improved support for different resolutions + general documentation and cleanup

This commit is contained in:
ethan 2025-04-14 16:04:43 -04:00
parent 6ad1272d7d
commit 701ac3e151
14 changed files with 614 additions and 653 deletions

View file

@ -1,31 +1,19 @@
-- global vars
patrolDestination = { x=500.0, y=500.0, z=0.0 }
moveLeft = true
MoveLeft = true
-- helper functions
function watchPosition(actor, pos)
local function watchPosition(actor, pos)
local y = pos.y - actor.position.y
local x = pos.x - actor.position.x
local rotation = math.atan2(y, x)
actor.rotation = math.deg(rotation)
end
function distance(a, b)
local function distance(a, b)
local dx = a.x - b.x
local dy = a.y - b.y
return math.sqrt(dx * dx + dy * dy)
end
function moveTo(actor, pos)
local a = actor
local p = pos
watchPosition(a, p)
if distance(a.position, p) < 50 then
return true
end
a:moveForward()
return false
end
-- Behaviour Functions called on AI
-- These functions are ai behaviour functions called in the game
@ -48,24 +36,12 @@ end
function patrol(actor, target)
local a = actor
local t = target
if t ~= nil then
-- print("target is at " .. target.position.x)
end
--if moveTo(actor, patrolDestination) == true then
-- patrolDestination = { x=math.random(400.0, 750.0), y=math.random(400.0, 750.0), z=0.0 }
--end
-- performRaycast returns if true if the raycast hits the target position it also sets the getter function
-- distFromWall, at bot creation distFromWall is and infinite float value.
-- This performRaycast function is highly discourage due to slow down
--if raycaster:performRaycast(actor.position, actor.rotation, target.position) == true then
--ai.state = AIState.Alert
--end
if raycaster:bresenhamRaycast(a.position, a.rotation, t.position) == true then
--target hit!
ai.state = AIState.Alert
end
if raycaster:distFromWall() < 3 then
upOrDown = math.random(2)
local upOrDown = math.random(2)
if moveLeft == true then
if upOrDown == 1 then
a.rotation = 180
@ -90,10 +66,8 @@ function alert(actor, target)
local a = actor
local t = target
if target ~= nil then
-- print("target is at " .. target.position.x)
watchPosition(a, t.position)
end
--print("actor is alert at " .. actor.position.x)
if distance(a.position, t.position) > 300 then
a:moveForward()
end

View file

@ -1,14 +1,14 @@
-- helper functions
function lookAway(actor, pos)
y = actor.position.y - pos.y
x = actor.position.x - pos.x
rotation = math.atan(y, x)
local function lookAway(actor, pos)
local y = actor.position.y - pos.y
local x = actor.position.x - pos.x
local rotation = math.atan(y, x)
actor.rotation = math.deg(rotation)
end
function distance(a, b)
return math.sqrt((math.abs(a.x - b.x)^2) + (math.abs(a.y - b.y)^2))
local function distance(a, b)
return math.sqrt((math.abs(a.x - b.x) ^ 2) + (math.abs(a.y - b.y) ^ 2))
end
function idle(actor, target)

View file

@ -3,7 +3,7 @@
#
find_package(SDL2 2.30.2 REQUIRED)
find_package(SDL2_IMAGE 2.8.2 REQUIRED)
find_package(SDL2_image 2.8.2 REQUIRED)
find_package(PkgConfig REQUIRED)
pkg_check_modules(LuaJIT REQUIRED IMPORTED_TARGET GLOBAL luajit)
find_package(sol2 REQUIRED)
@ -42,6 +42,7 @@ add_executable (YuppleMayham
"src/utility/ftfont.cpp"
"src/graphics/sprite.cpp"
"src/graphics/mesh.cpp"
"src/graphics/glwindow.cpp"
"src/gameplay/entity.cpp"
"src/gameplay/gameactor.cpp"
"src/graphics/shader.cpp"
@ -104,6 +105,6 @@ endif()
target_include_directories(YuppleMayham PRIVATE "${PROJECT_SOURCE_DIR}/YuppleMayham/include" ${LuaJIT_INCLUDE_DIRS} ${FREETYPE_INCLUDE_DIR_ft2build})
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image openal glm::glm-header-only tinyxml2 freetype ${LuaJIT_LINK_LIBRARIES})
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image openal glm::glm tinyxml2 freetype ${LuaJIT_LINK_LIBRARIES})
# TODO: Add tests and install targets if needed.

