;
|
||||
this->privateData = 0;
|
||||
}
|
||||
}
|
||||
|
||||
this->privateData = o.privateData;
|
||||
if(this->privateData)
|
||||
{
|
||||
this->privateData->c = o.privateData->c;
|
||||
this->privateData->c->Incref();
|
||||
}
|
||||
this->privateData = new PrivateData();
|
||||
this->privateData->attributes = o.privateData->attributes;
|
||||
return *this;
|
||||
}
|
||||
CustomNetProtocol::~CustomNetProtocol()
|
||||
{
|
||||
if(this->privateData && this->privateData->c)
|
||||
{
|
||||
if(this->privateData->c->Decref() == 0)
|
||||
{
|
||||
delete this->privateData;
|
||||
}
|
||||
}
|
||||
this->privateData = 0;
|
||||
}
|
||||
NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
||||
{
|
||||
if(this->privateData->attributes.find(ID) == this->privateData->attributes.end())
|
||||
//if(!this->privateData) this->privateData = new PrivateData();
|
||||
if((unsigned int)ID >= this->privateData->attributes.Size())
|
||||
{
|
||||
this->privateData->attributes[ID];
|
||||
this->privateData->attributes[ID].type = NetAttributeType_UNKNOWN;
|
||||
memset(&this->privateData->attributes[ID].value, 0, sizeof(NetAttributeValue));
|
||||
NetAttributeContainer temp;
|
||||
|
||||
temp.type = NetAttributeType_UNKNOWN;
|
||||
memset(&temp.value, 0, sizeof(NetAttributeValue));
|
||||
|
||||
this->privateData->attributes.Push(ID, temp);
|
||||
}
|
||||
|
||||
return this->privateData->attributes[ID];
|
||||
|
@ -135,3 +111,114 @@ const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
|||
{
|
||||
return this->privateData->attributes[id];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//// Created by [Dennis Andersen] [2013]
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//#include "CustomNetProtocol.h"
|
||||
//#include <map>
|
||||
//#include "Translator.h"
|
||||
//#include <DynamicArray.h>
|
||||
//using namespace Oyster::Network;
|
||||
//using namespace Utility::DynamicMemory;
|
||||
//
|
||||
//
|
||||
//
|
||||
//struct CustomNetProtocol::PrivateData
|
||||
//{
|
||||
// Utility::DynamicMemory::DynamicArray<NetAttributeContainer> attributes; //...Im an idiot
|
||||
//
|
||||
// PrivateData()
|
||||
// { }
|
||||
//
|
||||
// ~PrivateData()
|
||||
// {
|
||||
// for (unsigned int i = 0; i < attributes.Size(); i++)
|
||||
// {
|
||||
// RemoveAttribute(i);
|
||||
// }
|
||||
//
|
||||
// attributes.Clear();
|
||||
// }
|
||||
// void RemoveAttribute(int i)
|
||||
// {
|
||||
// switch (attributes[i].type)
|
||||
// {
|
||||
// case NetAttributeType_CharArray:
|
||||
// delete [] attributes[i].value.netCharPtr;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// //Do network stuff
|
||||
//};
|
||||
//
|
||||
//
|
||||
//CustomNetProtocol::CustomNetProtocol()
|
||||
//{
|
||||
// this->privateData = new PrivateData();
|
||||
//}
|
||||
//CustomNetProtocol::CustomNetProtocol(const CustomNetProtocol& o)
|
||||
//{
|
||||
// this->privateData = o.privateData;
|
||||
//}
|
||||
//const CustomNetProtocol& CustomNetProtocol::operator=(const CustomNetProtocol& o)
|
||||
//{
|
||||
// this->privateData = o.privateData;
|
||||
// return *this;
|
||||
//}
|
||||
//CustomNetProtocol::~CustomNetProtocol()
|
||||
//{
|
||||
//}
|
||||
//NetAttributeContainer& CustomNetProtocol::operator[](int ID)
|
||||
//{
|
||||
// if(ID >= this->privateData->attributes.Size())
|
||||
// this->privateData->attributes.Resize(
|
||||
// if(this->privateData->attributes.find(ID) == this->privateData->attributes.end())
|
||||
// {
|
||||
// this->privateData->attributes[ID];
|
||||
// this->privateData->attributes[ID].type = NetAttributeType_UNKNOWN;
|
||||
// memset(&this->privateData->attributes[ID].value, 0, sizeof(NetAttributeValue));
|
||||
// }
|
||||
//
|
||||
// return this->privateData->attributes[ID];
|
||||
//}
|
||||
//
|
||||
//void CustomNetProtocol::Set(int ID, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type)
|
||||
//{
|
||||
// this->privateData->attributes[ID].type = type;
|
||||
//
|
||||
// switch (type)
|
||||
// {
|
||||
// case Oyster::Network::NetAttributeType_Bool:
|
||||
// case Oyster::Network::NetAttributeType_Char:
|
||||
// case Oyster::Network::NetAttributeType_UnsignedChar:
|
||||
// case Oyster::Network::NetAttributeType_Short:
|
||||
// case Oyster::Network::NetAttributeType_UnsignedShort:
|
||||
// case Oyster::Network::NetAttributeType_Int:
|
||||
// case Oyster::Network::NetAttributeType_UnsignedInt:
|
||||
// case Oyster::Network::NetAttributeType_Int64:
|
||||
// case Oyster::Network::NetAttributeType_UnsignedInt64:
|
||||
// case Oyster::Network::NetAttributeType_Float:
|
||||
// case Oyster::Network::NetAttributeType_Double:
|
||||
// this->privateData->attributes[ID].value = val;
|
||||
// break;
|
||||
// }
|
||||
//}
|
||||
//void CustomNetProtocol::Set(int ID, std::string s)
|
||||
//{
|
||||
// if(s.size() == 0) return;
|
||||
//
|
||||
// this->privateData->attributes[ID].type = Oyster::Network::NetAttributeType_CharArray;
|
||||
//
|
||||
// this->privateData->attributes[ID].value.netCharPtr = new char[s.size() + 1];
|
||||
// memcpy(&this->privateData->attributes[ID].value.netCharPtr[0], &s[0], s.size() + 1);
|
||||
//}
|
||||
//const NetAttributeContainer& CustomNetProtocol::Get(int id)
|
||||
//{
|
||||
// return this->privateData->attributes[id];
|
||||
//}
|
|
@ -4,7 +4,11 @@
|
|||
#ifndef NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
||||
#define NETWORK_CUSTOM_NETWORK_PROTOCOL_H
|
||||
|
||||
//needs to have dll-interface to be used by clients of class 'Oyster::Network::NetworkSession'
|
||||
#pragma warning(disable : 4251)
|
||||
|
||||
#include <string>
|
||||
#include "Utilities.h"
|
||||
//#include <vld.h>
|
||||
#include "NetworkAPI_Preprocessor.h"
|
||||
|
||||
|
@ -65,12 +69,60 @@ namespace Oyster
|
|||
{
|
||||
NetAttributeType type;
|
||||
NetAttributeValue value;
|
||||
NetAttributeContainer() { type = NetAttributeType_UNKNOWN; }
|
||||
NetAttributeContainer()
|
||||
{ type = NetAttributeType_UNKNOWN; }
|
||||
~NetAttributeContainer()
|
||||
{
|
||||
if (this->type == NetAttributeType_CharArray)
|
||||
{
|
||||
delete this->value.netCharPtr;
|
||||
this->value.netCharPtr = 0;
|
||||
}
|
||||
}
|
||||
NetAttributeContainer(NetAttributeContainer& p)
|
||||
{
|
||||
type = p.type;
|
||||
if(type == NetAttributeType_CharArray && p.value.netCharPtr)
|
||||
{
|
||||
int len = 0;
|
||||
if((len = strlen(p.value.netCharPtr)) == 0) return;
|
||||
len++;
|
||||
value.netCharPtr = new char[len];
|
||||
memcpy(&value.netCharPtr[0], &p.value.netCharPtr[0], sizeof(p.value.netCharPtr[0]) * len);
|
||||
}
|
||||
else
|
||||
{
|
||||
value = p.value;
|
||||
}
|
||||
}
|
||||
const NetAttributeContainer& operator=(const NetAttributeContainer& p)
|
||||
{
|
||||
if(this->type == NetAttributeType_CharArray)
|
||||
{
|
||||
delete this->value.netCharPtr;
|
||||
this->value.netCharPtr = 0;
|
||||
}
|
||||
|
||||
type = p.type;
|
||||
if(type == NetAttributeType_CharArray && p.value.netCharPtr)
|
||||
{
|
||||
int len = 0;
|
||||
if((len = strlen(p.value.netCharPtr)) == 0) return *this;
|
||||
len++;
|
||||
value.netCharPtr = new char[len];
|
||||
memcpy(&value.netCharPtr[0], &p.value.netCharPtr[0], sizeof(p.value.netCharPtr[0]) * len);
|
||||
}
|
||||
else
|
||||
{
|
||||
value = p.value;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
class CustomNetProtocol;
|
||||
struct CustomProtocolObject
|
||||
{
|
||||
virtual CustomNetProtocol* GetProtocol() = 0;
|
||||
virtual CustomNetProtocol GetProtocol() = 0;
|
||||
};
|
||||
|
||||
class NET_API_EXPORT CustomNetProtocol
|
||||
|
@ -78,8 +130,8 @@ namespace Oyster
|
|||
public:
|
||||
CustomNetProtocol();
|
||||
~CustomNetProtocol();
|
||||
CustomNetProtocol(const CustomNetProtocol& o);
|
||||
const CustomNetProtocol& operator=(const CustomNetProtocol& o);
|
||||
CustomNetProtocol(CustomNetProtocol& o);
|
||||
const CustomNetProtocol& operator=(CustomNetProtocol& o);
|
||||
|
||||
NetAttributeContainer& operator[](int ID);
