diff --git a/Code/Game/GameClient/GameClientState/GameState.cpp b/Code/Game/GameClient/GameClientState/GameState.cpp index d08b1101..37dda789 100644 --- a/Code/Game/GameClient/GameClientState/GameState.cpp +++ b/Code/Game/GameClient/GameClientState/GameState.cpp @@ -114,8 +114,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa modelData.position = position; modelData.rotation = ArrayToQuaternion( rotation ); modelData.scale = scale; - StringToWstring( modelName, modelData.modelPath ); modelData.id = id; + StringToWstring(modelName,modelData.modelPath); // RB DEBUG RBInitData RBData; @@ -141,8 +141,8 @@ void GameState::InitiatePlayer( int id, const std::string &modelName, const floa this->privData->camera.SetPosition( p->getPos() ); Float3 offset = Float3( 0.0f ); // DEBUG position of camera so we can see the player model - //offset.y = p->getScale().y * 5.0f; - //offset.z = p->getScale().z * -5.0f; + offset.y = p->getScale().y * 5.0f; + offset.z = p->getScale().z * -5.0f; // !DEBUG this->privData->camera.SetHeadOffset( offset ); this->privData->camera.UpdateOrientation(); @@ -186,7 +186,7 @@ bool GameState::Render() { if(playerObject->second) { - if( this->privData->myId != playerObject->second->GetId() ) + //if( this->privData->myId != playerObject->second->GetId() ) { playerObject->second->Render(); } @@ -591,6 +591,8 @@ const GameClientState::NetEvent & GameState::DataRecieved( const GameClientState { Protocol_ObjectDie decoded(data); // if is this player. Remember to change camera + int killerID = decoded.killerID; + int victimID = decoded.objectID; if( this->privData->myId == decoded.objectID ) { this->currGameUI = this->respawnUI; diff --git a/Code/Game/GameLogic/AttatchmentMassDriver.cpp b/Code/Game/GameLogic/AttatchmentMassDriver.cpp index b988451f..1f86bf60 100644 --- a/Code/Game/GameLogic/AttatchmentMassDriver.cpp +++ b/Code/Game/GameLogic/AttatchmentMassDriver.cpp @@ -80,7 +80,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float { pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (800); heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce); - + ((DynamicObject*)(heldObject->GetCustomTag()))->RemoveManipulation(); hasObject = false; heldObject = NULL; return; @@ -99,6 +99,7 @@ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float forcePushData args; args.pushForce = pushForce; + args.p = this->owner; Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); @@ -136,6 +137,7 @@ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius); forcePushData args; args.pushForce = -pushForce; + args.p = this->owner; Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction); diff --git a/Code/Game/GameLogic/CollisionManager.cpp b/Code/Game/GameLogic/CollisionManager.cpp index 90a2aefe..d60d16ce 100644 --- a/Code/Game/GameLogic/CollisionManager.cpp +++ b/Code/Game/GameLogic/CollisionManager.cpp @@ -113,7 +113,7 @@ using namespace GameLogic; Object *realObjA = ((Object*)(objA->GetCustomTag())); - Object *realObjB = (Object*)objB->GetCustomTag(); //needs to be changed? + Object *realObjB = (Object*)objB->GetCustomTag(); ExplosiveCrate* crate; if(!realObjA) @@ -166,9 +166,13 @@ using namespace GameLogic; Player *hitPlayer = (Player*)realObj; hitPlayer->DamageLife(ExplosionSource->extraDamageOnCollision); //hitPlayer->GetRigidBody()->ApplyImpulse(force); + + //hitPlayer->DamageLife(ExplosionSource->getExtraDamageOnCollision()); + realObj->GetRigidBody()->ApplyImpulse(force * 5); //do shredding damage } + } @@ -226,6 +230,58 @@ using namespace GameLogic; { return Physics::ICustomBody::SubscriptMessage_none; } + + void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *objA, Oyster::Physics::ICustomBody *objB, Oyster::Math::Float kineticEnergyLoss) + { + + DynamicObject *realObjA = dynamic_cast((Object*)objA->GetCustomTag()); + + DynamicObject *realObjB = dynamic_cast((Object*)objB->GetCustomTag()); + + if(!realObjA || !realObjB) // one of the objects cannot be cast into a dynamicObject and so we leave the function + { + return; + } + + //check which obj is the one that is already affected, if both are then use the special case of changing ownership. + if(realObjA->getAffectingPlayer() == NULL && realObjB->getAffectingPlayer() == NULL) //None of the objects have a player affecting them + { + return;//leave function as the are not to transfer any ownership + } + + if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() == NULL) + { + //realobjA is the affectedObject, transfer this to realobjB + realObjB->SetAffectedBy(*realObjA->getAffectingPlayer()); + + } + if(realObjB->getAffectingPlayer() != NULL && realObjA->getAffectingPlayer() == NULL) + { + //realobjB is the affectedObject, transfer this to realobjA + realObjA->SetAffectedBy(*realObjB->getAffectingPlayer()); + + } + + if(realObjA->getAffectingPlayer() != NULL && realObjB->getAffectingPlayer() != NULL) + { + //Both objects have a player affecting them, now use the special case + if(realObjA->GetRigidBody()->GetState().previousVelocity.GetMagnitude() > realObjB->GetRigidBody()->GetState().previousVelocity.GetMagnitude() ) + { + //realObjA is the winner and will change Bs ownership to A + realObjB->SetAffectedBy(*realObjA->getAffectingPlayer()); + } + else + { + realObjA->SetAffectedBy(*realObjB->getAffectingPlayer()); + //realObjB is the winner and will change As ownership to B + } + } + + + + + } + Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; @@ -250,7 +306,17 @@ using namespace GameLogic; if(realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_Player || realObj->GetObjectType() == ObjectSpecialType::ObjectSpecialType_World) return; + + obj->ApplyImpulse(((forcePushData*)(args))->pushForce); + + + DynamicObject *dynamicObj = dynamic_cast(realObj); + + if(dynamicObj) + { + dynamicObj->SetAffectedBy(*((forcePushData*)(args))->p); + } } void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args) @@ -268,12 +334,21 @@ using namespace GameLogic; Object* realObj = (Object*)(obj->GetCustomTag()); //check so that it is an object that you can pickup - switch(realObj->GetObjectType()) + DynamicObject *dynamicObj = dynamic_cast(realObj); + + if(!dynamicObj) return; + + if(dynamicObj->getManipulatingPlayer() != NULL) + { + return; + } + + switch(dynamicObj->GetObjectType()) { case ObjectSpecialType::ObjectSpecialType_StandardBox: weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true; - + dynamicObj->SetManipulatingPlayer(*weapon->owner); //TODO: add if this is to be a struggle of who has the most power in its weapon, the player that is already manipulating the object or you. if you then you take the object from the other player, if not then you do not take the object break; } diff --git a/Code/Game/GameLogic/DynamicObject.cpp b/Code/Game/GameLogic/DynamicObject.cpp index e6d9ff49..844deaf2 100644 --- a/Code/Game/GameLogic/DynamicObject.cpp +++ b/Code/Game/GameLogic/DynamicObject.cpp @@ -1,5 +1,6 @@ #include "DynamicObject.h" #include "CollisionManager.h" +#include "Player.h" using namespace GameLogic; using namespace Oyster::Math; @@ -10,6 +11,8 @@ DynamicObject::DynamicObject() { this->isReleased = false; this->isActive = true; + this->affectedBy = NULL; + this->manipulatedBy = NULL; } DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) @@ -17,12 +20,16 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev { this->isReleased = false; this->isActive = true; + this->affectedBy = NULL; + this->manipulatedBy = NULL; } DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID) :Object(rigidBody, EventOnCollision, type, objectID) { this->isReleased = false; this->isActive = true; + this->affectedBy = NULL; + this->manipulatedBy = NULL; } DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) @@ -31,6 +38,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*Ev this->extraDamageOnCollision = extraDamageOnCollision; this->isReleased = false; this->isActive = true; + this->affectedBy = NULL; + this->manipulatedBy = NULL; } DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision) @@ -39,6 +48,8 @@ DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::P this->extraDamageOnCollision = extraDamageOnCollision; this->isReleased = false; this->isActive = true; + this->affectedBy = NULL; + this->manipulatedBy = NULL; } DynamicObject::~DynamicObject(void) { @@ -74,4 +85,39 @@ void DynamicObject::Activate() { this->isActive = true; this->isReleased = false; +} + +void DynamicObject::SetAffectedBy(Player &player) +{ + this->affectedBy = &player; + if(this->type != ObjectSpecialType::ObjectSpecialType_Player) //should not add itself to its own list if its a player + { + player.AddAffectedObject(*this); + } + +} + +Player* DynamicObject::getAffectingPlayer() +{ + return this->affectedBy; +} + +void DynamicObject::RemoveAffectedBy() +{ + this->affectedBy = NULL; +} + +GameLogic::Player* DynamicObject::getManipulatingPlayer() +{ + return this->manipulatedBy; +} + +void DynamicObject::SetManipulatingPlayer(GameLogic::Player &player) +{ + this->manipulatedBy = &player; +} + +void DynamicObject::RemoveManipulation() +{ + this->manipulatedBy = NULL; } \ No newline at end of file diff --git a/Code/Game/GameLogic/DynamicObject.h b/Code/Game/GameLogic/DynamicObject.h index 8a32e849..03a03ad6 100644 --- a/Code/Game/GameLogic/DynamicObject.h +++ b/Code/Game/GameLogic/DynamicObject.h @@ -9,6 +9,7 @@ namespace GameLogic { + class Player; class DynamicObject : public Object { @@ -28,9 +29,22 @@ namespace GameLogic void Inactivate(); void Activate(); + void SetAffectedBy(GameLogic::Player &player); + void SetManipulatingPlayer(GameLogic::Player &player); + void RemoveAffectedBy(); + void RemoveManipulation(); + GameLogic::Player* getAffectingPlayer(); + GameLogic::Player* getManipulatingPlayer(); + + static void DynamicObject::DynamicDefaultOnCollision(Oyster::Physics::ICustomBody *rigidBodyObject, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); + private: bool isActive; bool isReleased; + protected: + GameLogic::Player *affectedBy; + GameLogic::Player *manipulatedBy; + }; diff --git a/Code/Game/GameLogic/GameAPI.h b/Code/Game/GameLogic/GameAPI.h index 627ea547..8d0ff695 100644 --- a/Code/Game/GameLogic/GameAPI.h +++ b/Code/Game/GameLogic/GameAPI.h @@ -29,7 +29,7 @@ namespace GameLogic typedef void(*ObjectDisabledFunction)(IObjectData* object, float seconds); // Callback method that recieves and object typedef void(*ObjectHpFunction)(IObjectData* object, float hp); // Callback method that sends obj HP typedef void(*ObjectRespawnedFunction)(IObjectData* object, Oyster::Math::Float3 spawnPos ); // Callback method that sends spawnPos - typedef void(*ObjectDeadFunction)(IObjectData* object, float seconds); // Callback method that sends death timer + typedef void(*ObjectDeadFunction)(IObjectData* victim, IObjectData* killer, float seconds); // Callback method that sends killer and death timer //etc... }; diff --git a/Code/Game/GameLogic/GameLogicStates.h b/Code/Game/GameLogic/GameLogicStates.h index be4bd60e..f006ad27 100644 --- a/Code/Game/GameLogic/GameLogicStates.h +++ b/Code/Game/GameLogic/GameLogicStates.h @@ -2,8 +2,10 @@ #define GAMELOGICSTATES_H #include "OysterMath.h" + namespace GameLogic { + class Player; enum PLAYER_MOVEMENT { PLAYER_MOVEMENT_FORWARD = 0, @@ -42,6 +44,7 @@ namespace GameLogic struct