View file

@ -1,10 +1,12 @@
#ifndef _H_GAME_H
#define _H_GAME_H
#include <memory>
#include <SDL_events.h>
#include <memory>
#include <utility/events.h>
#include "gameplay/camera.h"
class InputHandler;
class Scene;
class Text;
@ -13,22 +15,16 @@ class Renderer;
class AudioEngine;
class GLWindow;
enum {
GAME_QUITTING = 0,
GAME_RUNNING = 1,
GAME_MENU = 2,
GAME_PLAYING = 4
};
enum { GAME_QUITTING = 0, GAME_RUNNING = 1, GAME_MENU = 2, GAME_PLAYING = 4 };
class Game
{
class Game {
public:
Game() {}
bool init();
bool loadDebugScene();
void captureInput(SDL_Event& e);
void captureInput(SDL_Event &e);
void executeInputs();
void update(double deltaTime);
@ -47,6 +43,7 @@ private:
std::shared_ptr<GLWindow> window;
std::unique_ptr<Camera> camera;
std::shared_ptr<Scene> currentScene;
std::shared_ptr<InputHandler> inputHandler;
std::shared_ptr<ResourceManager> resourceManager;

View file

@ -2,17 +2,14 @@
#define _H_GLWINDOW_H
#include <SDL_video.h>
//#include <SDL_opengl.h>
#include <thirdparty/glad/glad.h>
class GLWindow
{
#include "utility/logger.h"
class GLWindow {
public:
GLWindow(const char* windowName, int width, int height) :
w(width),
h(height),
name(windowName) {};
GLWindow(const char *windowName, int width, int height)
: w(width), h(height), name(windowName) {};
~GLWindow();
bool Init();
@ -20,34 +17,18 @@ public:
void swap() { SDL_GL_SwapWindow(window); }
void makeCurrent() { SDL_GL_MakeCurrent(window, glContext); }
unsigned width() const { return w; }
unsigned height() const { return h; }
unsigned Width() const { return w; }
unsigned Height() const { return h; }
SDL_Window *getWindow() const { return window; }
const SDL_GLContext &getContext() const { return glContext; }
SDL_Window* getWindow() const { return window; }
const SDL_GLContext& getContext() const { return glContext; }
private:
SDL_Window* window = nullptr;
SDL_Window *window = nullptr;
SDL_GLContext glContext = NULL;
unsigned w, h;
const char* name;
const char *name;
};
bool GLWindow::Init()
{
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_OPENGL);
if (!window)
return false;
glContext = SDL_GL_CreateContext(window);
if (!glContext)
return false;
return true;
}
GLWindow::~GLWindow()
{
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
}
#endif // _H_GLWINDOW_H

View file

@ -1,74 +1,65 @@
#ifndef _H_RENDERER_H
#define _H_RENDERER_H
#include <unordered_map>
#include <memory>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <unordered_map>
#include "graphics/quad.h"
#include "graphics/drawable.h"
#include "graphics/glwindow.h"
#include "graphics/postprocess.h"
#include "graphics/quad.h"
class ResourceManager;
class Shader;
enum class RenderLayer {
Background,
Map,
GameObjects,
Effects,
HUD,
Menu
};
enum class RenderLayer { Background, Map, GameObjects, Effects, HUD, Menu };
class Renderer
{
class Renderer {
public:
Renderer(const std::shared_ptr<ResourceManager>&);
Renderer(const std::shared_ptr<ResourceManager> &,
const std::shared_ptr<GLWindow> &);
void clear();
void hookEventManager(const std::weak_ptr<EventManager> eventManager);
void setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view);
void setProjAndViewMatrix(const glm::mat4 &proj, const glm::mat4 &view);
void addDrawable(RenderLayer renderLayer, Drawable *drawable);
void removeDrawable(RenderLayer renderLayer, Drawable *drawable);
void render();
private:
std::unordered_map<RenderLayer, std::vector<Drawable*>> worldLayerPool;
std::unordered_map<RenderLayer, std::vector<Drawable*>> HUDLayerPool;
std::unordered_map<RenderLayer, std::vector<Drawable *>> worldLayerPool;
std::unordered_map<RenderLayer, std::vector<Drawable *>> HUDLayerPool;
std::vector<RenderLayer> renderingOrder = {
RenderLayer::Background,
RenderLayer::Map,
RenderLayer::GameObjects,
RenderLayer::Effects,
RenderLayer::HUD,
RenderLayer::Menu
};
RenderLayer::Background, RenderLayer::Map, RenderLayer::GameObjects,
RenderLayer::Effects, RenderLayer::HUD, RenderLayer::Menu};
void uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms);
void uploadUniforms(const unsigned shaderID,
const std::vector<Uniform> &uniforms);
unsigned uboMatrices;
union FrameBuffer {
unsigned int frame;
unsigned int texture;
}worldBuffer, hudBuffer;
} worldBuffer, hudBuffer;
std::unique_ptr<ScreenQuad> screenQuad;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<GLWindow> glWindow;
void initFrameBuffers();
void initUniformBuffers();
std::unique_ptr<Postprocessor> postProcessor;
void sortLayerPool(auto& layerPool);
void renderPool(auto& layerPool);
void sortLayerPool(auto &layerPool);
void renderPool(auto &layerPool);
};
#endif