|
||||
void Set(int id, Oyster::Network::NetAttributeValue val, Oyster::Network::NetAttributeType type);
|
||||
|
@ -88,6 +140,8 @@ namespace Oyster
|
|||
|
||||
private:
|
||||
struct PrivateData;
|
||||
//Utility::DynamicMemory::SmartPointer<PrivateData> privateData;
|
||||
//Utility::Thread::ThreadSafeSmartPointer<PrivateData> privateData;
|
||||
PrivateData* privateData;
|
||||
|
||||
friend class Translator;
|
||||
|
|
|
@ -19,6 +19,7 @@
|
|||
#include "../../Misc/Packing/Packing.h"
|
||||
|
||||
#include <queue>
|
||||
#include <WinSock2.h>
|
||||
|
||||
using namespace Oyster::Network;
|
||||
using namespace Oyster::Thread;
|
||||
|
@ -61,9 +62,10 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
}
|
||||
~PrivateData()
|
||||
{
|
||||
this->thread.Terminate();
|
||||
|
||||
ShutdownWinSock();
|
||||
this->connection.Disconnect();
|
||||
this->thread.Terminate();
|
||||
this->owner = 0;
|
||||
this->parent = 0;
|
||||
}
|
||||
|
@ -83,12 +85,13 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
|
||||
if(!this->sendQueue.IsEmpty())
|
||||
{
|
||||
SmartPointer<OysterByte> temp = new OysterByte();
|
||||
//printf("\t(%i)\n", this->sendQueue.Size());
|
||||
OysterByte temp;
|
||||
CustomNetProtocol p = this->sendQueue.Pop();
|
||||
this->translator.Pack(temp, p);
|
||||
errorCode = this->connection.Send(temp);
|
||||
|
||||
if(errorCode != 0)
|
||||
if(errorCode != 0 && errorCode != WSAEWOULDBLOCK)
|
||||
{
|
||||
CEA parg;
|
||||
parg.type = CEA::EventType_ProtocolFailedToSend;
|
||||
|
@ -204,7 +207,11 @@ struct NetworkClient::PrivateData : public IThreadObject
|
|||
CEA parg;
|
||||
parg.type = CEA::EventType_ProtocolRecieved;
|
||||
parg.data.protocol = protocol;
|
||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e = { this->parent, parg };
|
||||
NetEvent<NetworkClient*, NetworkClient::ClientEventArgs> e;
|
||||
e.sender = this->parent;
|
||||
e.args.data.protocol = parg.data.protocol;
|
||||
e.args.type = parg.type;
|
||||
|
||||
this->recieveQueue.Push(e);
|
||||
}
|
||||
}
|
||||
|
@ -247,9 +254,6 @@ void NetworkClient::Update()
|
|||
|
||||
this->DataRecieved(temp);
|
||||
|
||||
//--------- Deprecate ---------
|
||||
this->NetworkCallback(temp.args.data.protocol);
|
||||
//------------------------------
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -291,18 +295,23 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
|
|||
|
||||
void NetworkClient::Disconnect()
|
||||
{
|
||||
privateData->connection.Disconnect();
|
||||
if(!privateData) return;
|
||||
|
||||
privateData->thread.Terminate();
|
||||
privateData->connection.Disconnect();
|
||||
this->privateData->sendQueue.Clear();
|
||||
this->privateData->recieveQueue.Clear();
|
||||
|
||||
}
|
||||
|
||||
void NetworkClient::Send(CustomProtocolObject& protocol)
|
||||
{
|
||||
this->privateData->sendQueue.Push(*protocol.GetProtocol());
|
||||
this->privateData->sendQueue.Push(protocol.GetProtocol());
|
||||
}
|
||||
|
||||
void NetworkClient::Send(CustomNetProtocol* protocol)
|
||||
void NetworkClient::Send(CustomNetProtocol& protocol)
|
||||
{
|
||||
this->privateData->sendQueue.Push(*protocol);
|
||||
this->privateData->sendQueue.Push(protocol);
|
||||
}
|
||||
|
||||
void NetworkClient::SetOwner(NetworkSession* owner)
|
||||
|
@ -329,8 +338,8 @@ void NetworkClient::DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e)
|
|||
}
|
||||
}
|
||||
|
||||
void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
||||
{}
|
||||
//void NetworkClient::NetworkCallback(Oyster::Network::CustomNetProtocol& p)
|
||||
//{}
|
||||
|
||||
std::string NetworkClient::GetIpAddress()
|
||||
{
|
||||
|
|
|
@ -36,7 +36,33 @@ namespace Oyster
|
|||
{
|
||||
struct { Oyster::Network::CustomNetProtocol protocol; };
|
||||
void * nothing;
|
||||
EventData(){}
|
||||
EventData(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
protocol = o;
|
||||
}
|
||||
const EventData& operator=(EventData& o)
|
||||
{
|
||||
protocol = o.protocol;
|
||||
return *this;
|
||||
}
|
||||
const EventData& operator=(Oyster::Network::CustomNetProtocol& o)
|
||||
{
|
||||
protocol = o; return *this;
|
||||
}
|
||||
} data;
|
||||
ClientEventArgs(){}
|
||||
ClientEventArgs(ClientEventArgs& o)
|
||||
{
|
||||
type = o.type;
|
||||
data = o.data;
|
||||
}
|
||||
const ClientEventArgs& operator=(ClientEventArgs& o)
|
||||
{
|
||||
type = o.type;
|
||||
data = o.data;
|
||||
return *this;
|
||||
}
|
||||
};
|
||||
typedef void(*ClientEventFunction)(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
|
||||
|
@ -75,7 +101,7 @@ namespace Oyster
|
|||
/**
|
||||
*
|
||||
*/
|
||||
void Send(CustomNetProtocol* protocol);
|
||||
void Send(CustomNetProtocol& protocol);
|
||||
|
||||
/**
|
||||
*
|
||||
|
@ -101,7 +127,7 @@ namespace Oyster
|
|||
* Do not use this furthermore, instead use void DataRecieved(NetEvent<NetworkClient*, ClientEventArgs> e);
|
||||
* @see DataRecieved
|
||||
*/
|
||||
virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
|
||||
//virtual void NetworkCallback(Oyster::Network::CustomNetProtocol& p);
|
||||
|
||||
virtual std::string GetIpAddress();
|
||||
|
||||
|
|
|
@ -261,7 +261,7 @@ NetworkSession const* NetworkServer::ReleaseMainSession()
|
|||
return temp;
|
||||
}
|
||||
|
||||
bool NetworkServer::IsStarted() const
|
||||
bool NetworkServer::IsRunning() const
|
||||
{
|
||||
return this->privateData->isRunning;
|
||||
}
|
||||
|
|
|
@ -77,7 +77,7 @@ namespace Oyster
|
|||
/**
|
||||
*
|
||||
*/
|
||||
bool IsStarted() const;
|
||||
bool IsRunning() const;
|
||||
|
||||
/**
|
||||
*
|
||||
|
|
|
@ -26,7 +26,15 @@ struct NetworkSession::PrivateSessionData
|
|||
{}
|
||||
};
|
||||
|
||||
|
||||
int FindClient(NetClientList& list, NetClient c)
|
||||
{
|
||||
for (unsigned int i = 0; i < list.Size(); i++)
|
||||
{
|
||||
if(c == list[i])
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
NetworkSession::NetworkSession()
|
||||
: data(new PrivateSessionData())
|
||||
|
@ -125,7 +133,7 @@ NetClient NetworkSession::Detach(const NetworkClient* client)
|
|||
|
||||
for (unsigned int i = 0; i < this->clients.Size(); i++)
|
||||
{
|
||||
if(this->clients[i] && this->clients[0]->GetID() == client->GetID())
|
||||
if(this->clients[i] && this->clients[i]->GetID() == client->GetID())
|
||||
{
|
||||
val = this->clients[i];
|
||||
this->clients[i] = 0;
|
||||
|
@ -188,7 +196,7 @@ bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol)
|
|||
{
|
||||
if(this->clients[i])
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
this->clients[i]->Send(protocol);
|
||||
returnValue = true;
|
||||
}
|
||||
}
|
||||
|
@ -202,7 +210,7 @@ bool NetworkSession::Send(Oyster::Network::CustomNetProtocol& protocol, int ID)
|
|||
{
|
||||
if(this->clients[i] && this->clients[i]->GetID() == ID)
|
||||
{
|
||||
this->clients[i]->Send(&protocol);
|
||||
this->clients[i]->Send(protocol);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -237,5 +245,8 @@ void NetworkSession::SetOwner(NetworkSession* owner)
|
|||
void NetworkSession::ClientConnectedEvent(NetClient client)
|
||||
{
|
||||
this->Attach(client);
|
||||
|
||||
if(FindClient(this->clients, client) == -1)
|
||||
NetworkSession::Attach(client);
|
||||
}
|
||||
|
||||
|
|
|
@ -8,17 +8,18 @@
|
|||
#include "../../Misc/Utilities.h"
|
||||
#include "../NetworkDependencies/Messages/MessageHeader.h"
|
||||
#include "../NetworkDependencies/OysterByte.h"
|
||||
|
||||
#include <DynamicArray.h>
|
||||
|
||||
using namespace Oyster::Network;
|
||||
using namespace ::Messages;
|
||||
using namespace Utility::DynamicMemory;
|
||||
using namespace std;
|
||||
|
||||
|
||||
//TODO: Fix this uggly hack
|
||||
struct MyCastingStruct
|
||||
{
|
||||
std::map<int, NetAttributeContainer> attributes;
|
||||
Utility::DynamicMemory::ReferenceCount *c;
|
||||
Utility::DynamicMemory::DynamicArray<NetAttributeContainer> attributes;
|
||||
};
|
||||
|
||||
// TODO: Check if the package has been packed correctly.