forcePushData { Oyster::Math::Float3 pushForce; + Player *p; }; diff --git a/Code/Game/GameLogic/Level.cpp b/Code/Game/GameLogic/Level.cpp index 3eb57bf5..d258cc27 100644 --- a/Code/Game/GameLogic/Level.cpp +++ b/Code/Game/GameLogic/Level.cpp @@ -59,12 +59,12 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody) break; case ObjectSpecialType_Stone: { - gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); + gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_StandardBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); + gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_RedExplosiveBox: @@ -81,12 +81,12 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody) // break; case ObjectSpecialType_SpikeBox: { - gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); + gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_Spike: { - gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); + gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_CrystalFormation: @@ -98,7 +98,7 @@ Object* Level::CreateGameObj(ObjectHeader* obj, ICustomBody* rigidBody) break; case ObjectSpecialType_CrystalShard: { - gameObj = new DynamicObject(rigidBody, Object::DefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); + gameObj = new DynamicObject(rigidBody, DynamicObject::DynamicDefaultOnCollision, (ObjectSpecialType)obj->specialTypeID, objID); } break; case ObjectSpecialType_JumpPad: @@ -433,7 +433,9 @@ void Level::Update(float deltaTime) else if (this->playerObjects[i]->GetState() == PLAYER_STATE::PLAYER_STATE_DIED) { this->playerObjects[i]->setDeathTimer(DEATH_TIMER); - ((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], DEATH_TIMER); // add killer ID + // HACK to avoid crasch. affected by tag is NULL + ((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i], DEATH_TIMER); // add killer ID + //((Game*)&Game::Instance())->onDeadFnc(this->playerObjects[i], this->playerObjects[i]->getAffectingPlayer(), DEATH_TIMER); // add killer ID } } } diff --git a/Code/Game/GameLogic/Player.cpp b/Code/Game/GameLogic/Player.cpp index 91f09c56..0ce95948 100644 --- a/Code/Game/GameLogic/Player.cpp +++ b/Code/Game/GameLogic/Player.cpp @@ -12,24 +12,26 @@ Player::Player() :DynamicObject() { Player::initPlayerData(); + AffectedObjects.Reserve(15); + this->weapon = NULL; this->teamID = -1; } Player::Player(Oyster::Physics::ICustomBody *rigidBody, void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { - weapon = new Weapon(2,this); - + this->weapon = new Weapon(2,this); Player::initPlayerData(); + AffectedObjects.Reserve(15); this->teamID = teamID; } Player::Player(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, int teamID) :DynamicObject(rigidBody, EventOnCollision, type, objectID) { - weapon = new Weapon(2,this); - + this->weapon = new Weapon(2,this); Player::initPlayerData(); + AffectedObjects.Reserve(15); this->teamID = teamID; } @@ -189,6 +191,16 @@ void Player::BeginFrame() void Player::EndFrame() { + //check if there are any objects that can be removed from the AffectedObjects list + for(int i = 0; i < this->AffectedObjects.Size(); i++) + { + if(this->AffectedObjects[i] && (this->AffectedObjects[i]->GetRigidBody()->GetState().previousVelocity).GetMagnitude() <= 0.1f) + { + this->AffectedObjects[i]->RemoveAffectedBy(); + this->AffectedObjects.Remove(i); + } + + } } void Player::Move(const PLAYER_MOVEMENT &movement) @@ -307,18 +319,31 @@ PLAYER_STATE Player::GetState() const void Player::DamageLife(int damage) { - if( this->playerState != PLAYER_STATE_DEAD) - { - this->playerStats.hp -= damage; - // send hp to client - this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp); + this->playerStats.hp -= damage; + // send hp to client + this->gameInstance->onDamageTakenFnc( this, this->playerStats.hp); - if(this->playerStats.hp <= 0) + if(this->playerStats.hp <= 0) + { + this->playerStats.hp = 0; + this->playerState = PLAYER_STATE_DIED; + } + +} + +void Player::AddAffectedObject(DynamicObject &AffectedObject) +{ + //check if object already exists in the list, if so then do not add + for(int i = 0; i < AffectedObjects.Size(); i++) + { + if(AffectedObjects[i]->GetID() == AffectedObject.GetID()) { - this->playerStats.hp = 0; - this->playerState = PLAYER_STATE_DIED; + //object already exists, exit function + return; } } + //else you add the object to the stack + AffectedObjects.Push(&AffectedObject); } bool Player::deathTimerTick(float dt) { @@ -333,4 +358,4 @@ void Player::setDeathTimer(float deathTimer) { this->deathTimer = deathTimer; this->playerState = PLAYER_STATE_DEAD; -} \ No newline at end of file +} diff --git a/Code/Game/GameLogic/Player.h b/Code/Game/GameLogic/Player.h index c7900d5f..c64ba066 100644 --- a/Code/Game/GameLogic/Player.h +++ b/Code/Game/GameLogic/Player.h @@ -7,6 +7,7 @@ #include "GameLogicStates.h" #include "OysterMath.h" #include "DynamicObject.h" +#include "DynamicArray.h" const float MAX_HP = 100.0f; const float BASIC_SPEED = 30.0f; @@ -66,6 +67,8 @@ namespace GameLogic void SetLookDir(const Oyster::Math3D::Float3& lookDir); void TurnLeft(Oyster::Math3D::Float deltaRadians); + + void AddAffectedObject(DynamicObject &AffectedObject); /******************************************************** * Collision function for player, this is to be sent to physics through the subscribe function with the rigidbody @@ -95,12 +98,14 @@ namespace GameLogic void BeginFrame(); void EndFrame(); static Oyster::Physics::ICustomBody::SubscriptMessage PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss); + private: void Jump(); void initPlayerData(); private: - + + Utility::DynamicMemory::DynamicArray AffectedObjects; int teamID; Weapon *weapon; PLAYER_STATE playerState; diff --git a/Code/Game/GameProtocols/ObjectProtocols.h b/Code/Game/GameProtocols/ObjectProtocols.h index 234a5301..1ffc30ad 100644 --- a/Code/Game/GameProtocols/ObjectProtocols.h +++ b/Code/Game/GameProtocols/ObjectProtocols.h @@ -868,6 +868,7 @@ namespace GameLogic struct Protocol_ObjectDie :public Oyster::Network::CustomProtocolObject { int objectID; + int killerID; float seconds; Protocol_ObjectDie() @@ -875,28 +876,34 @@ namespace GameLogic this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; - this->protocol[2].type = Oyster::Network::NetAttributeType_Float; - this->objectID = 0; + this->protocol[2].type = Oyster::Network::NetAttributeType_Int; + this->protocol[3].type = Oyster::Network::NetAttributeType_Float; + this->objectID = -1; + this->killerID = -1; this->seconds = 0.0f; } - Protocol_ObjectDie(int objectID, float seconds) + Protocol_ObjectDie(int objectID, int killerID, float seconds) { this->protocol[0].type = Oyster::Network::NetAttributeType_Short; this->protocol[0].value.netShort = protocol_Gameplay_ObjectDie; this->protocol[1].type = Oyster::Network::NetAttributeType_Int; - this->protocol[2].type = Oyster::Network::NetAttributeType_Float; + this->protocol[2].type = Oyster::Network::NetAttributeType_Int; + this->protocol[3].type = Oyster::Network::NetAttributeType_Float; this->objectID = objectID; + this->killerID = killerID; this->seconds = seconds; } Protocol_ObjectDie(Oyster::Network::CustomNetProtocol& p) { - this->objectID = p[1].value.netInt; - this->seconds = p[2].value.netFloat; + this->objectID = p[1].value.netInt; + this->killerID = p[2].value.netInt; + this->seconds = p[3].value.netFloat; } Oyster::Network::CustomNetProtocol GetProtocol() override { this->protocol[1].value = this->objectID; - this->protocol[2].value = this->seconds; + this->protocol[2].value = this->killerID; + this->protocol[3].value = this->seconds; return protocol; } diff --git a/Code/Game/GameServer/GameSession.h b/Code/Game/GameServer/GameSession.h index 12067c2b..0247571d 100644 --- a/Code/Game/GameServer/GameSession.h +++ b/Code/Game/GameServer/GameSession.h @@ -96,12 +96,12 @@ namespace DanBias void General_Status ( GameLogic::Protocol_General_Status& p, DanBias::GameClient* c ); void General_Text ( GameLogic::Protocol_General_Text& p, DanBias::GameClient* c ); - //Callback method recieving from gamelogic + //Callback method receiving from game logic static void ObjectMove ( GameLogic::IObjectData* movedObject ); static void ObjectDisabled ( GameLogic::IObjectData* movedObject, float seconds ); static void ObjectDamaged ( GameLogic::IObjectData* movedObject, float hp ); static void ObjectRespawned ( GameLogic::IObjectData* movedObject, Oyster::Math::Float3 spawnPos ); - static void ObjectDead ( GameLogic::IObjectData* movedObject, float seconds ); + static void ObjectDead ( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds ); //Private member variables private: diff --git a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp index 5d3f2a71..6c8e6dc3 100644 --- a/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp +++ b/Code/Game/GameServer/Implementation/GameSession_Gameplay.cpp @@ -158,9 +158,9 @@ using namespace DanBias; { GameSession::gameSession->Send(Protocol_ObjectRespawn(movedObject->GetID(), spawnPos).GetProtocol()); } - void GameSession::ObjectDead( GameLogic::IObjectData* movedObject, float seconds ) + void GameSession::ObjectDead( GameLogic::IObjectData* victim, GameLogic::IObjectData* killer, float seconds ) { - GameSession::gameSession->Send(Protocol_ObjectDie(movedObject->GetID(), seconds).GetProtocol()); + GameSession::gameSession->Send(Protocol_ObjectDie(victim->GetID(), killer->GetID(), seconds).GetProtocol()); } //*****************************************************// //****************** Protocol methods *****************// diff --git a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp index d4c48957..ee3d9f8a 100644 --- a/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp +++ b/Code/OysterGraphics/DllInterfaces/GFXAPI.cpp @@ -58,9 +58,11 @@ namespace Oyster debugSRV = (ID3D11ShaderResourceView*)API::CreateTexture(L"color_white.png"); cube = CreateModel(L"generic_cube.dan"); - cube->Tint = Math::Float3(0.0f,0.0f,1.0f); + cube->Tint = Math::Float3(1.0f,0.0f,0.0f); + cube->Instanced = false; sphere = CreateModel(L"generic_sphere.dan"); sphere->Tint = Math::Float3(1.0f,0.5f,182/255.0f); + sphere->Instanced = false; D3D11_RASTERIZER_DESC desc; @@ -158,7 +160,7 @@ namespace Oyster desc.Type = Core::Buffer::VERTEX_BUFFER; desc.Usage = Core::Buffer::BUFFER_CPU_WRITE_DISCARD; desc.InitData = 0; - desc.NumElements = maxModels; + desc.NumElements = maxModels+1; Render::Resources::Gather::InstancedData.Init(desc); } @@ -172,6 +174,7 @@ namespace Oyster m->Animation.AnimationPlaying = NULL; m->Tint = Math::Float3(1); m->GlowTint = Math::Float3(1); + m->Instanced = true; 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; @@ -256,9 +259,9 @@ namespace Oyster void API::StartRenderWireFrame() { - Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL); + //Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL); Core::deviceContext->RSSetState(wire); - Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL); + //Core::deviceContext->OMSetRenderTargets((UINT)Render::Resources::Gather::AnimatedPass.RTV.size(),&Render::Resources::Gather::AnimatedPass.RTV[0],NULL); } void API::RenderDebugCube(Math::Matrix world) diff --git a/Code/OysterGraphics/Model/Model.h b/Code/OysterGraphics/Model/Model.h index 5985dbcd..6d4e96f2 100644 --- a/Code/OysterGraphics/Model/Model.h +++ b/Code/OysterGraphics/Model/Model.h @@ -26,6 +26,7 @@ namespace Oyster Oyster::Math::Float3 Tint; Oyster::Math::Float3 GlowTint; bool Visible; + bool Instanced; AnimationData Animation; }; } diff --git a/Code/OysterGraphics/Render/DefaultRenderer.cpp b/Code/OysterGraphics/Render/DefaultRenderer.cpp index a735f4b3..4b979be8 100644 --- a/Code/OysterGraphics/Render/DefaultRenderer.cpp +++ b/Code/OysterGraphics/Render/DefaultRenderer.cpp @@ -43,6 +43,8 @@ namespace Oyster { (*i).second->Models=0; } + + Core::PipelineManager::SetRenderPass(Resources::Gather::AnimatedPass); } void DefaultRenderer::RenderScene(Model::Model* models, int count, Math::Matrix View, Math::Matrix Projection, float deltaTime) @@ -53,7 +55,7 @@ namespace Oyster continue; Model::ModelInfo* info = models[i].info; - if(!info->Animated) + if(!info->Animated && models[i].Instanced) { Definitions::RenderInstanceData rid; Math::Float3x3 normalTransform; @@ -229,6 +231,8 @@ namespace Oyster void RenderModel(Model::ModelInfo* info, Definitions::RenderInstanceData* rid , int count) { + if(count < 1) + return; if(info->Material.size()) { Core::deviceContext->PSSetShaderResources(0,(UINT)info->Material.size(),&(info->Material[0])); @@ -263,10 +267,7 @@ namespace Oyster for(auto i = Render::Resources::RenderData.begin(); i != Render::Resources::RenderData.end(); i++ ) { - for(int m = 0; m <(*i).second->Models; ++m) - { - RenderModel((*i).first,(*i).second->rid, (*i).second->Models); - } + RenderModel((*i).first,(*i).second->rid, (*i).second->Models); } Core::PipelineManager::SetRenderPass(Resources::Light::Pass); diff --git a/Code/OysterGraphics/Render/Resources.cpp b/Code/OysterGraphics/Render/Resources.cpp index 91317114..cced13e9 100644 --- a/Code/OysterGraphics/Render/Resources.cpp +++ b/Code/OysterGraphics/Render/Resources.cpp @@ -366,8 +366,8 @@ namespace Oyster ////---------------- Geometry Pass Setup ---------------------------- #pragma region Animated Pass - Gather::AnimatedPass.Shaders.Pixel = GetShader::Pixel(L"Gather"); - Gather::AnimatedPass.Shaders.Vertex = GetShader::Vertex(L"Gather"); + Gather::AnimatedPass.Shaders.Pixel = GetShader::Pixel(L"AGather"); + Gather::AnimatedPass.Shaders.Vertex = GetShader::Vertex(L"AGather"); D3D11_INPUT_ELEMENT_DESC AnimInDesc[] = { @@ -378,7 +378,7 @@ namespace Oyster { "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 48, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; - Shader::CreateInputLayout(AnimInDesc,5,GetShader::Vertex(L"Gather"),Gather::AnimatedPass.IAStage.Layout); + Shader::CreateInputLayout(AnimInDesc,5,GetShader::Vertex(L"AGather"),Gather::AnimatedPass.IAStage.Layout); Gather::AnimatedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::AnimationData); Gather::AnimatedPass.CBuffers.Vertex.push_back(Gather::ModelData); @@ -525,9 +525,6 @@ namespace Oyster Shader::CreateInputLayout(InstInDesc,15,GetShader::Vertex(L"IGather"),Gather::InstancedPass.IAStage.Layout); Gather::InstancedPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; - Gather::InstancedPass.CBuffers.Vertex.push_back(Gather::AnimationData); - Gather::InstancedPass.CBuffers.Vertex.push_back(Gather::ModelData); - Gather::InstancedPass.CBuffers.Pixel.push_back(Color); Gather::InstancedPass.RenderStates.Rasterizer = RenderStates::rs; Gather::InstancedPass.RenderStates.SampleCount = 1; Gather::InstancedPass.RenderStates.SampleState = RenderStates::ss; diff --git a/Code/OysterGraphics/Shader/Passes/Light/Defines.hlsli b/Code/OysterGraphics/Shader/Passes/Light/Defines.hlsli index adf01e9d..fb125b12 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/Defines.