View file

@ -9,6 +9,9 @@ AI::AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster)
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
{}
/*
* The behavior script works off of three different states, idle, patrol and alert.
* When the script is idle, this is */
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
{
// passing out instance of raycaster and this AI into our scripting api
@ -25,6 +28,8 @@ void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
void AI::update()
{
try {
// If our ai doesn't have a reference to the actor it's controlling it will do nothing.
// If our ai script does have an actor but no target, it will default to its idle state.
if (actor && target) {
switch (state)
{
@ -35,7 +40,7 @@ void AI::update()
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
@ -46,7 +51,7 @@ void AI::update()
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
@ -57,12 +62,25 @@ void AI::update()
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
}
} else if (actor) {
switch (state)
{
case AIState::Idle:
if (idleFunc.valid()) {
auto result = idleFunc(actor, nullptr);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua Error: {}", err.what());
}
}
}
}
// Collect garbage just to be sure.
std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout)
{
@ -71,13 +89,14 @@ void AI::update()
}
}
catch (const std::exception& e) {
std::cerr << "Error during AI update: " << e.what() << std::endl;
LOG(ERROR, "Problem occured during AI update: {}", e.what());
state = AIState::Idle;
}
}
AI::~AI()
{
// Just set all of the references to null, given they are smart pointers, they are freed when no longer used.
behaviour->lua["raycaster"] = sol::nil;
behaviour->lua["ai"] = sol::nil;
behaviour->lua["idle"] = sol::nil;

View file

@ -1,5 +1,6 @@
#include "gameplay/camera.h"
// follow our target set using the setTarget. If there is no target set the camera will not move.
void Camera::update(double deltaTime)
{
if (target == nullptr)
@ -19,6 +20,7 @@ glm::mat4 Camera::getProjectionMatrix()
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
}
// The local coordinates are the corrdinates relative to the camera.
const glm::vec3 Camera::worldToLocal(const glm::vec3& worldCoordinates)
{
//return worldCoordinates - position;

View file

@ -32,6 +32,7 @@ void Entity::flip()
flipped = !flipped;
}
// Add physics component implies more than one can be attached to an entity...
void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physics)
{
this->physics = physics;
@ -39,6 +40,8 @@ void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physic
void Entity::update(double deltaTime)
{
// If our entity has a physics component attached and that they're moving,
// we will update the entity position to match the rigidBody position.
if (physics && physics->rigidBody.velocity != glm::vec2(0.0f))
{
position = glm::vec3(physics->rigidBody.position, 0.f);
@ -47,21 +50,24 @@ void Entity::update(double deltaTime)
}
else if (!physics)
{
// In the case that the entity does not have a physics component we will handle movement on the entity itself.
position += deltaPosition * 1.f;
updateModelMatrix();
deltaPosition = glm::vec3(0.f);
}
}
// The entity will only need to update its model matrix and the flipped flag on its attached shader.
// The shader and sprite component will handle the drawing.
void Entity::draw()
{
//glm::mat4 mvp = camera->getProjectionMatrix() * camera->getViewMatrix() * modelMatrix;
editUniform("model", modelMatrix);
editUniform("flip", flipped);
}
void Entity::updateModelMatrix()
{
// Quick sanity check to make sure our Z position is zero. Since we are in 2D
position.z = 0.f;
glm::mat4 rotationMat = (isRotatable) ? glm::rotate(glm::mat4(1.f), glm::radians(rotation), glm::vec3(0.0f, 0.0f, 1.0f)) : glm::mat4(1.0f);
glm::mat4 translation = glm::translate(glm::mat4(1.f), position);