|
||||
|
@ -43,7 +44,7 @@ struct Translator::PrivateData
|
|||
//Find all the data types
|
||||
for(; it != end; it++)
|
||||
{
|
||||
headerString.push_back(it->second.type);
|
||||
headerString.push_back(it->type);
|
||||
}
|
||||
|
||||
message.PackShort(headerString.size(), bytes);
|
||||
|
@ -68,40 +69,40 @@ struct Translator::PrivateData
|
|||
switch((int)headerString.at(i))
|
||||
{
|
||||
case NetAttributeType_Bool:
|
||||
message.PackBool(it->second.value.netBool, bytes);
|
||||
message.PackBool(it->value.netBool, bytes);
|
||||
break;
|
||||
case NetAttributeType_Char:
|
||||
message.PackChar(it->second.value.netChar, bytes);
|
||||
message.PackChar(it->value.netChar, bytes);
|
||||
break;
|
||||
case NetAttributeType_UnsignedChar:
|
||||
message.PackUnsignedChar(it->second.value.netUChar, bytes);
|
||||
message.PackUnsignedChar(it->value.netUChar, bytes);
|
||||
break;
|
||||
case NetAttributeType_Short:
|
||||
message.PackShort(it->second.value.netShort, bytes);
|
||||
message.PackShort(it->value.netShort, bytes);
|
||||
break;
|
||||
case NetAttributeType_UnsignedShort:
|
||||
message.PackUnsignedShort(it->second.value.netUShort, bytes);
|
||||
message.PackUnsignedShort(it->value.netUShort, bytes);
|
||||
break;
|
||||
case NetAttributeType_Int:
|
||||
message.PackInt(it->second.value.netInt, bytes);
|
||||
message.PackInt(it->value.netInt, bytes);
|
||||
break;
|
||||
case NetAttributeType_UnsignedInt:
|
||||
message.PackUnsignedInt(it->second.value.netUInt, bytes);
|
||||
message.PackUnsignedInt(it->value.netUInt, bytes);
|
||||
break;
|
||||
case NetAttributeType_Int64:
|
||||
message.PackInt64(it->second.value.netInt64, bytes);
|
||||
message.PackInt64(it->value.netInt64, bytes);
|
||||
break;
|
||||
case NetAttributeType_UnsignedInt64:
|
||||
message.PackUnsignedInt64(it->second.value.netUInt64, bytes);
|
||||
message.PackUnsignedInt64(it->value.netUInt64, bytes);
|
||||
break;
|
||||
case NetAttributeType_Float:
|
||||
message.PackFloat(it->second.value.netFloat, bytes);
|
||||
message.PackFloat(it->value.netFloat, bytes);
|
||||
break;
|
||||
case NetAttributeType_Double:
|
||||
message.PackDouble(it->second.value.netDouble, bytes);
|
||||
message.PackDouble(it->value.netDouble, bytes);
|
||||
break;
|
||||
case NetAttributeType_CharArray:
|
||||
message.PackStr(it->second.value.netCharPtr, bytes);
|
||||
message.PackStr(it->value.netCharPtr, bytes);
|
||||
break;
|
||||
default:
|
||||
numberOfUnknownTypes++;
|
||||
|
@ -215,6 +216,7 @@ const Translator& Translator::operator=(const Translator& obj)
|
|||
|
||||
void Translator::Pack(OysterByte &bytes, CustomNetProtocol& protocol)
|
||||
{
|
||||
|
||||
privateData->headerString.clear();
|
||||
|
||||
privateData->PackHeader(bytes, protocol);
|
||||
|
|
|
@ -15,6 +15,11 @@ IDXGISwapChain* Core::swapChain = NULL;
|
|||
|
||||
std::stringstream Core::log;
|
||||
|
||||
Oyster::Resource::ResourceManager Core::loader;
|
||||
|
||||
std::wstring Core::modelPath;
|
||||
std::wstring Core::texturePath;
|
||||
|
||||
ID3D11RenderTargetView* Core::backBufferRTV = NULL;
|
||||
|
||||
ID3D11UnorderedAccessView* Core::backBufferUAV = NULL;
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include "Dx11Includes.h"
|
||||
#include <sstream>
|
||||
#include "OysterMath.h"
|
||||
#include "../Misc/Resource/ResourceManager.h"
|
||||
//#include <vld.h>
|
||||
|
||||
namespace Oyster
|
||||
|
@ -25,6 +26,10 @@ namespace Oyster
|
|||
|
||||
static std::stringstream log;
|
||||
|
||||
static Resource::ResourceManager loader;
|
||||
|
||||
static std::wstring modelPath, texturePath;
|
||||
|
||||
//BackBufferRTV
|
||||
static ID3D11RenderTargetView* backBufferRTV;
|
||||
//BackBufferUAV
|
||||
|
|
|
@ -2,7 +2,6 @@
|
|||
#include <fstream>
|
||||
#include <map>
|
||||
#include "../FileLoader/GeneralLoader.h"
|
||||
#include "Resource\OysterResource.h"
|
||||
|
||||
const char* ShaderFunction = "main";
|
||||
|
||||
|
@ -49,7 +48,7 @@ namespace Oyster
|
|||
case Oyster::Graphics::Core::PipelineManager::Vertex:
|
||||
if(!VSMap.count(name) || ForceReload)
|
||||
{
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderV, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderV, Loading::UnloadShaderV, -1, ForceReload);
|
||||
if(data)
|
||||
{
|
||||
if(ForceReload && VSMap.count(name))
|
||||
|
@ -65,7 +64,7 @@ namespace Oyster
|
|||
}
|
||||
break;
|
||||
case Oyster::Graphics::Core::PipelineManager::Hull:
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderH, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderH, Loading::UnloadShaderH, -1, ForceReload);
|
||||
if(!HSMap.count(name) || ForceReload)
|
||||
{
|
||||
if(data!=0)
|
||||
|
@ -84,7 +83,7 @@ namespace Oyster
|
|||
}
|
||||
break;
|
||||
case Oyster::Graphics::Core::PipelineManager::Domain:
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderD, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderD, Loading::UnloadShaderD, -1, ForceReload);
|
||||
if(!DSMap.count(name) || ForceReload)
|
||||
{
|
||||
if(data!=0)
|
||||
|
@ -102,7 +101,7 @@ namespace Oyster
|
|||
}
|
||||
break;
|
||||
case Oyster::Graphics::Core::PipelineManager::Geometry:
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderG, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderG, Loading::UnloadShaderG, -1, ForceReload);
|
||||
if(!GSMap.count(name) || ForceReload)
|
||||
{
|
||||
if(data!=0)
|
||||
|
@ -120,7 +119,7 @@ namespace Oyster
|
|||
}
|
||||
break;
|
||||
case Oyster::Graphics::Core::PipelineManager::Pixel:
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderP, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderP, Loading::UnloadShaderP, -1, ForceReload);
|
||||
if(!PSMap.count(name) || ForceReload)
|
||||
{
|
||||
if(data!=0)
|
||||
|
@ -138,7 +137,7 @@ namespace Oyster
|
|||
}
|
||||
break;
|
||||
case Oyster::Graphics::Core::PipelineManager::Compute:
|
||||
data = Resource::OysterResource::LoadResource(filename.c_str(),Loading::LoadShaderC, -1, ForceReload);
|
||||
data = Core::loader.LoadResource(filename.c_str(),Loading::LoadShaderC, Loading::UnloadShaderC, -1, ForceReload);
|
||||
if(!CSMap.count(name) || ForceReload)
|
||||
{
|
||||
if(data!=0)
|
||||
|
|
|
@ -14,12 +14,6 @@ namespace Oyster
|
|||
Oyster::Math::Float3 normal;
|
||||
};
|
||||
|
||||
struct VP
|
||||
{
|
||||
Oyster::Math::Matrix V;
|
||||
Oyster::Math::Matrix P;
|
||||
};
|
||||
|
||||
struct PerModel
|
||||
{
|
||||
Math::Matrix WV;
|
||||
|
@ -55,6 +49,13 @@ namespace Oyster
|
|||
float Bright;
|
||||
};
|
||||
|
||||
struct AnimationData
|
||||
{
|
||||
Math::Float4x4 animatedData[100];
|
||||
int Animated;
|
||||
Math::Float3 Pad;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,7 +4,8 @@
|
|||
#include "../Render/Resources/Deffered.h"
|
||||
#include "../Render/Rendering/Render.h"
|
||||
#include "../FileLoader/ObjReader.h"
|
||||
#include "../../Misc/Resource/OysterResource.h"
|
||||
//#include "../../Misc/Resource/OysterResource.h"
|
||||
#include "../../Misc/Resource/ResourceManager.h"
|
||||
#include "../FileLoader/GeneralLoader.h"
|
||||
#include "../Model/ModelInfo.h"
|
||||
#include <vld.h>
|
||||
|
@ -73,6 +74,8 @@ namespace Oyster
|
|||
|
||||
API::State API::SetOptions(API::Option option)
|
||||
{
|
||||
Core::modelPath = option.modelPath;
|
||||
Core::texturePath = option.texturePath;
|
||||
return API::Sucsess;
|
||||
}
|
||||
|
||||
|
@ -82,8 +85,8 @@ namespace Oyster
|
|||
Model::Model* m = new Model::Model();
|
||||
m->WorldMatrix = Oyster::Math::Float4x4::identity;
|
||||
m->Visible = true;
|
||||
|
||||
m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
|
||||
m->AnimationPlaying = -1;
|
||||
m->info = (Model::ModelInfo*)Core::loader.LoadResource((Core::modelPath + filename).c_str(),Oyster::Graphics::Loading::LoadDAN, Oyster::Graphics::Loading::UnloadDAN);
|
||||
|
||||
Model::ModelInfo* mi = (Model::ModelInfo*)m->info;
|
||||
if(!mi || mi->Vertices->GetBufferPointer() == NULL)
|
||||
|
@ -101,13 +104,13 @@ namespace Oyster
|
|||
return;
|
||||
Model::ModelInfo* info = (Model::ModelInfo*)model->info;
|
||||
delete model;
|
||||
Oyster::Resource::OysterResource::ReleaseResource((Oyster::Resource::OHRESOURCE)info);
|
||||
Core::loader.ReleaseResource(info);
|
||||
}
|
||||
|
||||
void API::Clean()
|
||||
{
|
||||
SAFE_DELETE(Core::viewPort);
|
||||
Oyster::Resource::OysterResource::Clean();
|
||||
Core::loader.Clean();
|
||||
Oyster::Graphics::Core::PipelineManager::Clean();
|
||||
Oyster::Graphics::Render::Resources::Deffered::Clean();
|
||||
|
||||
|
|
|
@ -26,6 +26,7 @@ namespace Oyster
|
|||
};
|
||||
struct Option
|
||||
{
|
||||
std::wstring modelPath, texturePath;
|
||||
};
|
||||
|
||||
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
|
||||
|
|
|
@ -102,18 +102,25 @@ struct MaterialHeader
|
|||
///
|
||||
struct SkeletonHeader
|
||||
{
|
||||
// do this...
|
||||
unsigned int numBones;
|
||||
|
||||
///
|
||||
SkeletonHeader(char* data)
|
||||
{
|
||||
memcpy(&numBones, data, sizeof(unsigned int));
|
||||
}
|
||||
};
|
||||
|
||||
///
|
||||
struct AnimationHeader
|
||||
{
|
||||
// do this...
|
||||
};
|
||||
unsigned int numAnims;
|
||||
|
||||
struct Frame
|
||||
{
|
||||
// do this...