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Light/Defines.hlsli @@ -25,6 +25,16 @@ cbuffer LightConstants : register(b0) float4x4 View; } +struct FrustrumPoints +{ + float3 v0; + float3 v1; + float3 v2; + float3 v3; + float3 v4; + float3 v5; +}; + Texture2D DiffuseGlow : register(t0); Texture2D NormalSpec : register(t1); Texture2D GUI : register(t2); diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli index 3dc2b45e..81fa2fa1 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli +++ b/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli @@ -27,4 +27,9 @@ DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord) float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f; output.Specular = output.Specular * SpecCo; return output; +} + +bool intersects(FrustrumPoints box, int Index) +{ + return true; } \ No newline at end of file diff --git a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl index 89ed06d3..ddaed99e 100644 --- a/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl +++ b/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl @@ -8,13 +8,85 @@ //Calc Ambience Done //Write Glow +#define EXPAND 1024.0f +#define SHRINK 1.0f/EXPAND +#define UINT_MAX 0xFFFFFFFF +#define FLOAT_MAX 3.402823466e+38 +#define BLOCKSIZE 16 +#define NUMTHREADS BLOCKSIZE * BLOCKSIZE +#define MAXLIGHTS 100 -[numthreads(16, 16, 1)] -void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) + +// -- Shared Memory ------------------------------------------------- // + +groupshared uint iMinDepth = UINT_MAX, + iMaxDepth = 0; +groupshared uint numVisiblePointLights = 0, + visiblePointlightIndex[MAXLIGHTS]; + +// ------------------------------------------------------------------ // + +[numthreads(BLOCKSIZE, BLOCKSIZE, 1)] +void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID, uint3 Gid : SV_GroupID, uint GI : SV_GroupIndex ) { float2 UV = DTid.xy / Pixels; UV.x = UV.x * 2 - 1; UV.y = 1 - 2 * UV.y; + + float3 posN = float3(UV, DepthTexture[DTid.xy].x); + + // store and load shared minDepth and maxDepth + float minDepth = 0.0f, maxDepth = 0.0f, + depth = posN.z; + { + uint uidepth = (uint)( depth * EXPAND); + InterlockedMin( iMinDepth, uidepth ); + InterlockedMax( iMaxDepth, uidepth ); + + GroupMemoryBarrierWithGroupSync(); + minDepth = (float)( iMinDepth ) * SHRINK; + maxDepth = (float)( iMaxDepth ) * SHRINK; + } + + + // -- Switching to LightCulling ------------------------------------- // + + //define collision volume + float2 size = BLOCKSIZE / Pixels; + FrustrumPoints tile; + tile.v0 = float3(size * Gid,minDepth); + tile.v1 = float3(tile.v0.xy+size,maxDepth); + tile.v2 = float3(tile.v1.xy, minDepth); + tile.v3 = float3(tile.v0.x,tile.v1.y,minDepth); + tile.v4 = float3(tile.v1.x, tile.v0.y, minDepth); + tile.v5 = float3(tile.v0.xy, maxDepth); + + + + // culling the tile's near and far to minDepth & maxDepth ( with tolerance ) + + + uint numPass = (Lights + NUMTHREADS - 1) / NUMTHREADS; + numPass = min( numPass, MAXLIGHTS / NUMTHREADS ); + + for( uint passI = 0; passI < numPass; ++passI ) + { + uint lightIndex = (passI * NUMTHREADS) + GI; + lightIndex = min( lightIndex, Lights ); + + if( lightIndex < Lights ) + if( intersects(tile, lightIndex) ) + { + uint offset; + InterlockedAdd( numVisiblePointLights, 1, offset ); + visiblePointlightIndex[offset] = lightIndex; + } + } + + GroupMemoryBarrierWithGroupSync(); + + + float3 ViewPos = ToVpos(DTid.xy, UV); DiffSpec Shaded; Shaded.Diffuse = float3(0,0,0); @@ -47,7 +119,7 @@ void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID ) DepthBase = DepthBase /4; Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue); Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy]; - Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w /* * (2-DepthBase) */,DiffBase.w); + Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w ,DiffBase.w); Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1); }