View file

@ -1,15 +1,11 @@
#include "gameplay/game.h"
#include "gameplay/input.h"
#include "gameplay/scene.h"
/*due for possible removal!*/
#include "gameplay/gameactor.h"
#include "gameplay/weapons/weapon.h"
/*-------------------------*/
#include "utility/command.h"
#include "utility/resourcemanager.h"
#include "utility/ftfont.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "graphics/glwindow.h"
@ -17,12 +13,10 @@
#include <glm/gtc/matrix_transform.hpp>
#include <memory>
#include <thread>
#include <utility/events.h>
bool Game::init()
{
window = std::make_shared<GLWindow>("Yupple Mayham", 800, 600);
bool Game::init() {
window = std::make_shared<GLWindow>("Yupple Mayham", 1024, 768);
if (!window->Init())
ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
@ -37,27 +31,31 @@ bool Game::init()
#endif
SDL_GL_SetSwapInterval(1);
glViewport(0, 0, window->width(), window->height());
glViewport(0, 0, window->Width(), window->Height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// For now we'll init default bindings, but as we move forward controls will be set by the player and saved in controls.xml
// For now we'll init default bindings, but as we move forward controls will
// be set by the player and saved in controls.xml
inputHandler = std::make_shared<InputHandler>();
inputHandler->bindKeyCommand(SDLK_w, 0, std::make_unique<MoveUpCommand>());
inputHandler->bindKeyCommand(SDLK_a, 0, std::make_unique<MoveLeftCommand>());
inputHandler->bindKeyCommand(SDLK_s, 0, std::make_unique<MoveDownCommand>());
inputHandler->bindKeyCommand(SDLK_d, 0, std::make_unique<MoveRightCommand>());
inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100, std::make_unique<ShootCommand>());
inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100,
std::make_unique<ShootCommand>());
inputHandler->bindMouseMotion(std::make_unique<FollowMouseCommand>());
inputHandler->bindMouseScroll(std::make_unique<CycleCommand>());
game_state |= GAME_RUNNING;
globalEventManager = std::make_shared<EventManager>();
resourceManager = std::make_shared<ResourceManager>();
renderer = std::make_shared<Renderer>(resourceManager);
renderer = std::make_shared<Renderer>(resourceManager, window);
audioEngine = std::make_shared<AudioEngine>(resourceManager);
camera = std::make_unique<Camera>(static_cast<float>(window->Width()),
static_cast<float>(window->Height()));
audioEngine->hookEventManager(globalEventManager);
/* Testing */
audioEngine->pushMusic("music/short_song.ogg");
@ -72,65 +70,56 @@ bool Game::init()
return true;
}
const unsigned Game::getWindowWidth() const { return window->width(); }
const unsigned Game::getWindowHeight() const { return window->height(); }
const unsigned Game::getWindowWidth() const { return window->Width(); }
const unsigned Game::getWindowHeight() const { return window->Height(); }
bool Game::loadDebugScene()
{
currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager, globalEventManager);
bool Game::loadDebugScene() {
currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager,
globalEventManager);
currentScene->init();
audioEngine->hookSceneManager(currentScene->getEventManager());
if (currentScene->getPlayer() == nullptr)
return false;
inputHandler->setActor(currentScene->getPlayer().get());
camera->setTarget(currentScene->getPlayer().get());
return true;
}
void Game::captureInput(SDL_Event& e)
{
inputHandler->captureInput(e);
}
void Game::captureInput(SDL_Event &e) { inputHandler->captureInput(e); }
void Game::executeInputs()
{
void Game::executeInputs() {
inputHandler->handleInput();
inputHandler->executeCommands();
}
void Game::update(double deltaTime)
{
void Game::update(double deltaTime) {
if (currentScene) {
currentScene->update(deltaTime);
if (auto player = currentScene->getPlayer())
if (auto player = currentScene->getPlayer()) {
audioEngine->updateListener(player->getPosition());
player->setLocalPosition(camera->worldToLocal(player->getPosition()));
}
}
camera->update(deltaTime);
audioEngine->poll();
}
void Game::render()
{
void Game::render() {
glClearColor(0.05f, 0.25f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(),
camera->getViewMatrix());
if (currentScene)
{
currentScene->render(renderer);
/*Debug ammo indicator*/
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getMagazine()), glm::vec2(10, 10), 0.5f);
textHandler->DrawText("comic.ttf", "/", glm::vec2(50, 10), 0.5f);
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getAmmo()), glm::vec2(90, 10), 0.5f);
}
window->swap();
}
void Game::quit()
{
game_state = GAME_QUITTING;
}
void Game::quit() { game_state = GAME_QUITTING; }
Game::~Game()
{
Game::~Game() {
if (audioEngine) {
audioEngine->killMusic();
}