|
||||
|
||||
AnimationHeader(char* data)
|
||||
{
|
||||
memcpy(&numAnims, data, sizeof(unsigned int));
|
||||
}
|
||||
};
|
||||
|
||||
///
|
||||
|
@ -125,35 +132,58 @@ void Oyster::Graphics::Loading::UnloadDAN(void* data)
|
|||
{
|
||||
SAFE_DELETE(info->Indecies);
|
||||
}
|
||||
if(info->Animated)
|
||||
{
|
||||
//clean animation
|
||||
delete[] info->bones;
|
||||
for(int a = 0; a < info->AnimationCount; ++a)
|
||||
{
|
||||
for(int x = 0; x < info->Animations[a].Bones; ++x)
|
||||
{
|
||||
delete[] info->Animations[a].Keyframes[x];
|
||||
}
|
||||
delete[] info->Animations[a].Frames;
|
||||
delete[] info->Animations[a].Keyframes;
|
||||
}
|
||||
delete[] info->Animations;
|
||||
}
|
||||
for(int i =0;i<info->Material.size();++i)
|
||||
{
|
||||
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
|
||||
Core::loader.ReleaseResource(info->Material[i]);
|
||||
}
|
||||
delete info;
|
||||
}
|
||||
|
||||
static std::wstring charToWChar(const char* text)
|
||||
static wchar_t* charToWChar(const char* text)
|
||||
{
|
||||
// Convert to a wchar_t*
|
||||
size_t origsize = strlen(text) + 1;
|
||||
size_t convertedChars = 0;
|
||||
//wchar_t* wcstring = new wchar_t[origsize];
|
||||
std::wstring wcstring; wcstring.resize(origsize);
|
||||
mbstowcs_s(&convertedChars, &wcstring[0], origsize, text, _TRUNCATE);
|
||||
wchar_t* wcstring = new wchar_t[origsize];
|
||||
mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
|
||||
return wcstring;
|
||||
}
|
||||
|
||||
static void ReadData(void* Destination, std::ifstream& file, int size)
|
||||
{
|
||||
char* buffer = new char[size];
|
||||
file.read(buffer,size);
|
||||
memcpy(Destination,buffer,size);
|
||||
delete[] buffer;
|
||||
}
|
||||
|
||||
///
|
||||
void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[])
|
||||
{
|
||||
//
|
||||
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
|
||||
modelInfo->Indexed = false;
|
||||
modelInfo->Animated = false;
|
||||
// Open file in binary mode
|
||||
std::ifstream danFile;
|
||||
danFile.open(filename, std::ios::binary);
|
||||
if (!danFile.is_open())
|
||||
return;
|
||||
return NULL;
|
||||
|
||||
// Read file header
|
||||
char* buffer = new char[sizeof(FileHeader)];
|
||||
|
@ -165,7 +195,7 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
|
||||
{
|
||||
danFile.close();
|
||||
return;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Read the .dan-file
|
||||
|
@ -173,10 +203,7 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
{
|
||||
// read header type
|
||||
unsigned int headerType;
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
memcpy(&headerType, buffer, 4);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
ReadData(&headerType,danFile,4);
|
||||
|
||||
// handle header type
|
||||
switch ((HeaderType)headerType)
|
||||
|
@ -191,18 +218,15 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Fetch all vertices
|
||||
Vertex* vertices = new Vertex[vertexHeader.numVertices];
|
||||
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
|
||||
buffer = new char[bufferSize];
|
||||
danFile.read(buffer, bufferSize);
|
||||
memcpy(vertices, buffer, bufferSize);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
// Do the deed
|
||||
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
|
||||
bufferInitDesc.ElementSize = sizeof(Vertex);
|
||||
bufferInitDesc.InitData = vertices;
|
||||
bufferInitDesc.InitData = buffer;
|
||||
bufferInitDesc.NumElements = vertexHeader.numVertices;
|
||||
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
||||
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
|
||||
|
@ -210,7 +234,8 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
modelInfo->VertexCount = vertexHeader.numVertices;
|
||||
modelInfo->Vertices = vertexBuffer;
|
||||
|
||||
delete[] vertices; // ( note: may crash here.)
|
||||
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -225,10 +250,9 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
// Fetch all indices
|
||||
unsigned int* indices = new unsigned int[indexHeader.numIndices];
|
||||
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
|
||||
buffer = new char[bufferSize];
|
||||
danFile.read(buffer, bufferSize);
|
||||
memcpy(indices, buffer, bufferSize);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
|
||||
ReadData(indices,danFile,bufferSize);
|
||||
|
||||
// Do the deed
|
||||
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
|
||||
|
@ -252,61 +276,146 @@ void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resour
|
|||
{
|
||||
// Fetch material header, 2 texture path strings
|
||||
MaterialHeader materialHeader;
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
buffer = new char[materialHeader.diffuseMapPathLength];
|
||||
danFile.read(buffer, materialHeader.diffuseMapPathLength);
|
||||
//read difuse map name length
|
||||
ReadData(&materialHeader.diffuseMapPathLength,danFile,4);
|
||||
|
||||
//read diffuse map name
|
||||
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
|
||||
memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
|
||||
ReadData(materialHeader.diffuseMapPath,danFile,materialHeader.diffuseMapPathLength);
|
||||
//null terminate
|
||||
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
memcpy(&materialHeader.normalMapPathLength, buffer, 4);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
//read normal map name length
|
||||
ReadData(&materialHeader.normalMapPathLength,danFile,4);
|
||||
|
||||
buffer = new char[materialHeader.normalMapPathLength];
|
||||
danFile.read(buffer, materialHeader.normalMapPathLength);
|
||||
//read difuse map name
|
||||
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
|
||||
memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
|
||||
ReadData(materialHeader.normalMapPath,danFile,materialHeader.normalMapPathLength);
|
||||
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
//
|
||||
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
|
||||
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath).c_str(), Oyster::Graphics::Loading::LoadTexture);
|
||||
//load diffuse map
|
||||
wchar_t* path = charToWChar(materialHeader.diffuseMapPath);
|
||||
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Core::loader.LoadResource((Core::texturePath + path).c_str(), Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
|
||||
delete[] path;
|
||||
|
||||
//load normal map
|
||||
path = charToWChar(materialHeader.normalMapPath);
|
||||
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Core::loader.LoadResource((Core::texturePath + path).c_str(), Oyster::Graphics::Loading::LoadTexture, Oyster::Graphics::Loading::UnloadTexture);
|
||||
delete[] path;
|
||||
|
||||
//add to model
|
||||
modelInfo->Material.push_back(diffuseMap);
|
||||
modelInfo->Material.push_back(normalMap);
|
||||
|
||||
delete materialHeader.normalMapPath;
|
||||
delete materialHeader.diffuseMapPath;
|
||||
//clean up
|
||||
delete[] materialHeader.diffuseMapPath;
|
||||
delete[] materialHeader.normalMapPath;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
// skeleton header
|
||||
case HeaderType::SKELETONHEADER:
|
||||
{
|
||||
// not implemented...
|
||||
// Fetch Skeleton header, number of Bones
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
SkeletonHeader skeletonHeader(buffer);
|
||||
delete[] buffer; // ( note: may crash here.)
|
||||
|
||||
//array for bone data
|
||||
Oyster::Graphics::Model::Bone* bones = new Oyster::Graphics::Model::Bone[skeletonHeader.numBones];
|
||||
|
||||
//read bones
|
||||
ReadData(bones,danFile,skeletonHeader.numBones * sizeof(Oyster::Graphics::Model::Bone));
|
||||
|
||||
|
||||
//read skeleton Hiarchy
|
||||
|
||||
modelInfo->BoneCount = skeletonHeader.numBones;
|
||||
modelInfo->bones = bones;
|
||||
|
||||
break;
|
||||
}
|
||||
// animation header
|
||||
case HeaderType::ANIMATIONHEADER:
|
||||
{
|
||||
// not implemented...