View file

@ -1,30 +1,30 @@
#include "gameplay/scene.h"
#include "gameplay/camera.h"
#include "gameplay/ai.h"
#include "gameplay/gameactor.h"
#include "gameplay/weapons/weapons.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/map.h"
#include "gameplay/physics.h"
#include "gameplay/ai.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/weapons/weapons.h"
#include "graphics/sprite.h"
#include "graphics/animation.h"
#include "graphics/background.h"
#include "graphics/sprite.h"
#include "utility/script.h"
#include "utility/component.h"
#include "utility/ftfont.h"
#include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/events.h"
#include "utility/raycaster.h"
#include "utility/debugdraw.h"
#include "utility/events.h"
#include "utility/ftfont.h"
#include "utility/raycaster.h"
#include "utility/resourcemanager.h"
#include "utility/script.h"
#include "utility/xmlloader.h"
#include <memory>
#include <execution>
// Scene xml files, should contain a node called <player> that holds the sprite location
// Scene xml files, should contain a node called <player> that holds the sprite
// location
/*
like this:
<player sprite="sprites/player2Atlas.png" frameSize=64.0>
@ -33,33 +33,35 @@ like this:
</player>
*/
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources, std::weak_ptr<EventManager> globalEvents)
: type(sceneType), resourceManager(resources), globalEventManager(globalEvents)
{
camera = std::make_shared<Camera>(800.f, 600.f);
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources,
std::weak_ptr<EventManager> globalEvents)
: type(sceneType), resourceManager(resources),
globalEventManager(globalEvents) {
physicsEngine = std::make_shared<PhysicsEngine>();
eventManager = std::make_shared<EventManager>();
}
void Scene::init()
{
void Scene::init() {
physicsEngine->hookEventManager(eventManager);
//if (sceneType == SCENE_SHOOTER)
// if (sceneType == SCENE_SHOOTER)
loadDebugShooterScene();
}
// This function is full of hardcoded values and test sprites, NOT for use with final product
void Scene::loadDebugShooterScene()
{
// This function is full of hardcoded values and test sprites, NOT for use with
// final product
void Scene::loadDebugShooterScene() {
hookSceneEvents();
sceneData = resourceManager->loadScene("000");
if (!sceneData)
return;
EntityData playerData = sceneData->entities[0];
auto mapData = sceneData->map;
auto playerShader = resourceManager->loadShader("GL_player", "shaders/GL_player.vert", "shaders/GL_player.frag");
auto bubbleShader = resourceManager->loadShader("GL_bubble", "shaders/GL_bubble.vert", "shaders/GL_bubble.frag");
auto weaponShader = resourceManager->loadShader("GL_pistol", "shaders/GL_pistol.vert", "shaders/GL_pistol.frag");
auto playerShader = resourceManager->loadShader(
"GL_player", "shaders/GL_player.vert", "shaders/GL_player.frag");
auto bubbleShader = resourceManager->loadShader(
"GL_bubble", "shaders/GL_bubble.vert", "shaders/GL_bubble.frag");
auto weaponShader = resourceManager->loadShader(
"GL_pistol", "shaders/GL_pistol.vert", "shaders/GL_pistol.frag");
if (!sceneData->bgFile.empty()) {
LOG(INFO, "Found background loading '{}'", sceneData->bgFile);
@ -67,57 +69,54 @@ void Scene::loadDebugShooterScene()
}
// creating map from scene
auto tileShader = resourceManager->loadShader("GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
auto tileShader = resourceManager->loadShader(
"GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
map = std::make_shared<Map>(mapData, tileShader, resourceManager);
for (EntityData entityData : sceneData->entities)
{
for (EntityData entityData : sceneData->entities) {
auto entity = std::make_shared<GameActor>(this, playerShader);
// Directional is the kind of sprite sheet we are using, in this case for directional, I have the sprite sheet handle the rotations
// instead of just rotating the object, this makes it look quite a bit better from the end user perspective.
if (entityData.animated)
{
auto entityAnimation = resourceManager->loadAnimationSet(entityData.graphic, entity->getEntityID());
// because we don't want to have the engine rotate the object based on the entities rotation,
// we set the this value to false so we no longer rotate the object.
// Directional is the kind of sprite sheet we are using, in this case for
// directional, I have the sprite sheet handle the rotations instead of just
// rotating the object, this makes it look quite a bit better from the end
// user perspective.
if (entityData.animated) {
auto entityAnimation = resourceManager->loadAnimationSet(
entityData.graphic, entity->getEntityID());
// because we don't want to have the engine rotate the object based on the
// entities rotation, we set the this value to false so we no longer
// rotate the object.
if (entityAnimation->getDirectional())
entity->setRotatable(false);
entity->addComponent(std::make_unique<AnimationComponent>(entityAnimation, eventManager));
}
else
{
entity->addComponent(
std::make_unique<AnimationComponent>(entityAnimation, eventManager));
} else {
auto entitySprite = resourceManager->loadSpriteStatic(entityData.graphic);
entity->addComponent(std::make_unique<SpriteComponent>(entitySprite));
}
auto defaultWeapon = resourceManager->loadWeapon("gun/pistol", weaponShader, bubbleShader);
auto entityWeapon = resourceManager->loadWeapon(entityData.weapon, weaponShader, bubbleShader);
auto defaultWeapon =
resourceManager->loadWeapon("gun/pistol", weaponShader, bubbleShader);
auto entityWeapon = resourceManager->loadWeapon(entityData.weapon,
weaponShader, bubbleShader);
entity->pickupWeapon(std::move(defaultWeapon));
entity->pickupWeapon(std::move(entityWeapon));
entity->setPosition(glm::vec3(entityData.x * mapData->tileSize, entityData.y * mapData->tileSize, 0.f));
entity->setPosition(glm::vec3(entityData.x * mapData->tileSize,