|
||||
//get num anims
|
||||
buffer = new char[4];
|
||||
danFile.read(buffer, 4);
|
||||
AnimationHeader animationHeader(buffer);
|
||||
delete[] buffer;
|
||||
|
||||
Oyster::Graphics::Model::Animation* anims = new Oyster::Graphics::Model::Animation[animationHeader.numAnims];
|
||||
|
||||
for(int a = 0; a < animationHeader.numAnims; ++a)
|
||||
{
|
||||
//read name of animation
|
||||
int nameLength;
|
||||
|
||||
|
||||
ReadData(&nameLength,danFile,4);
|
||||
|
||||
char* name = new char[nameLength + 1];
|
||||
ReadData(name,danFile,nameLength);
|
||||
name[nameLength] = 0;
|
||||
|
||||
wchar_t* wName = charToWChar(name);
|
||||
anims[a].name = std::wstring(wName);
|
||||
delete[] wName;
|
||||
delete name;
|
||||
|
||||
//read nr of bones in animation
|
||||
ReadData(&anims[a].Bones,danFile,4);
|
||||
|
||||
//read duration
|
||||
ReadData(&anims[a].duration,danFile,8);
|
||||
|
||||
//create Frame array and Bone part of KeyFrameArray;
|
||||
anims[a].Frames = new int[anims[a].Bones];
|
||||
anims[a].Keyframes = new Oyster::Graphics::Model::Frame*[anims[a].Bones];
|
||||
|
||||
//loop per bone and gather data
|
||||
for(int b = 0; b < anims[a].Bones; ++b)
|
||||
{
|
||||
|
||||
//read bone index
|
||||
int boneIndex;
|
||||
ReadData(&boneIndex,danFile,4);
|
||||
|
||||
//read nr of frames per bone
|
||||
ReadData(&anims[a].Frames[b],danFile,4);
|
||||
|
||||
//create frame matrix
|
||||
anims[a].Keyframes[b] = new Oyster::Graphics::Model::Frame[anims[a].Frames[b]];
|
||||
|
||||
|
||||
for(int f = 0; f < anims[a].Frames[b]; ++f)
|
||||
{
|
||||
//write index of bone
|
||||
anims[a].Keyframes[b][f].bone.Parent = boneIndex;
|
||||
|
||||
//read bone transform
|
||||
ReadData(&anims[a].Keyframes[b][f].bone.Transform,danFile,sizeof(Oyster::Math::Matrix));
|
||||
|
||||
|
||||
ReadData(&anims[a].Keyframes[b][f].time,danFile,sizeof(double));
|
||||
}
|
||||
}
|
||||
}
|
||||
modelInfo->AnimationCount = animationHeader.numAnims;
|
||||
modelInfo->Animations = anims;
|
||||
modelInfo->Animated = true;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// close file
|
||||
danFile.close();
|
||||
|
||||
// Set modelinfo as output data
|
||||
out.loadedData = modelInfo;
|
||||
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
|
||||
return modelInfo;
|
||||
}
|
|
@ -1,5 +1,4 @@
|
|||
#pragma once
|
||||
#include "..\..\Misc\Resource\OysterResource.h"
|
||||
namespace Oyster
|
||||
{
|
||||
namespace Graphics
|
||||
|
@ -7,31 +6,31 @@ namespace Oyster
|
|||
namespace Loading
|
||||
{
|
||||
void UnloadTexture(void* loadedData);
|
||||
void LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadTexture(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderP(void* loadedData);
|
||||
void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderP(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderG(void* loadedData);
|
||||
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderG(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderC(void* loadedData);
|
||||
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderC(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderV(void* loadedData);
|
||||
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderV(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderH(void* loadedData);
|
||||
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderH(const wchar_t filename[]);
|
||||
|
||||
void UnloadShaderD(void* loadedData);
|
||||
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadShaderD(const wchar_t filename[]);
|
||||
|
||||
void UnloadOBJ(void* loadedData);
|
||||
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadOBJ(const wchar_t filename[]);
|
||||
|
||||
void UnloadDAN(void* loadedData);
|
||||
void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
|
||||
void* LoadDAN(const wchar_t filename[]);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -2,7 +2,6 @@
|
|||
#include "..\Core\Dx11Includes.h"
|
||||
#include "..\Core\Core.h"
|
||||
#include "ObjReader.h"
|
||||
#include "..\..\Misc\Resource\OysterResource.h"
|
||||
|
||||
HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
|
||||
ID3D11DeviceContext* d3dContext,
|
||||
|
@ -16,18 +15,17 @@ HRESULT CreateWICTextureFromFileEx( ID3D11Device* d3dDevice,
|
|||
ID3D11Resource** texture,
|
||||
ID3D11ShaderResourceView** textureView );
|
||||
|
||||
void Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* Oyster::Graphics::Loading::LoadTexture(const wchar_t filename[])
|
||||
{
|
||||
ID3D11ShaderResourceView* srv = NULL;
|
||||
HRESULT hr = CreateWICTextureFromFileEx(Core::device,Core::deviceContext,filename,0,D3D11_USAGE_DEFAULT,D3D11_BIND_SHADER_RESOURCE,0,0,false,NULL,&srv);
|
||||
if(hr!=S_OK)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
out.loadedData = (void*)srv;
|
||||
out.resourceUnloadFnc = Loading::UnloadTexture;
|
||||
return srv;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -37,7 +35,7 @@ void Oyster::Graphics::Loading::UnloadTexture(void* data)
|
|||
SAFE_RELEASE(srv);
|
||||
}
|
||||
|
||||
void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[])
|
||||
{
|
||||
FileLoaders::ObjReader obj;
|
||||
obj.LoadFile(filename);
|
||||
|
@ -57,12 +55,11 @@ void Oyster::Graphics::Loading::LoadOBJ(const wchar_t filename[], Oyster::Resour
|
|||
info->Vertices->Init(desc);
|
||||
info->Indexed = false;
|
||||
|
||||
void* texture = Oyster::Resource::OysterResource::LoadResource((std::wstring(filename)+ L".png").c_str(),Graphics::Loading::LoadTexture);
|
||||
void* texture = Core::loader.LoadResource((std::wstring(filename)+ L".png").c_str(),Graphics::Loading::LoadTexture, Graphics::Loading::UnloadTexture);
|
||||
|
||||
info->Material.push_back((ID3D11ShaderResourceView*)texture);
|
||||
|
||||
out.loadedData = info;
|
||||
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadOBJ;
|
||||
return info;
|
||||
}
|
||||
|
||||
void Oyster::Graphics::Loading::UnloadOBJ(void* data)
|
||||
|
@ -75,7 +72,7 @@ void Oyster::Graphics::Loading::UnloadOBJ(void* data)
|
|||
}
|
||||
for(int i =0;i<info->Material.size();++i)
|
||||
{
|
||||
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
|
||||
Core::loader.ReleaseResource(info->Material[i]);
|
||||
}
|
||||
delete info;
|
||||
}
|
||||
|
|
|
@ -10,7 +10,7 @@ namespace Oyster
|
|||
{
|
||||
namespace Loading
|
||||
{
|
||||
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type);
|
||||
void* LoadShader(const wchar_t filename[], int type);
|
||||
|
||||
void UnloadShaderP(void* loadedData)
|
||||
{
|
||||
|
@ -48,78 +48,41 @@ namespace Oyster
|
|||
SAFE_RELEASE(ps);
|
||||
}
|
||||
|
||||
void LoadShaderP(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderP(const wchar_t filename[])
|
||||
{
|
||||
LoadShader(filename,out,Core::PipelineManager::Pixel);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderP;
|
||||
return LoadShader(filename,Core::PipelineManager::Pixel);
|
||||
}
|
||||
|
||||
void LoadShaderG(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderG(const wchar_t filename[])
|
||||
{
|
||||
|
||||
LoadShader(filename,out,Core::PipelineManager::Geometry);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderG;
|
||||
return LoadShader(filename,Core::PipelineManager::Geometry);
|
||||
}
|
||||
|
||||
void LoadShaderC(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderC(const wchar_t filename[])
|
||||
{
|
||||
|
||||
LoadShader(filename,out,Core::PipelineManager::Compute);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderC;
|
||||
return LoadShader(filename,Core::PipelineManager::Compute);
|
||||
}
|
||||
|
||||
void LoadShaderH(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderH(const wchar_t filename[])
|
||||
{
|
||||
|
||||
LoadShader(filename,out,Core::PipelineManager::Hull);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderH;
|
||||
return LoadShader(filename,Core::PipelineManager::Hull);
|
||||
}
|
||||
|
||||
void LoadShaderD(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderD(const wchar_t filename[])
|
||||
{
|
||||
|
||||
LoadShader(filename,out,Core::PipelineManager::Domain);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderD;
|
||||
return LoadShader(filename,Core::PipelineManager::Domain);
|
||||
}
|
||||
|
||||
void LoadShaderV(const wchar_t filename[], Oyster::Resource::CustomData& out)
|
||||
void* LoadShaderV(const wchar_t filename[])
|
||||
{
|
||||
|
||||
LoadShader(filename,out,Core::PipelineManager::Vertex);
|
||||
if(out.loadedData==NULL)
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
}
|
||||
out.resourceUnloadFnc = UnloadShaderV;
|
||||
return LoadShader(filename,Core::PipelineManager::Vertex);
|
||||
}
|
||||
|
||||
void LoadShader(const wchar_t filename[], Oyster::Resource::CustomData& out, int type)
|
||||
void* LoadShader(const wchar_t filename[], int type)
|
||||
{
|
||||
Core::PipelineManager::ShaderData data;
|
||||
#ifdef _DEBUG
|
||||
|
@ -159,8 +122,7 @@ namespace Oyster
|
|||
{
|
||||
Shader->Release();
|
||||
}
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
data.size = Shader->GetBufferSize();
|
||||
|
@ -181,11 +143,10 @@ namespace Oyster
|
|||
}
|
||||
else
|
||||
{
|
||||
memset(&out,0,sizeof(out));
|
||||
return;
|
||||
return NULL;
|
||||
}
|
||||
#endif
|
||||
out.loadedData = Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
|
||||
return Core::PipelineManager::CreateShader(data, Core::PipelineManager::ShaderType(type));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,14 +9,14 @@ namespace Oyster
|
|||
{
|
||||
namespace Model
|
||||
{
|
||||
//struct ModelInfo;
|
||||
struct ModelInfo;
|
||||
struct Model
|
||||
{
|
||||
//! do not Edit, linked to render data
|
||||
//ModelInfo* info;
|
||||
void* info;
|
||||
ModelInfo* info;
|
||||
Oyster::Math::Float4x4 WorldMatrix;
|
||||
bool Visible;
|
||||
bool Visible, LoopAnimation;
|
||||
int AnimationPlaying;
|
||||
float AnimationTime;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -11,12 +11,32 @@ namespace Oyster
|
|||
{
|
||||
namespace Model
|
||||
{
|
||||
struct Bone
|
||||
{
|
||||
Math::Float4x4 Transform;
|
||||
int Parent;
|
||||
};
|
||||
struct Frame
|
||||
{
|
||||
Bone bone;
|
||||
double time;
|
||||
};
|
||||
struct Animation
|
||||
{
|
||||
std::wstring name;
|
||||
int Bones;
|
||||
int* Frames; //! Bone as index
|
||||
Frame** Keyframes; //! @brief [Bone][Frame]
|
||||
double duration;
|
||||
};
|
||||
struct ModelInfo
|
||||
{
|
||||
std::vector<ID3D11ShaderResourceView*> Material;
|
||||
Core::Buffer *Vertices,*Indecies;
|
||||
bool Indexed;
|
||||
int VertexCount, IndexCount;
|
||||
bool Indexed, Animated;
|
||||
int VertexCount, IndexCount, BoneCount, AnimationCount;
|
||||
Bone* bones;
|
||||
Animation* Animations;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,16 +18,10 @@ namespace Oyster
|
|||
void Basic::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::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(1,0,0,1));
|
||||
Preparations::Basic::ClearRTV(Resources::Deffered::GBufferRTV,Resources::Deffered::GBufferSize,Math::Float4(0,0,0,1));
|
||||
Core::PipelineManager::SetRenderPass(Graphics::Render::Resources::Deffered::GeometryPass);
|
||||
|
||||
Definitions::VP vp;
|
||||
vp.V = View;
|
||||
vp.P = Projection;
|
||||
|
||||
void* data = Resources::Deffered::VPData.Map();
|
||||
memcpy(data, &vp, sizeof(Definitions::VP));
|
||||
Resources::Deffered::VPData.Unmap();
|
||||
void* data;
|
||||
|
||||
Definitions::LightConstants lc;
|
||||
lc.InvProj = Projection.GetInverse();
|
||||
|
@ -62,9 +56,78 @@ namespace Oyster
|
|||
memcpy(data,&(pm),sizeof(pm));
|
||||
Resources::Deffered::ModelData.Unmap();
|
||||
|
||||
|
||||
Model::ModelInfo* info = (Model::ModelInfo*)models[i].info;
|
||||
|
||||
|
||||
|
||||
Definitions::AnimationData am;
|
||||
if(info->Animated && models[i].AnimationPlaying != -1)
|
||||
{
|
||||
|
||||
Definitions::AnimationData am2;
|
||||
//write default data
|
||||
for (int b = 0; b < info->BoneCount; b++)
|
||||
{
|
||||
am2.animatedData[b] = info->bones[b].Transform;
|
||||
}
|
||||
//loop bones in animation
|
||||
am.Animated = 1;
|
||||
|
||||
|
||||
Model::Frame Prev, Next;
|
||||
|
||||
models[i].AnimationTime = fmod(models[i].AnimationTime,info->Animations[models[i].AnimationPlaying].duration);
|
||||
|
||||
for(int x = 0; x < info->Animations[models[i].AnimationPlaying].Bones; ++x)
|
||||
{
|
||||
//loop frame per bone
|
||||
Prev.bone.Parent = 0;
|
||||
Next = Prev;
|
||||
for(int y = 0; y < info->Animations[models[i].AnimationPlaying].Frames[x]; ++y)
|
||||
{
|
||||
///TODO replace with binary search?
|
||||
Model::Frame f = info->Animations[models[i].AnimationPlaying].Keyframes[x][y];
|
||||
|
||||
//if we hit frame
|
||||
if(models[i].AnimationTime == f.time)
|
||||
{
|
||||
Prev = f;
|
||||
Next = f;
|
||||
break;
|
||||
}
|
||||
|
||||
//if time is larger than frame time, store frames
|
||||
if(models[i].AnimationTime < f.time)
|
||||
{
|
||||
Next = f;
|
||||
Prev = info->Animations[models[i].AnimationPlaying].Keyframes[x][y-1];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//calculate interpolated bone position
|
||||
|
||||
//rebase model time to between prev and next
|
||||
float interpoation =(models[i].AnimationTime - Prev.time) / (Next.time - Prev.time);
|
||||
|
||||
//interpolate
|
||||
Math::Matrix Interpolated;
|
||||
Math3D::InterpolateOrientation_UsingNonRigidNlerp(Prev.bone.Transform,Next.bone.Transform,interpoation, Interpolated);
|
||||
|
||||
//write magic to animated data
|
||||
am2.animatedData[Prev.bone.Parent] = Interpolated * am2.animatedData[info->bones[Prev.bone.Parent].Parent];
|
||||
//sneaky write do correct data buffer
|
||||
am.animatedData[x] = (am2.animatedData[Prev.bone.Parent] * info->bones[Prev.bone.Parent].Transform.GetInverse());
|
||||
}
|
||||
}
|
||||
else
|
||||
am.Animated = 0;
|
||||
|
||||
data = Resources::Deffered::AnimationData.Map();
|
||||
memcpy(data,&am,sizeof(Definitions::AnimationData));
|
||||
Resources::Deffered::AnimationData.Unmap();
|
||||
|
||||
if(info->Material.size())
|
||||
{
|
||||
Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0]));
|
||||
|
@ -84,6 +147,8 @@ namespace Oyster
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Basic::EndFrame()
|
||||
{
|
||||
Core::PipelineManager::SetRenderPass(Resources::Deffered::LightPass);
|
||||
|
|
|
@ -12,7 +12,7 @@ const std::wstring PathToHLSL = L"..\\..\\Code\\OysterGraphics\\Shader\\HLSL\\De
|
|||
const std::wstring PathToCSO = L"..\\Content\\Shaders\\";
|
||||
|
||||
const int KernelSize = 10;
|
||||
const int SampleSpread = 8;
|
||||
const int SampleSpread = 16;
|
||||
|
||||
namespace Oyster
|
||||
{
|
||||
|
@ -34,7 +34,7 @@ namespace Oyster
|
|||
Shader::RenderPass Deffered::PostPass;
|
||||
|
||||
Buffer Deffered::ModelData = Buffer();
|
||||
Buffer Deffered::VPData = Buffer();
|
||||
Buffer Deffered::AnimationData = Buffer();
|
||||
Buffer Deffered::LightConstantsData = Buffer();
|
||||
|
||||
Buffer Deffered::PointLightsData = Buffer();
|
||||
|
@ -74,8 +74,9 @@ namespace Oyster
|
|||
|
||||
ModelData.Init(desc);
|
||||
|
||||
desc.NumElements = 2;
|
||||
VPData.Init(desc);
|
||||
desc.NumElements = 1;
|
||||
desc.ElementSize = sizeof(Definitions::AnimationData);
|
||||
AnimationData.Init(desc);
|
||||
|
||||
desc.ElementSize = sizeof(Definitions::LightConstants);
|
||||
desc.NumElements = 1;
|
||||
|
@ -156,6 +157,7 @@ namespace Oyster
|
|||
|
||||
Core::Init::CreateLinkedShaderResourceFromStructuredBuffer(&b,&PointLightView,NULL);
|
||||
srand((unsigned int)time(0));
|
||||
|
||||
//SSAO
|
||||
Math::Vector3 kernel[KernelSize];
|
||||
Math::Vector3 random[SampleSpread];
|
||||
|
@ -186,13 +188,12 @@ namespace Oyster
|
|||
{
|
||||
random[i] = Oyster::Math::Vector3(
|
||||
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
|
||||
(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,
|
||||
/*(float)rand() / (RAND_MAX + 1) * (1 - -1)+ -1,*/
|
||||
1.0f,
|
||||
0.0f);
|
||||
}
|
||||
random[i].Normalize();
|
||||
}
|
||||
//kernel[0] = Math::Vector3(0,1,1);
|
||||
//kernel[0].Normalize();
|
||||
|
||||
D3D11_TEXTURE1D_DESC T1desc;
|
||||
T1desc.Width = KernelSize;
|
||||
|
@ -208,17 +209,32 @@ namespace Oyster
|
|||
|
||||
D3D11_SUBRESOURCE_DATA rnd;
|
||||
rnd.pSysMem = random;
|
||||
rnd.SysMemPitch = sqrt(SampleSpread) * sizeof(Oyster::Math::Vector3);
|
||||
|
||||
ID3D11Texture1D *pTexture1[2];
|
||||
ID3D11Texture1D *pTexture1;
|
||||
|
||||
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1[0] );
|
||||
Core::device->CreateShaderResourceView( pTexture1[0], 0, &SSAOKernel );
|
||||
pTexture1[0]->Release();
|
||||
Core::device->CreateTexture1D( &T1desc, &sphere, &pTexture1 );
|
||||
Core::device->CreateShaderResourceView( pTexture1, 0, &SSAOKernel );
|
||||
pTexture1->Release();
|
||||
|
||||
T1desc.Width = SampleSpread;
|
||||
Core::device->CreateTexture1D( &T1desc, &rnd, &pTexture1[1] );
|
||||
Core::device->CreateShaderResourceView( (pTexture1[1]), 0, &SSAORandom );
|
||||
pTexture1[1]->Release();
|
||||
D3D11_TEXTURE2D_DESC T2desc;
|
||||
T2desc.Width = KernelSize;
|
||||
T2desc.MipLevels = T2desc.ArraySize = 1;
|
||||
T2desc.Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
T2desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
T2desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
T2desc.CPUAccessFlags = 0;
|
||||
T2desc.MiscFlags = 0;
|
||||
T2desc.Height = sqrt(SampleSpread);
|
||||
T2desc.Width = SampleSpread/sqrt(SampleSpread);
|
||||
T2desc.SampleDesc.Quality = 0;
|
||||
T2desc.SampleDesc.Count = 1;
|
||||
|
||||
ID3D11Texture2D *pTexture2;
|
||||
|
||||
Core::device->CreateTexture2D( &T2desc, &rnd, &pTexture2 );
|
||||
Core::device->CreateShaderResourceView( (pTexture2), 0, &SSAORandom );
|
||||
pTexture2->Release();
|
||||
|
||||
////Create ShaderEffects
|
||||
|
||||
|
@ -239,7 +255,7 @@ namespace Oyster
|
|||
|
||||
Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
|
||||
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
|
||||
GeometryPass.CBuffers.Vertex.push_back(VPData);
|
||||
GeometryPass.CBuffers.Vertex.push_back(AnimationData);
|
||||
GeometryPass.CBuffers.Vertex.push_back(ModelData);
|
||||
GeometryPass.RenderStates.Rasterizer = rs;
|
||||
GeometryPass.RenderStates.SampleCount = 1;
|
||||
|
@ -281,7 +297,7 @@ namespace Oyster
|
|||
void Deffered::Clean()
|
||||
{
|
||||
Resources::Deffered::ModelData.~Buffer();
|
||||
Resources::Deffered::VPData.~Buffer();
|
||||
Resources::Deffered::AnimationData.~Buffer();
|
||||
Resources::Deffered::LightConstantsData.~Buffer();
|
||||
Resources::Deffered::PointLightsData.~Buffer();
|
||||
SAFE_RELEASE(Resources::Deffered::PointLightView);
|
||||
|
|
|
@ -18,12 +18,15 @@ namespace Oyster
|
|||
static const int LBufferSize = 3;
|
||||
static const int MaxLightSize = 100;
|
||||
//! GBuffers
|
||||
//! 0 = Diffuse + SpecKoeff
|
||||
//! 1 = Normal + Glow
|
||||
//! 0 = Diffuse + Glow
|
||||
//! 1 = Normal + Spec
|
||||
static ID3D11RenderTargetView* GBufferRTV[GBufferSize];
|
||||
static ID3D11ShaderResourceView* GBufferSRV[GBufferSize];
|
||||
|
||||
|
||||
//! LBuffer
|
||||
//! 0 = Diffuse
|
||||
//! 1 = Specular
|
||||
//! 2 = SSAO
|
||||
static ID3D11UnorderedAccessView* LBufferUAV[LBufferSize];
|
||||
static ID3D11ShaderResourceView* LBufferSRV[LBufferSize];
|
||||
|
||||
|
@ -33,7 +36,7 @@ namespace Oyster
|
|||
|
||||
|
||||
static Core::Buffer ModelData;
|
||||
static Core::Buffer VPData;
|
||||
static Core::Buffer AnimationData;
|
||||
|
||||
static Core::Buffer LightConstantsData;
|
||||
|
||||
|
|
|