entityData.y * mapData->tileSize, 0.f));
entity->setScale(glm::vec3(mapData->tileSize, mapData->tileSize, 1.f));
entity->addPhysicsComponent(
physicsEngine->createObject(entity->getEntityID(),
entity->getPosition(),
49.0,
entity->addPhysicsComponent(physicsEngine->createObject(
entity->getEntityID(), entity->getPosition(), 49.0,
PhysicsComponent::Collider::Shape::Circle,
glm::vec3(mapData->tileSize / 2))
);
glm::vec3(mapData->tileSize / 2)));
if (entityData.isPlayer)
{
if (entityData.isPlayer) {
player = entity;
camera->setTarget(entity.get());
entity->setLocalPosition(camera->worldToLocal(entity->getPosition()));
}
else
{
} else {
// attach ai
if (!entityData.script.empty())
{
if (!entityData.script.empty()) {
auto behaviour = resourceManager->loadAIScript(entityData.script);
auto rayCaster = std::make_unique<Raycaster>(40.f, 300.f, map->getCollisionMap(), mapData->tileSize);
auto rayCaster = std::make_unique<Raycaster>(
40.f, 300.f, map->getCollisionMap(), mapData->tileSize);
auto ai = std::make_shared<AI>(entity.get(), std::move(rayCaster));
ai->setTarget(player.get());
ai->attachBehaviourScript(std::move(behaviour));
@ -133,42 +132,34 @@ void Scene::loadDebugShooterScene()
// Setup map and other entities...
}
std::shared_ptr<GameActor> Scene::getPlayer() const
{
std::shared_ptr<GameActor> Scene::getPlayer() const {
return (!player) ? nullptr : player;
}
void Scene::update(double deltaTime)
{
void Scene::update(double deltaTime) {
for (const auto& [id, e] : entities)
{
for (const auto &[id, e] : entities) {
e->update(deltaTime);
if (camera->getTarget() == e.get())
e->setLocalPosition(camera->worldToLocal(e->getPosition()));
}
physicsEngine->update(deltaTime);
camera->update(deltaTime);
}
void Scene::render(std::shared_ptr<Renderer> renderer)
{
void Scene::render(std::shared_ptr<Renderer> renderer) {
renderer->clear();
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(), camera->getViewMatrix());
renderer->addDrawable(RenderLayer::Map, map.get());
if (background) {
renderer->addDrawable(RenderLayer::Background, static_cast<Drawable*>(background));
renderer->addDrawable(RenderLayer::Background,
static_cast<Drawable *>(background));
}
//map->draw();
for (auto& [id, e] : entities)
{
//e->draw();
// map->draw();
for (auto &[id, e] : entities) {
// e->draw();
renderer->addDrawable(RenderLayer::GameObjects, e.get());
if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
const auto& weapons = e->getAllWeapons();
for (auto& w : weapons) {
const auto &weapons = e->getAllWeapons();
for (auto &w : weapons) {
for (auto b : w->getBulletManager()->getBullets()) {
renderer->addDrawable(RenderLayer::GameObjects, b.get());
}
@ -178,13 +169,13 @@ void Scene::render(std::shared_ptr<Renderer> renderer)
renderer->render();
/*
for (const auto& bullet : player->getHeldWeapon()->getBulletManager()->getBullets()) {
DebugDrawer::getInstance().addLine(player->getCenter(), bullet->getCenter(), glm::vec4(1.f, 0.f, 0.f, 0.f));
DEBUG_TEXT(
for (const auto& bullet :
player->getHeldWeapon()->getBulletManager()->getBullets()) {
DebugDrawer::getInstance().addLine(player->getCenter(),
bullet->getCenter(), glm::vec4(1.f, 0.f, 0.f, 0.f)); DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y, 0.f),
glm::vec4(1.f, 0.f, 0.f, 1.f),
0.2f,
camera.get()->worldToLocal(bullet->getCenter()).y,
0.f), glm::vec4(1.f, 0.f, 0.f, 1.f), 0.2f,
"( {}, {}, {} )",
bullet->getCenter().x,
bullet->getCenter().y,
@ -192,38 +183,38 @@ void Scene::render(std::shared_ptr<Renderer> renderer)
);
DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y + 10.f, 0.f),
glm::vec4(1.f, 1.f, 0.f, 1.f),
0.2f,
camera.get()->worldToLocal(bullet->getCenter()).y
+ 10.f, 0.f), glm::vec4(1.f, 1.f, 0.f, 1.f), 0.2f,
"( {}, {} )",
bullet->getPhysicsComponent()->rigidBody.position.x,
bullet->getPhysicsComponent()->rigidBody.position.y
);
DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y + 20.f, 0.f),
glm::vec4(0.f, 1.f, 1.f, 1.f),
0.2f,
camera.get()->worldToLocal(bullet->getCenter()).y
+ 20.f, 0.f), glm::vec4(0.f, 1.f, 1.f, 1.f), 0.2f,
"( {}, {} )",
bullet->getPhysicsComponent()->rigidBody.velocity.x,
bullet->getPhysicsComponent()->rigidBody.velocity.y);
}
*/
DebugDrawer::getInstance().draw(camera->getProjectionMatrix() * camera->getViewMatrix());
DEBUG_TEXT(glm::vec3(10.f, 10.f, 0.f), glm::vec4(0.f, 0.f, 0.f, 1.f), 0.5f,
"{} / {}", getPlayer()->getHeldWeapon()->getMagazine(),
getPlayer()->getHeldWeapon()->getAmmo());
}
void Scene::unloadScene()
{
//xmlLoader.reset();
void Scene::unloadScene() {
// xmlLoader.reset();
}
void Scene::hookSceneEvents()
{
void Scene::hookSceneEvents() {
std::weak_ptr<Scene> weakSelf = shared_from_this();
eventManager->subscribe<BulletCollideEvent>([weakSelf](const BulletCollideEvent& e) {
eventManager->subscribe<BulletCollideEvent>(
[weakSelf](const BulletCollideEvent &e) {
if (auto self = weakSelf.lock()) {
GameActor* shooter = self->getGameActorByID(e.ownerID);
GameActor* target = self->getGameActorByID(e.victimID);
GameActor *shooter = self->getGameActorByID(e.ownerID);
GameActor *target = self->getGameActorByID(e.victimID);
if (shooter && target)
if (auto weapon = shooter->getHeldWeapon())
weapon->onHitCallback(target, e.bullet.get(), e.normal);
@ -231,18 +222,16 @@ void Scene::hookSceneEvents()
});
}
GameActor* Scene::getGameActorByID(const unsigned int ID)
{
GameActor *Scene::getGameActorByID(const unsigned int ID) {
auto iterator = entities.find(ID);
if (iterator == entities.end())
return nullptr;
return iterator->second.get();
}
std::span<std::weak_ptr<GameActor>> Scene::getAllEntities() const
{
std::span<std::weak_ptr<GameActor>> Scene::getAllEntities() const {
entityCache.clear();
for (const auto& [_, entity] : entities) {
for (const auto &[_, entity] : entities) {
entityCache.push_back(entity);
}
return entityCache;

View file

@ -0,0 +1,22 @@
#include "graphics/glwindow.h"
#include <SDL_error.h>
bool GLWindow::Init() {
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_OPENGL);
if (!window) {
LOG(ERROR, "Failed to create window! {}", SDL_GetError());
return false;
}
glContext = SDL_GL_CreateContext(window);
if (!glContext) {
LOG(ERROR, "Failed to create opengl context! {}", SDL_GetError());
return false;
}
return true;
}
GLWindow::~GLWindow() {
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
}

View file

@ -1,44 +1,39 @@
#include "graphics/renderer.h"
#include "graphics/shader.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
#include "utility/events.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include <algorithm>
#include <glm/gtc/type_ptr.hpp>
#include <graphics/postprocess.h>
#include <memory>
Renderer::Renderer(const std::shared_ptr<ResourceManager>& r)
: resourceManager(r)
{
Renderer::Renderer(const std::shared_ptr<ResourceManager> &r,
const std::shared_ptr<GLWindow> &w)
: resourceManager(r), glWindow(w) {
initFrameBuffers();
initUniformBuffers();
screenQuad = std::make_unique<ScreenQuad>();
postProcessor = std::make_unique<Postprocessor>(r);
}
void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager)
{
void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager) {
if (auto e = eventManager.lock()) {
e->subscribe<ScreenShakeEvent>([this](const ScreenShakeEvent& event) {
postProcessor->ApplyEffect(Postprocessor::SHAKE,
event.intensity,
event.duration
);
e->subscribe<ScreenShakeEvent>([this](const ScreenShakeEvent &event) {
postProcessor->ApplyEffect(Postprocessor::SHAKE, event.intensity,
event.duration);
});
e->subscribe<ScreenBlurEvent>([this](const ScreenBlurEvent& event) {
postProcessor->ApplyEffect(Postprocessor::BLUR,
event.intensity,
event.duration
);
e->subscribe<ScreenBlurEvent>([this](const ScreenBlurEvent &event) {
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity,
event.duration);
});
}
}
// Initialize the framebuffers used by the renderer to allow for post-processing effects
void Renderer::initFrameBuffers()
{
// Initialize the framebuffers used by the renderer to allow for post-processing
// effects
void Renderer::initFrameBuffers() {
glGenFramebuffers(1, &worldBuffer.frame);
glGenFramebuffers(1, &hudBuffer.frame);
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
@ -46,17 +41,21 @@ void Renderer::initFrameBuffers()
// World buffer creation
glGenTextures(1, &worldBuffer.texture);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
// !!! NEED TO CREATE STATIC WINDOW SIZING !!!
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
//Attaching empty texture as color buffer for framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, worldBuffer.texture, 0);
// Attaching empty texture as color buffer for framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
worldBuffer.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete world framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
LOG(ERROR, "Failed to complete world framebuffer: {}",
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
@ -68,15 +67,18 @@ void Renderer::initFrameBuffers()
glGenTextures(1, &hudBuffer.texture);
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hudBuffer.texture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
hudBuffer.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete hud framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
LOG(ERROR, "Failed to complete hud framebuffer: {}",
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
@ -86,8 +88,7 @@ void Renderer::initFrameBuffers()
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::initUniformBuffers()
{
void Renderer::initUniformBuffers() {
glGenBuffers(1, &uboMatrices);
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
@ -95,39 +96,38 @@ void Renderer::initUniformBuffers()
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboMatrices);
//glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
// glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 *
// sizeof(glm::mat4));
}
void Renderer::setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view)
{
void Renderer::setProjAndViewMatrix(const glm::mat4 &proj,
const glm::mat4 &view) {
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(proj));
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4),
glm::value_ptr(proj));
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4),
glm::value_ptr(view));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void Renderer::addDrawable(RenderLayer renderLayer, Drawable *drawable)
{
void Renderer::addDrawable(RenderLayer renderLayer, Drawable *drawable) {
if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu)
HUDLayerPool[renderLayer].push_back(drawable);
else
worldLayerPool[renderLayer].push_back(drawable);
}
void Renderer::removeDrawable(RenderLayer renderLayer, Drawable *drawable)
{
auto erase = [&](auto& pool) {
void Renderer::removeDrawable(RenderLayer renderLayer, Drawable *drawable) {
auto erase = [&](auto &pool) {
pool.erase(std::remove(pool.begin(), pool.end(), drawable), pool.end());
};
if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu) {
erase(HUDLayerPool[renderLayer]);
}
else
} else
erase(worldLayerPool[renderLayer]);
}
void Renderer::render()
{
void Renderer::render() {
// Bind the world frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
// clear color and depth buffer
@ -147,17 +147,16 @@ void Renderer::render()
screenQuad->draw();
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
postProcessor->applyPostProcess(1);
// postProcessor->applyPostProcess(1);
screenQuad->draw();
}
void Renderer::renderPool(auto& layerPool)
{
void Renderer::renderPool(auto &layerPool) {
sortLayerPool(layerPool);
Shader* curShader = nullptr;
for (const auto& layer : renderingOrder) {
Shader *curShader = nullptr;
for (const auto &layer : renderingOrder) {
unsigned curShaderID = static_cast<unsigned>(-1);
for (const auto& item : layerPool[layer]) {
for (const auto &item : layerPool[layer]) {
if (item->getShaderID() != curShaderID) {
curShaderID = item->getShaderID();
curShader = resourceManager->getShaderByID(curShaderID);
@ -175,46 +174,43 @@ void Renderer::renderPool(auto& layerPool)
}
}
void Renderer::clear()
{
void Renderer::clear() {
worldLayerPool.clear();
HUDLayerPool.clear();
}
void Renderer::uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms)
{
void Renderer::uploadUniforms(const unsigned shaderID,
const std::vector<Uniform> &uniforms) {
Shader *shader = resourceManager->getShaderByID(shaderID);
if (shader == nullptr) {
LOG(ERROR, "No shader found with id {} !", shaderID);
return;
}
for (const auto& uniform : uniforms) {
std::visit([&](auto&& arg) {
for (const auto &uniform : uniforms) {
std::visit(
[&](auto &&arg) {
using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, bool>) {
shader->setBool(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, int>) {
} else if constexpr (std::is_same_v<T, int>) {
shader->setInt(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, float>) {
} else if constexpr (std::is_same_v<T, float>) {
shader->setFloat(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, glm::vec2>) {
} else if constexpr (std::is_same_v<T, glm::vec2>) {
shader->setVec2(uniform.name, glm::value_ptr(arg));
}
else if constexpr (std::is_same_v<T, glm::mat4>) {
} else if constexpr (std::is_same_v<T, glm::mat4>) {
shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
}
}, uniform.value);
},
uniform.value);
}
}
void Renderer::sortLayerPool(auto& layerPool)
{
// Sort by shader id, this works to batch shaders together to avoid shader switching too much
for (auto& [_,pool] : layerPool) {
void Renderer::sortLayerPool(auto &layerPool) {
// Sort by shader id, this works to batch shaders together to avoid shader
// switching too much
for (auto &[_, pool] : layerPool) {
std::sort(pool.begin(), pool.end(),
[](const Drawable* a, const Drawable* b) {
[](const Drawable *a, const Drawable *b) {
return a->getShaderID() < b->getShaderID();
});
}

View file

@ -1,28 +1,22 @@
#undef GLM_FORCE_FAST_MATH
#define GLM_FORCE_PURE
#define GLM_FORCE_CTOR_INIT
#define GLM_FORCE_COLUMN_MAJOR
#include <SDL.h>
#include <SDL_events.h>
#include <SDL_image.h>
#include <iostream>
// TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h
#include "gameplay/game.h"
const float vertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
#include "utility/logger.h"
int main(int argc, char* args[])
{
if (SDL_Init(SDL_INIT_VIDEO) < 0)
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
LOG(ERROR, "Failed to initialize SDL!", NULL);
return -1;
if (IMG_Init(IMG_INIT_PNG) < 0)
}
if (IMG_Init(IMG_INIT_PNG) < 0) {
LOG(ERROR, "Could not initialize png library", NULL);
return -1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
@ -31,13 +25,13 @@ int main(int argc, char* args[])
Game* game = new Game();
if (!game->init())
{
std::cout << "Failed to init game!" << std::endl;
LOG(ERROR, "Failed to init game!", NULL);
return -1;
}
if (!game->loadDebugScene())
{
std::cout << "Failed to load debug scene!" << std::endl;
LOG(ERROR, "Failed to load debug scene!", NULL);
return -1;
}