@ -32,10 +32,10 @@ Texture2D DepthTexture : register(t2);
|
|||
StructuredBuffer<PointLight> Points : register(t3);
|
||||
|
||||
Texture1D SSAOKernel : register(t4);
|
||||
Texture1D SSAORand : register(t5);
|
||||
Texture2D SSAORand : register(t5);
|
||||
|
||||
RWTexture2D<float4> Diffuse : register(u0);
|
||||
RWTexture2D<float4> Specular : register(u1);
|
||||
RWTexture2D<float> Ambient : register(u2);
|
||||
RWTexture2D<float4> Ambient : register(u2);
|
||||
|
||||
#endif
|
|
@ -30,11 +30,11 @@ Texture2D Normal : register(t1);
|
|||
|
||||
SamplerState S1 : register(s0);
|
||||
|
||||
cbuffer PerFrame : register(b0)
|
||||
cbuffer Animation : register(b0)
|
||||
{
|
||||
matrix View;
|
||||
float4x4 Projection;
|
||||
matrix VP;
|
||||
float4x4 BoneAnimation[100];
|
||||
int Animated;
|
||||
float3 Pad;
|
||||
}
|
||||
|
||||
cbuffer PerModel : register(b1)
|
||||
|
|
|
@ -21,8 +21,8 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
|
|||
output.Specular * 0;
|
||||
if(d > pl.Radius)
|
||||
{
|
||||
output.Diffuse = float4(0,0,0,1);
|
||||
output.Specular = float4(0,0,0,1);
|
||||
output.Diffuse = float3(0,0,0);
|
||||
output.Specular = float3(0,0,0);
|
||||
}
|
||||
return output;
|
||||
}
|
|
@ -12,13 +12,13 @@
|
|||
[numthreads(16, 16, 1)]
|
||||
void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
||||
{
|
||||
float2 UV = DTid / Pixels;
|
||||
float2 UV = DTid.xy / Pixels;
|
||||
UV.x = UV.x * 2 - 1;
|
||||
UV.y = 1 - 2 * UV.y;
|
||||
float3 ViewPos = ToVpos(DTid.xy, UV);
|
||||
DiffSpec Shaded;
|
||||
Shaded.Diffuse = float4(0,0,0,0);
|
||||
Shaded.Specular = float4(0,0,0,0);
|
||||
Shaded.Diffuse = float3(0,0,0);
|
||||
Shaded.Specular = float3(0,0,0);
|
||||
|
||||
for(int i = 0; i < Lights; ++i)
|
||||
{
|
||||
|
@ -33,10 +33,10 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
|
|||
Specular[DTid.xy] = float4(Shaded.Specular, 1);
|
||||
|
||||
|
||||
if((DTid.x + DTid.y) %4 == 0 )
|
||||
if(DTid.x & 1 && DTid.y & 1 )
|
||||
{
|
||||
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy);
|
||||
Ambient[DTid.xy/4] = AmbValue;
|
||||
float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
|
||||
Ambient[DTid.xy/2] = AmbValue;
|
||||
}
|
||||
|
||||
}
|
|
@ -7,8 +7,7 @@ RWTexture2D<float4> Output;
|
|||
[numthreads(16, 16, 1)]
|
||||
void main( uint3 DTid : SV_DispatchThreadID )
|
||||
{
|
||||
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/4].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy];
|
||||
//Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy] + Diffuse[DTid.xy] * Ambient[DTid.xy/2].w;// + float4(Ambient[DTid.xy/4].xyz,1); GLOW
|
||||
//Output[DTid.xy] = Ambient[DTid.xy/2];
|
||||
Output[DTid.xy] = Diffuse[DTid.xy] + Specular[DTid.xy];
|
||||
}
|
|
@ -1,30 +1,33 @@
|
|||
#include "Defines.hlsli"
|
||||
#include "PosManipulation.hlsli"
|
||||
|
||||
static float Radius =5;
|
||||
static float Radius = 100;
|
||||
|
||||
float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
||||
{
|
||||
|
||||
float occlusion = 0.0f;
|
||||
//create sample coordinate system
|
||||
float4 rnd = float4( SSAORand[(rndID.x + rndID.y) % SSAORand.Length.x].xyz, 0.0f );
|
||||
float4 rnd = float4( SSAORand[int2(rndID.x % (SSAORand.Length.x), rndID.y % (SSAORand.Length.y))].xyz, 0.0f );
|
||||
rnd = normalize(rnd);
|
||||
float3 normal = NormalSpec[uv].xyz;
|
||||
float4 tangent = float4( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))), 0.0f );
|
||||
float4 biTangent = float4( cross(tangent.xyz, normal), 0.0f );
|
||||
float3 normal = NormalSpec[texCoord2].xyz;
|
||||
float3 tangent = float3( normalize(rnd.xyz - (normal * dot(rnd.xyz, normal))));
|
||||
float3 biTangent = float3( cross(tangent.xyz, normal));
|
||||
|
||||
float4x4 tbn = float4x4(tangent, biTangent, float4(normal,0), float4(pos*Radius,1));
|
||||
float3x3 tbn = float3x3(tangent, biTangent, normal);
|
||||
|
||||
for( uint i = 0; i < SSAOKernel.Length.x; ++i )
|
||||
{
|
||||
//int i = 0;
|
||||
//take sample from localspace to viewspace
|
||||
float4 sampled = mul(tbn, float4(SSAOKernel[i].xyz,1));
|
||||
|
||||
float3 sampled = mul(tbn, SSAOKernel[i].xyz);
|
||||
sampled = sampled * Radius + pos;
|
||||
//project sample to get uv.xy
|
||||
float4 ProjOffset = sampled;
|
||||
float4 ProjOffset = float4(sampled,1);
|
||||
ProjOffset = mul(Proj, ProjOffset);
|
||||
float4 offset = ProjOffset;
|
||||
float2 UV = offset;
|
||||
float2 UV = offset.xy;
|
||||
offset /= offset.w;
|
||||
offset.xyz = offset.xyz * 0.5f + 0.5f;
|
||||
//extra invert y axis, DX11
|
||||
|
@ -39,7 +42,7 @@ float GetSSAO(float3 pos, float2 uv, int2 texCoord2, uint2 rndID)
|
|||
|
||||
//compare to depth from sample
|
||||
float rangeCheck = (abs(pos.z - sampleDepth) < Radius) ? 1.0f : 0.0f;
|
||||
occlusion += (sampleDepth >= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
occlusion += (sampleDepth <= sampled.z ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
occlusion /= (float)(SSAOKernel.Length.x);
|
||||
occlusion = 1.0f - occlusion;
|
||||
|
|
|
@ -3,6 +3,20 @@
|
|||
VertexOut main( VertexIn input )
|
||||
{
|
||||
VertexOut output;
|
||||
/*input.pos = (
|
||||
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
|
||||
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
|
||||
(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
|
||||
(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
|
||||
* Animated) + input.pos * int(1-Animated);*/
|
||||
|
||||
input.pos = (
|
||||
(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
|
||||
* Animated) + input.pos * int(1-Animated);
|
||||
|
||||
//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
|
||||
//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
|
||||
//input.pos = mul(m, float4(input.pos,1));
|
||||
output.pos = mul(WVP, float4(input.pos,1));
|
||||
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
||||
output.UV = input.UV;
|
||||
|
|
|
@ -0,0 +1,260 @@
|
|||
//--------------------------------------------------------------------------------------
|
||||
// File: TemplateMain.cpp
|
||||
//
|
||||
// BTH-D3D-Template
|
||||
//
|
||||
// Copyright (c) Stefan Petersson 2011. All rights reserved.
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define NOMINMAX
|
||||
#include <vld.h>
|
||||
#include <Windows.h>
|
||||
#include "DllInterfaces\GFXAPI.h"
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
HINSTANCE g_hInst = NULL;
|
||||
HWND g_hWnd = NULL;
|
||||
Oyster::Graphics::Model::Model* m = NULL;
|
||||
Oyster::Graphics::Model::Model* m2 = NULL;
|
||||
Oyster::Graphics::Model::Model* m3 = NULL;
|
||||
Oyster::Math::Float4x4 V;
|
||||
Oyster::Math::Float4x4 P;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
HRESULT Render(float deltaTime);
|
||||
HRESULT Update(float deltaTime);
|
||||
HRESULT InitDirect3D();
|
||||
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Entry point to the program. Initializes everything and goes into a message processing
|
||||
// loop. Idle time is used to render the scene.
|
||||
//--------------------------------------------------------------------------------------
|
||||
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow )
|
||||
{
|
||||
|
||||
BOOL b = SetDllDirectoryW(L"..\\DLL");
|
||||
|
||||
if( FAILED( InitWindow( hInstance, nCmdShow ) ) )
|
||||
return 0;
|
||||
|
||||
if( FAILED( InitDirect3D() ) )
|
||||
return 0;
|
||||
|
||||
__int64 cntsPerSec = 0;
|
||||
QueryPerformanceFrequency((LARGE_INTEGER*)&cntsPerSec);
|
||||
float secsPerCnt = 1.0f / (float)cntsPerSec;
|
||||
|
||||
__int64 prevTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&prevTimeStamp);
|
||||
|
||||
std::string fps = "FPS:";
|
||||
char count[100];
|
||||
// Main message loop
|
||||
MSG msg = {0};
|
||||
float fpsCounter = 0;
|
||||
while(WM_QUIT != msg.message)
|
||||
{
|
||||
if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE) )
|
||||
{
|
||||
TranslateMessage( &msg );
|
||||
DispatchMessage( &msg );
|
||||
}
|
||||
else
|
||||
{
|
||||
__int64 currTimeStamp = 0;
|
||||
QueryPerformanceCounter((LARGE_INTEGER*)&currTimeStamp);
|
||||
float dt = (currTimeStamp - prevTimeStamp) * secsPerCnt;
|
||||
|
||||
//render
|
||||
Update(dt);
|
||||
Render(dt);
|
||||
fpsCounter += dt;
|
||||
if(fpsCounter>0.1f)
|
||||
{
|
||||
sprintf_s(count, "%f",1/dt);
|
||||
SetWindowTextA(g_hWnd, (fps + count).c_str());
|
||||
fpsCounter = 0;
|
||||
}
|
||||
prevTimeStamp = currTimeStamp;
|
||||
}
|
||||
}
|
||||
|
||||
Oyster::Graphics::API::DeleteModel(m);
|
||||
Oyster::Graphics::API::DeleteModel(m2);
|
||||
Oyster::Graphics::API::DeleteModel(m3);
|
||||
Oyster::Graphics::API::Clean();
|
||||
return (int) msg.wParam;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Register class and create window
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow )
|
||||
{
|
||||
// Register class
|
||||
WNDCLASSEX wcex;
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hIcon = 0;
|
||||
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszMenuName = NULL;
|
||||
wcex.lpszClassName = L"BTH_D3D_Template";
|
||||
wcex.hIconSm = 0;
|
||||
if( !RegisterClassEx(&wcex) )
|
||||
return E_FAIL;
|
||||
|
||||
// Adjust and create window
|
||||
g_hInst = hInstance;
|
||||
RECT rc = { 0, 0, 1280, 720 };
|
||||
AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );
|
||||
|
||||
if(!(g_hWnd = CreateWindow(
|
||||
L"BTH_D3D_Template",
|
||||
L"BTH - Direct3D 11.0 Template",
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
CW_USEDEFAULT,
|
||||
CW_USEDEFAULT,
|
||||
rc.right - rc.left,
|
||||
rc.bottom - rc.top,
|
||||
NULL,
|
||||
NULL,
|
||||
hInstance,
|
||||
NULL)))
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
ShowWindow( g_hWnd, nCmdShow );
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Create Direct3D device and swap chain
|
||||
//--------------------------------------------------------------------------------------
|
||||
HRESULT InitDirect3D()
|
||||
{
|
||||
HRESULT hr = S_OK;;
|
||||
|
||||
if(Oyster::Graphics::API::Init(g_hWnd,false,false, Oyster::Math::Float2( 1024, 768 )) == Oyster::Graphics::API::Fail)
|
||||
{
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
m = Oyster::Graphics::API::CreateModel(L"untitled.dan");
|
||||
m2 = Oyster::Graphics::API::CreateModel(L"still.dan");
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
m2->AnimationPlaying = 0;
|
||||
m2->AnimationTime = 0.0f;
|
||||
//m3 = Oyster::Graphics::API::CreateModel(L"box_2.dan");
|
||||
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
|
||||
|
||||
|
||||
P = Oyster::Math3D::ProjectionMatrix_Perspective(Oyster::Math::pi/2,1280.0f/720.0f,.1f,10000);
|
||||
Oyster::Graphics::API::SetProjection(P);
|
||||
|
||||
V = Oyster::Math3D::OrientationMatrix_LookAtDirection(Oyster::Math::Float3(0,0,-1),Oyster::Math::Float3(0,1,0),Oyster::Math::Float3(0,200,500.4f));
|
||||
V = V.GetInverse();
|
||||
|
||||
|
||||
Oyster::Graphics::Definitions::Pointlight pl;
|
||||
pl.Color = Oyster::Math::Float3(1,1,1);
|
||||
pl.Bright = 1;
|
||||
pl.Pos = Oyster::Math::Float3(0,-20.0f,30.4f);
|
||||
pl.Radius = 90;
|
||||
|
||||
Oyster::Graphics::API::AddLight(pl);
|
||||
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
float angle = 0;
|
||||
HRESULT Update(float deltaTime)
|
||||
{
|
||||
|
||||
angle += Oyster::Math::pi/16 * deltaTime;
|
||||
//m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle) * Oyster::Math3D::RotationMatrix_AxisX(-Oyster::Math::pi/2);
|
||||
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(0,1,0)*-Oyster::Math::pi/2,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
|
||||
Oyster::Math::Matrix ma = Oyster::Math::Matrix::identity;
|
||||
ma *= 50;
|
||||
ma.m44 = 1;
|
||||
m2->WorldMatrix = m2->WorldMatrix * ma;
|
||||
m2->AnimationTime += deltaTime * 0.5f;
|
||||
//m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
HRESULT Render(float deltaTime)
|
||||
{
|
||||
Oyster::Graphics::API::SetView(V);
|
||||
Oyster::Graphics::API::NewFrame();
|
||||
|
||||
//Oyster::Graphics::API::RenderModel(*m);
|
||||
Oyster::Graphics::API::RenderModel(*m2);
|
||||
//Oyster::Graphics::API::RenderModel(*m3);
|
||||
|
||||
Oyster::Graphics::API::EndFrame();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Called every time the application receives a message
|
||||
//--------------------------------------------------------------------------------------
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc;
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
break;
|
||||
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
|
||||
case WM_KEYDOWN:
|
||||
|
||||
switch(wParam)
|
||||
{
|
||||
case VK_ESCAPE:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
//R
|
||||
case 0x52:
|
||||
#ifdef _DEBUG
|
||||
Oyster::Graphics::API::ReloadShaders();
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -0,0 +1,255 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{1B3BEA4C-CF75-438A-9693-60FB8444BBF3}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>Tester</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;</IncludePath>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;</IncludePath>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win32;$(LibraryPath)</LibraryPath>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
<IncludePath>C:\Program Files (x86)\Visual Leak Detector\include;$(IncludePath)$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;</IncludePath>
|
||||
<OutDir>$(SolutionDir)..\Bin\Executable\</OutDir>
|
||||
<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
|
||||
<TargetName>$(ProjectName)_$(PlatformShortName)</TargetName>
|
||||
<LibraryPath>C:\Program Files (x86)\Visual Leak Detector\lib\Win64;$(LibraryPath)</LibraryPath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;</DelayLoadDLLs>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies>
|
||||
</LinkLibraryDependencies>
|
||||
</ProjectReference>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
<ProjectReference>
|
||||
<LinkLibraryDependencies>
|
||||
</LinkLibraryDependencies>
|
||||
</ProjectReference>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName)D.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<PreventDllBinding>true</PreventDllBinding>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName)D.dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>false</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<PreventDllBinding>true</PreventDllBinding>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName).dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>false</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<PreventDllBinding>true</PreventDllBinding>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName).dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterGraphics;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>OysterGraphics_$(PlatformShortName).lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)..\Bin\DLL;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<PreventDllBinding>true</PreventDllBinding>
|
||||
<DelayLoadDLLs>OysterGraphics_$(PlatformShortName).dll;</DelayLoadDLLs>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="MainTest.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Misc\Misc.vcxproj">
|
||||
<Project>{2ec4dded-8f75-4c86-a10b-e1e8eb29f3ee}</Project>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterGraphics\OysterGraphics.vcxproj">
|
||||
<Project>{0ec83e64-230e-48ef-b08c-6ac9651b4f82}</Project>
|
||||
<Private>false</Private>
|
||||
<ReferenceOutputAssembly>true</ReferenceOutputAssembly>
|
||||
<CopyLocalSatelliteAssemblies>false</CopyLocalSatelliteAssemblies>
|
||||
<LinkLibraryDependencies>false</LinkLibraryDependencies>
|
||||
<UseLibraryDependencyInputs>false</UseLibraryDependencyInputs>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\OysterMath\OysterMath.vcxproj">
|
||||
<Project>{f10cbc03-9809-4cba-95d8-327c287b18ee}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
|
@ -0,0 +1,22 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ShowAllFiles>true</ShowAllFiles>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LocalDebuggerWorkingDirectory>$(OutDir)</LocalDebuggerWorkingDirectory>
|
||||
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -7,7 +7,11 @@
|
|||
|
||||
#include <Windows.h>
|
||||
|
||||
|
||||
struct cPOINT :public POINT
|
||||
{
|
||||
cPOINT() { x=(0); y=(0); }
|
||||
cPOINT(int width, int height) { x=(width); y=(height); }
|
||||
};
|
||||
class WindowShell
|
||||
{
|
||||
public:
|
||||
|
@ -28,23 +32,70 @@ public:
|
|||
HCURSOR cursor; //!< Optional
|
||||
HBRUSH background; //!< Optional
|
||||
|
||||
WINDOW_INIT_DESC()
|
||||
WINDOW_INIT_DESC(
|
||||
HWND _parent = 0,
|
||||
HINSTANCE _hInstance = 0,
|
||||
WNDPROC _windowProcCallback = 0,
|
||||
const wchar_t* _windowName = L"Window",
|
||||
POINT _windowSize = cPOINT(800, 600),
|
||||
POINT _windowPosition = cPOINT(0,0),
|
||||
UINT _windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC),
|
||||
UINT _windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION),
|
||||
HICON _icon = LoadIcon(0, IDI_APPLICATION),
|
||||
HCURSOR _cursor = LoadCursor(NULL, IDC_ARROW),
|
||||
HBRUSH _background = (HBRUSH)GetStockObject(BLACK_BRUSH)
|
||||
)
|
||||
{
|
||||
parent = 0;
|
||||
hInstance = NULL;
|
||||
windowName = L"Window";
|
||||
windowSize.x = 800;
|
||||
windowSize.y = 600;
|
||||
windowPosition.x = 0;
|
||||
windowPosition.y = 0;
|
||||
windowProcCallback = NULL;
|
||||
windowClassStyle = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
|
||||
windowStyle = WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION;
|
||||
//windowStyle = WS_OVERLAPPEDWINDOW;
|
||||
parent = _parent;
|
||||
hInstance = _hInstance;
|
||||
windowName = _windowName;
|
||||
windowSize = _windowSize;
|
||||
windowPosition = _windowPosition;
|
||||
windowProcCallback = _windowProcCallback;
|
||||
windowClassStyle = _windowClassStyle;
|
||||
windowStyle = _windowStyle;
|
||||
icon = _icon;
|
||||
cursor = _cursor;
|
||||
background = _background;
|
||||
}
|
||||
WINDOW_INIT_DESC(
|
||||
HWND _parent,
|
||||
HINSTANCE _hInstance,
|
||||
WNDPROC _windowProcCallback,
|
||||
const wchar_t* _windowName,
|
||||
cPOINT _windowSize,
|
||||
cPOINT _windowPosition
|
||||
)
|
||||
{
|
||||
parent = _parent;
|
||||
hInstance = _hInstance;
|
||||
windowName = _windowName;
|
||||
windowSize = _windowSize;
|
||||
windowPosition = _windowPosition;
|
||||
windowProcCallback = _windowProcCallback;
|
||||
windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC);
|
||||
windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION);
|
||||
icon = LoadIcon(0, IDI_APPLICATION);
|
||||
cursor = LoadCursor(NULL, IDC_ARROW);
|
||||
background = (HBRUSH)GetStockObject(BLACK_BRUSH);
|
||||
}
|
||||
WINDOW_INIT_DESC(
|
||||
const wchar_t* _windowName,
|
||||
cPOINT _windowSize,
|
||||
cPOINT _windowPosition
|
||||
)
|
||||
{
|
||||
parent = 0;
|
||||
hInstance = 0;
|
||||
windowName = _windowName;
|
||||
windowSize = _windowSize;
|
||||
windowPosition = _windowPosition;
|
||||
windowProcCallback = 0;
|
||||
windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC);
|
||||
windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION);
|
||||
icon = LoadIcon(0, IDI_APPLICATION);
|
||||
cursor = LoadCursor(NULL, IDC_ARROW);
|
||||
background = (HBRUSH)GetStockObject(BLACK_BRUSH);
|
||||
//background = (HBRUSH)GetStockObject(BACKGROUND_BLUE);(HBRUSH)(COLOR_WINDOW+1);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue