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...

22 commits

Author SHA1 Message Date
43bbc9e21d Preload scripts on boot and grab by ID for less file io operations + general cleanup 2025-04-22 13:37:50 -04:00
3241eafea0 Removed old build folder 2025-04-18 12:11:58 -04:00
d4711ddd26 removed compile_flags.txt 2025-04-18 12:11:06 -04:00
5a5e907d88 fixed broken screenshot link 2025-04-17 11:48:26 -04:00
3437441feb Added readme and various comments and general cleanup 2025-04-17 11:30:11 -04:00
701ac3e151 improved support for different resolutions + general documentation and cleanup 2025-04-14 16:04:43 -04:00
6ad1272d7d Adding some sound effects 2025-04-10 16:12:46 -04:00
cb79147e50 Delete YuppleMayham/src/gameplay/' 2025-04-04 13:41:09 -04:00
93b0c0ea0d Added spatial sound effects, fixed a bunch of memory leaks 2025-04-04 13:34:27 -04:00
d3ad840169 Adjusted animation definition storage to be consistent 2025-04-02 19:33:13 -04:00
dccd19ac80 Removed overuse of polymorphisim 2025-03-31 17:23:33 -04:00
1b6f5cff5b Added music player, next is the sound effects and loading music depending on the scene 2025-03-28 11:30:07 -04:00
268e6d6ebf added backgrounds to empty space, updated event polling to be more responsive 2025-03-24 18:59:16 -04:00
294d75ff59 Moved to linux so depends aren't such a mess! Also decided to bundle the thirdparty glad.c library with the project. Debugging fonts added. General fixes and new GLM version 2025-03-19 22:11:37 -04:00
78540b8ac6 added new song 2025-03-02 01:36:31 -05:00
6691d670e2 Fixed followMouse bug layover from old origin point problem 2025-03-01 13:05:30 -05:00
c6a21b24bb Merge branch 'master' of https://git.wienermeister.net/snakert12345/yupplemayham 2025-02-28 20:45:50 -05:00
c4b6c187db removed iostream from ftfont 2025-02-28 20:45:32 -05:00
b10f6884cd Delete compile_commands.json 2025-02-28 20:40:39 -05:00
6e7bb8397f Switched to LuaJIT and made some other misc. changes 2025-02-28 19:39:50 -05:00
02403b142a Decided to just implement auto it reload since it feels better on the player end. Also added much needed logging for tileset loading 2025-02-27 13:46:10 -05:00
ff8bcf3480 fixed physics bug caused by the shift in origin 2025-02-27 13:22:26 -05:00
156 changed files with 15190 additions and 8075 deletions

3
.gitignore vendored
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@ -32,6 +32,7 @@ bld/
[Oo]ut/
[Ll]og/
[Ll]ogs/
[Bb]uild/
# Visual Studio 2015/2017 cache/options directory
.vs/
@ -364,3 +365,5 @@ FodyWeavers.xsd
/Resources/weapons/.bubblegun.xml.swp
*.swp
/Resources/scenes/.debugScene.xml.swp
compile_commands.json
compile_flags.txt

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@ -12,10 +12,23 @@ endif()
include(FetchContent)
SET(CMAKE_EXPORT_COMPILE_COMMANDS 1)
#SET(SOL_LUAJIT 1)
SET(TRACY_ENABLE 1)
SET(TRACY_ON_DEMAND 1)
SET(TRACY_ONLY_LOCALHOST 1)
#SET(TRACY_ENABLE 1)
#SET(TRACY_ON_DEMAND 1)
#SET(TRACY_ONLY_LOCALHOST 1)
SET(FT_DISABLE_BROTLI 1)
SET(FT_DISABLE_BZIP2 1)
SET(FT_DISABLE_HARFBUZZ 1)
SET(FT_DISABLE_PNG 1)
SET(FT_DISABLE_ZLIB 1)
option(GLM_ENABLE_FAST_MATH OFF)
# -fsanitize=address I will forget, renable this flag no more leaks allowed!
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -g -ffloat-store -fexcess-precision=standard -ffp-contract=off")
FetchContent_Declare(
tracy
@ -25,8 +38,6 @@ FetchContent_Declare(
GIT_PROGRESS TRUE
)
FetchContent_MakeAvailable(tracy)
project ("YuppleMayham")
# Include sub-projects.

66
README.md Normal file
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@ -0,0 +1,66 @@
# Personal Game Engine
A modular, event driven 2D game engine, built from scratch to learn engine architecture and low-level graphics programming.
Supports sprite-based animation, Lua scripting, XML-driven definitions and Tiled map creation.
---
## Features
- Event-based animation and sound system
- Animation and tile-sets supported by texture atlases
- Map creation and collision map support in Tiled map editor
- Component-based entity structure
- Basic audio engine integration via OpenAL (XML definitions)
- Basic physics system
- Lua scripted enemy and weapon behavior
---
## Current Status
**Work in Progress** - This project is still under active development, I am currently cleaning up my resource management system for better ease of use for future users of this engine.
---
## Dependencies
- SDL2, SDL2_image
- OpenGL 3.3
- sol2 (Lua binding)
- TinyXML2
- OpenAL
- Freetype
- GLM
- pkg-config
- CMake
## Build Instructions
1. Clone the repo (git.wienermeister.net/snakert12345/yupplemayham.git)
2. Install list of dependencies. Ensure they're available via pkg-config
3. Build with CMake
```bash
git clone https://git.wienermeister.net/snakert12345/yupplemayham.git
cd yupplemayham
mkdir build && cd build
cmake ..
make
```
---
## Screenshot
![Screenshot](https://wienermeister.net/img/engine_screenshot.png)
---
## Roadmap
- Save/Load system
- Modular and scalable menu system
- In-game dialog and conversation systems
- Expanded combat system

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@ -1,6 +1,8 @@
<!--
<animations>
<animation name="bubble_idle_anim" type="idle">
<FPS>2</FPS>
<sprite path="sprites/bubbleoAtlas64.png" frameSize="64.0"/>
</animation>
</animations>
-->

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@ -0,0 +1,22 @@
<!-- Player Animations -->
<animation id="character/player/idle" directional="true" FPS="5" frameSize="64.0" atlas="sprites/player3AtlasIdle64.png"/>
<animation id="character/player/move" directional="true" FPS="7" frameSize="64.0" atlas="sprites/player3AtlasMove64.png"/>
<!-- Fallback animations -->
<animation id="character/tmp/move" directional="false" FPS="7" frameSize="128.0" atlas="sprites/player2Atlas.png"/>
<!--
<animations directional="true">
<animation name="player_move_anim" type="move">
<FPS>7</FPS>
<sprite path="sprites/player3AtlasMove64.png" frameSize="64.0"/>
</animation>
<animation name="player_idle_anim" type="idle">
<FPS>5</FPS>
<sprite path="sprites/player3AtlasIdle64.png" frameSize="64.0"/>
</animation>
</animations>
-->

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@ -1,3 +1,4 @@
<!--
<animations>
<animation name="machine_gun_idle_anim" type="idle">
<FPS>4</FPS>
@ -8,3 +9,4 @@
<sprite path="sprites/machineGunAtlasReload256.png" frameSize="256.0"/>
</animation>
</animations>
-->

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@ -0,0 +1,2 @@
<!-- Bubble -->
<animation id="obj/bubble/idle" FPS="2" frameSize="64.0" atlas="sprites/bubbleoAtlas64.png"/>

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@ -1,3 +1,4 @@
<!--
<animations>
<animation name="pistol_idle_anim" type="idle">
<FPS>4</FPS>
@ -8,3 +9,4 @@
<sprite path="sprites/pistolAtlasReload256.png" frameSize="256.0"/>
</animation>
</animations>
-->

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@ -1,11 +0,0 @@
<animations directional="true">
<animation name="player_move_anim" type="move">
<FPS>7</FPS>
<sprite path="sprites/player3AtlasMove64.png" frameSize="64.0"/>
</animation>
<animation name="player_idle_anim" type="idle">
<FPS>5</FPS>
<sprite path="sprites/player3AtlasIdle64.png" frameSize="64.0"/>
</animation>
</animations>

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@ -1,3 +1,4 @@
<!--
<animations>
<animation name="shot_gun_idle_anim" type="idle">
<FPS>4</FPS>
@ -12,3 +13,4 @@
<sprite path="sprites/shotGunReload128.png" frameSize="128.0"/>
</animation>
</animations>
-->

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@ -1,6 +1,8 @@
<!--
<animations>
<animation name="tmp_enemy_move_anim" type="move">
<FPS>7</FPS>
<sprite path="sprites/player2Atlas.png" frameSize="128.0"/>
</animation>
</animations>
-->

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@ -0,0 +1,13 @@
<!-- Machine Gun -->
<animation id="gun/machine/idle" FPS="4" frameSize="256.0" atlas="sprites/machineGunAtlas256.png"/>
<animation id="gun/machine/reload" FPS="6" frameSize="256.0" atlas="sprites/machineGunAtlasReload256.png"/>
<!-- Pistol -->
<animation id="gun/pistol/idle" FPS="4" frameSize="256.0" atlas="sprites/pistolAtlas256.png"/>
<animation id="gun/pistol/reload" FPS="8" frameSize="256.0" atlas="sprites/pistolAtlasReload256.png"/>
<!-- Shotgun -->
<animation id="gun/shotgun/idle" FPS="4" frameSize="128.0" atlas="sprites/shotGunIdle128.png"/>
<animation id="gun/shotgun/fire" FPS="8" frameSize="128.0" atlas="sprites/shotGunFire128.png"/>
<animation id="gun/shotgun/reload" FPS="8" frameSize="128.0" atlas="sprites/shotGunReload128.png"/>

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@ -0,0 +1,3 @@
<monster id="monster/shooty/bighead" anim="character/tmp" weapon="gun/pistol" aggressive="true" behaviour="script/behaviour/grunt" hp="10.0"/>
<monster id="monster/shooty/clone" anim="character/player" weapon="gun/shotgun" aggressive="true" behaviour="script/behaviour/grunt" hp="15.0"/>

BIN
Resources/music/bright.ogg Normal file

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@ -3,20 +3,17 @@
<scene type="shooter" id="000" bg="backgrounds/blue_sky.png">
<map name="newmap"/>
<entities>
<player x="7" y="5" weapon="shotGun">
<animation name="player_anim"/>
<player x="7" y="5" weapon="gun/shotgun">
<animation id="character/player"/>
</player>
<entity x="10" y="3" weapon="pistolGun">
<animation name="player_anim"/>
<script file="scripts/ai/grunt_behaviour.lua"/>
<entity x="10" y="3" weapon="gun/pistol">
<animation id="character/player"/>
<script id="script/behaviour/grunt"/>
</entity>
<entity x="6" y="3" weapon="pistolGun">
<animation name="tmp_enemy_anim"/>
<script file="scripts/ai/grunt_behaviour.lua"/>
</entity>
<entity x="5" y="3" weapon="pistolGun">
<animation name="tmp_enemy_anim"/>
<script file="scripts/ai/grunt_behaviour.lua"/>
<entity x="6" y="3" weapon="gun/pistol">
<animation id="character/tmp"/>
<script id="script/behaviour/grunt"/>
</entity>
<entity x="5" y="3" weapon="gun/pistol" monster_id="monster/shooty/bighead"/>
</entities>
</scene>

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@ -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.atan(y, 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
@ -35,8 +23,8 @@ function idle(actor, target)
local a = actor
local t = target
if t ~= nil then
-- print("target is at " .. target.position.x)
-- watchPosition(actor, target.position)
-- print("target is at " .. target.position.x)
-- watchPosition(actor, target.position)
ai.state = AIState.Patrol
a.rotation = 180
end
@ -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)

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@ -0,0 +1,4 @@
<!-- Shooter Scripts -->
<script id="script/behaviour/grunt" file="scripts/ai/grunt_behaviour.lua"/>
<script id="script/behaviour/scared" file="scripts/ai/scared_behaviour.lua"/>

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@ -0,0 +1,3 @@
<!-- Ranged weapon scripts -->
<script id="script/weapon/shotgun" file="scripts/weapons/shotgun_script.lua"/>

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@ -17,5 +17,5 @@ end
-- How the bullet, target or wielder respond when the bullet hits a target.
function onHit(target, bullet, normal)
target.physics.rigidBody:applyForce(vec3.new(normal.x, normal.y, 0.0), 5000.0);
target.physics.rigidBody:applyForce(normal, 5000.0);
end

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@ -1,14 +1,15 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
out vec2 texCoord;
uniform mat4 MVP;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main()
{

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@ -1,12 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
out vec2 texCoord;
uniform mat4 projection;
uniform mat4 view;
void main()
{
texCoord = aTexCoord;

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@ -1,13 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
out vec2 texCoord;
uniform mat4 MVP;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform bool flip;

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@ -1,15 +1,16 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexPos;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
out vec3 pos;
out vec2 texPos;
uniform mat4 MVP;
uniform mat4 model;
uniform mat4 projection;
uniform mat4 view;
void main()
{

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@ -7,10 +7,13 @@ layout (location = 4) in int aTilesPerRow;
layout (location = 5) in int aStartIndex;
layout (location = 6) in vec2 aOriginalSize;
layout (location = 7) in mat4 aModel;
layout (std140) uniform Matrices
{
mat4 projection;
mat4 view;
};
uniform vec2 uCanvasSize;
uniform mat4 projection;
uniform mat4 view;
out vec2 texCoord;
flat out int textureIndex;

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@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<!-- Shotgun Sounds -->
<sound id="gun/shotgun/shoot" spatial="true" path="sounds/gun/big_boom.ogg"/>
<!-- Pistol Sounds -->
<sound id="gun/pistol/shoot" spatial="true" path="sounds/gun/small_pew.ogg"/>
<!-- Machine Gun Sounds -->
<sound id="gun/machine/shoot" spatial="true" path="sounds/gun/mach_pew.ogg"/>
<!-- Generic Sounds -->
<sound id="gun/generic/shoot" spatial="true" path="sounds/gun/small_pew.ogg"/>
<sound id="gun/generic/reload" spatial="true" path="sounds/gun/reload.ogg"/>

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@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<weapons>
<weapon name="bubbleGun" fireSpeed="100.0" maxAmmo="40000" clipSize="1000">
<bullet anim="bubble_anim">
<weapon id="gun/machine" fireSpeed="100.0" maxAmmo="40000" clipSize="1000">
<bullet anim="obj/bubble">
<spread>60</spread>
<speed>20.0</speed>
<drop>250.0</drop>
@ -11,9 +11,9 @@
</bullet>
</weapon>
<weapon name="shotGun" fireSpeed="1750.0" maxAmmo="64" clipSize="4">
<script file="scripts/weapons/shotgun_script.lua"/>
<animation name="shot_gun_anim">
<weapon id="gun/shotgun" fireSpeed="1750.0" maxAmmo="64" clipSize="4">
<script id="script/weapon/shotgun"/>
<animation>
<size x="55.0" y="55.0"/>
<offset x="-30.0" y="0.0"/>
</animation>
@ -26,8 +26,8 @@
</bullet>
</weapon>
<weapon name="machineGun" fireSpeed="50.0" maxAmmo="512" clipSize="64">
<animation name="machine_gun_anim">
<weapon id="gun/machine" fireSpeed="50.0" maxAmmo="512" clipSize="64">
<animation>
<size x="55.0" y="55.0"/>
<offset x="-30.0" y="0.0"/>
</animation>
@ -40,8 +40,8 @@
</bullet>
</weapon>
<weapon name="pistolGun" fireSpeed="750.0" maxAmmo="512" clipSize="21">
<animation name="pistol_anim">
<weapon id="gun/pistol" fireSpeed="750.0" maxAmmo="512" clipSize="21">
<animation>
<size x="55.0" y="55.0"/>
<offset x="-30.0" y="0.0"/>
</animation>

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@ -2,32 +2,47 @@
# project specific logic here.
#
find_package(SDL2 REQUIRED)
find_package(SDL2_IMAGE REQUIRED)
find_package(SDL2 2.30.2 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)
find_package(tinyxml2 REQUIRED)
find_package(Freetype REQUIRED)
find_package(OpenAL REQUIRED)
find_package(glm CONFIG REQUIRED)
include_directories(SYSTEM "${PROJECT_SOURCE_DIR}/YuppleMayham/include")
include_directories(SYSTEM "c:/sdks/glad/include")
include_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/include")
include_directories(SYSTEM "c:/sdks/glm")
include_directories(SYSTEM "C:/sdks/sol2-3.3.0/single/single/include")
include_directories(SYSTEM "c:/sdks/lua-5.4.6/include")
include_directories(SYSTEM "C:/sdks/freetype-2.13.2/include")
link_directories(SYSTEM "C:/sdks/freetype-2.13.2/objs")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/lib")
else()
link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/release/lib")
endif()
link_directories(SYSTEM "c:/sdks/lua-5.4.6/lib")
include_directories("${PROJECT_SOURCE_DIR}/YuppleMayham/include")
#include_directories(SYSTEM "c:/sdks/glad/include")
#include_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/include")
#include_directories(SYSTEM "c:/sdks/glm")
#include_directories(SYSTEM "C:/sdks/sol2-3.3.0/single/single/include")
#include_directories(SYSTEM "c:/sdks/lua-5.4.6/include")
#include_directories(SYSTEM "C:/sdks/freetype-2.13.2/include")
#link_directories(SYSTEM "C:/sdks/freetype-2.13.2/objs")
#if (CMAKE_BUILD_TYPE STREQUAL "Debug")
# link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/lib")
#else()
# link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/release/lib")
#endif()
#link_directories(SYSTEM "c:/sdks/lua-5.4.6/lib")
#include_directories("${PROJECT_SOURCE_DIR}/YuppleMayham/include")
# Add source to this project's executable.
add_executable (YuppleMayham
"src/main.cpp"
"c:/sdks/glad/src/glad.c"
"src/thirdparty/glad.c"
"src/sound/engine.cpp"
"src/sound/audiostream.cpp"
"src/sound/soundeffect.cpp"
"src/sound/soundmanager.cpp"
"include/thirdparty/stb_vorbis.c"
"src/utility/data/font_data.c"
"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"
@ -39,6 +54,7 @@ add_executable (YuppleMayham
"src/gameplay/weapons/bulletmanager.cpp"
"src/gameplay/scene.cpp"
"src/graphics/texture.cpp"
"src/graphics/background.cpp"
"src/utility/resourcemanager.cpp"
"src/utility/xmlloader.cpp"
@ -50,7 +66,6 @@ add_executable (YuppleMayham
"src/utility/debugdraw.cpp"
"src/utility/script.cpp"
"src/gameplay/ai.cpp"
"src/utility/ftfont.cpp"
"include/graphics/glwindow.h"
"include/gameplay/camera.h"
"include/utility/mousestate.h"
@ -85,8 +100,11 @@ add_custom_command(TARGET YuppleMayham PRE_BUILD COMMAND ${CMAKE_COMMAND} -E cop
if (CMAKE_VERSION VERSION_GREATER 3.12)
set_property(TARGET YuppleMayham PROPERTY CXX_STANDARD 20)
message("this is freetype include dirs: ${FREETYPE_INCLUDE_DIR_ft2build}")
endif()
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image tinyxml2 lua_static freetype Tracy::TracyClient)
target_include_directories(YuppleMayham PRIVATE "${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 tinyxml2 freetype ${LuaJIT_LINK_LIBRARIES})
# TODO: Add tests and install targets if needed.

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@ -17,25 +17,25 @@ enum class AIState {
Patrol
};
class AI : public std::enable_shared_from_this<AI> {
class AI {
public:
AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster);
AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster);
void update();
void setTarget(const std::shared_ptr<GameActor>& target) { this->target = target; }
void attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour);
void setTarget(GameActor* target) { this->target = target; }
void attachBehaviourScript(std::unique_ptr<AIScript> behaviour);
AIState getState() const { return state; }
void setState(AIState state) { this->state = state; }
~AI() {}
~AI();
private:
AIState state;
std::shared_ptr<Raycaster> raycaster;
std::shared_ptr<AIScript> behaviour;
std::shared_ptr<GameActor> actor;
std::shared_ptr<GameActor> target;
std::unique_ptr<Raycaster> raycaster;
std::unique_ptr<AIScript> behaviour;
GameActor* actor;
GameActor* target;
// cache our lua function calls
sol::function idleFunc;

View file

@ -3,42 +3,43 @@
#include "gameplay/entity.h"
class Camera
{
class Camera {
public:
Camera(float viewPortW, float viewPortH) :
position(glm::vec3(0.0f, 0.0f, 0.0f)),
front(glm::vec3(0.0f, 0.0f, -1.0f)),
up(glm::vec3(0.0f, 1.0f, 0.0f)),
viewPortW(viewPortW),
viewPortH(viewPortH)
{};
Camera(float viewPortW, float viewPortH)
: position(glm::vec3(0.0f, 0.0f, 0.0f)),
front(glm::vec3(0.0f, 0.0f, -1.0f)), up(glm::vec3(0.0f, 1.0f, 0.0f)),
viewPortW(viewPortW), viewPortH(viewPortH) {};
void setPosition(const glm::vec3& position) { this->position = position; }
void setPosition(const glm::vec3 &position) { this->position = position; }
const Entity* getTarget() const { return target; }
const glm::vec3 getCenterPos() const { return glm::vec3(position.x + (viewPortW / 2.f), position.y + (viewPortH / 2.f), 0.0f); }
void setTarget(Entity* target) { this->target = target; }
void unsetTarget() { target = nullptr; }
bool isTargeting() { return (target != nullptr); }
const Entity *getTarget() const { return target; }
const glm::vec3 getCenterPos() const {
return glm::vec3(position.x + (viewPortW / 2.f),
position.y + (viewPortH / 2.f), 0.0f);
}
void setTarget(Entity *target) { this->target = target; }
void unsetTarget() { target = nullptr; }
bool isTargeting() { return (target != nullptr); }
void update(double deltaTime);
void update(double deltaTime);
void setViewportSize(float width, float height);
const glm::vec3 worldToLocal(const glm::vec3& worldCoordinates);
const glm::vec3 worldToLocal(const glm::vec3 &worldCoordinates);
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
const glm::vec3 getPosition() const { return position; }
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
const glm::vec3 getPosition() const { return position; }
private:
Entity* target = nullptr;
Entity *target = nullptr;
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
float viewPortW, viewPortH;
float viewPortW, viewPortH;
float speed = 300.0f;
float speed = 300.0f;
};
#endif // _H_CAMERA_H

View file

@ -7,6 +7,7 @@
#include <SDL_timer.h>
#include "graphics/renderer.h"
#include "util.h"
class Camera;
struct PhysicsComponent;

View file

@ -1,55 +1,56 @@
#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;
class ResourceManager;
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();
Game() {}
bool init();
bool loadDebugScene();
bool loadDebugScene();
void handleInput(SDL_Event& e);
void captureInput(SDL_Event &e);
void executeInputs();
void update(double deltaTime);
void render();
void update(double deltaTime);
void render();
const unsigned getGameState() const { return game_state; }
const unsigned getGameState() const { return game_state; }
const unsigned getWindowWidth() const;
const unsigned getWindowHeight() const;
const unsigned getWindowWidth() const;
const unsigned getWindowHeight() const;
void quit() { game_state = GAME_QUITTING; }
void quit();
~Game();
private:
unsigned game_state = GAME_QUITTING;
unsigned game_state = GAME_QUITTING;
std::shared_ptr<GLWindow> window;
std::shared_ptr<GLWindow> window;
std::shared_ptr<Scene> currentScene;
std::shared_ptr<InputHandler> inputHandler;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<Renderer> renderer;
std::shared_ptr<Text> textHandler;
std::shared_ptr<EventManager> globalEventManager;
std::unique_ptr<Camera> camera;
std::shared_ptr<Scene> currentScene;
std::shared_ptr<InputHandler> inputHandler;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<Renderer> renderer;
std::shared_ptr<Text> textHandler;
std::shared_ptr<AudioEngine> audioEngine;
std::shared_ptr<EventManager> globalEventManager;
};
#endif

View file

@ -5,17 +5,17 @@
#include <unordered_map>
#include <SDL_timer.h>
#include <optional>
#include <span>
#include "gameplay/entity.h"
#include "gameplay/weapons/weapon.h"
#include "utility/mousestate.h"
#include <utility/component.h>
class AI;
class Weapon;
class ISceneContext;
// TODO: Finish weapon cycling code and add default weapon to every actor
// TODO: Add ammo system, then work on some basic UI design
class GameActor : public Entity
@ -25,11 +25,12 @@ public:
~GameActor();
void addComponent(std::unique_ptr<Component> component);
void pickupWeapon(std::shared_ptr<Weapon> weapon);
void pickupWeapon(std::unique_ptr<Weapon> weapon);
void update(double deltaTime) override;
void draw() override;
const std::shared_ptr<Weapon> getHeldWeapon() const;
Weapon* getHeldWeapon() const;
std::span<Weapon*> getAllWeapons();
void setRotation(const float& rotation) override;
@ -49,11 +50,9 @@ public:
void cycleWeapons(const MouseState&);
void followMouse(const MouseState&);
private:
using component_vector_t = std::vector<std::unique_ptr<Component>>;
using weapon_vector_t = std::vector<std::shared_ptr<Weapon>>;
component_vector_t components;
weapon_vector_t weapons;
std::vector<std::unique_ptr<Component>> components;
std::vector<std::unique_ptr<Weapon>> weapons;
std::vector<Weapon*> weaponCache;
size_t currentWeaponIndex = 0;
ISceneContext* sceneContext;

View file

@ -1,6 +1,8 @@
#ifndef _H_INPUT_H
#define _H_INPUT_H
#include "utility/logger.h"
#include <SDL_mouse.h>
#include <unordered_map>
#include <SDL_keycode.h>
#include <SDL_events.h>
@ -45,13 +47,12 @@ protected:
mouseButtons[MOUSE_BUTTON_LEFT] = true;
if (e.type == SDL_MOUSEBUTTONUP)
mouseButtons[MOUSE_BUTTON_LEFT] = false;
if (e.type == SDL_MOUSEMOTION)
{
if (e.type == SDL_MOUSEWHEEL)
mouse_state.scroll = e.wheel.preciseY;
if (e.type == SDL_MOUSEMOTION) {
mouse_state.x = static_cast<float>(e.motion.x);
mouse_state.y = static_cast<float>(e.motion.y);
}
if (e.type == SDL_MOUSEWHEEL)
mouse_state.scroll = e.wheel.preciseY;
}
MouseState mouse_state;
std::unordered_map<Uint8, bool> mouseButtons;
@ -61,12 +62,12 @@ class InputHandler : public Keyboard, public Mouse
{
private:
struct CommandWithDelay{
Command* cmd;
std::unique_ptr<Command> cmd;
Uint32 lastExecution;
Uint32 delay;
};
struct MouseCommandWithDelay{
MouseCommand* cmd;
std::unique_ptr<MouseCommand> cmd;
Uint32 lastExecution;
Uint32 delay;
};
@ -79,26 +80,31 @@ public:
this->actor = actor;
}
void bindKeyCommand(SDL_Keycode key, Uint32 delay, Command* command) {
keyCommands[key] = { command, 0, delay };
void bindKeyCommand(SDL_Keycode key, Uint32 delay, std::unique_ptr<Command> command) {
keyCommands[key] = { std::move(command), 0, delay };
}
void bindMouseCommand(Uint8 mouse, Uint32 delay, MouseCommand* command) {
mouseCommands[mouse] = { command, 0, delay };
void bindMouseCommand(Uint8 mouse, Uint32 delay, std::unique_ptr<MouseCommand> command) {
mouseCommands[mouse] = { std::move(command), 0, delay };
}
void bindMouseMotion(MouseCommand* command) {
mouseMotionCommand = command;
void bindMouseMotion(std::unique_ptr<MouseCommand> command) {
mouseMotionCommand = std::move(command);
}
void bindMouseScroll(MouseCommand* command) {
mouseScrollCommand = command;
void bindMouseScroll(std::unique_ptr<MouseCommand> command) {
mouseScrollCommand = std::move(command);
}
void handleInput();
void executeCommands();
~InputHandler();
private:
GameActor* actor = nullptr;
std::unordered_map<SDL_Keycode, CommandWithDelay> keyCommands;
std::unordered_map<Uint8, MouseCommandWithDelay> mouseCommands;
MouseCommand* mouseMotionCommand = nullptr;
MouseCommand* mouseScrollCommand = nullptr;
std::vector<Command*> commandQueue;
std::vector<MouseCommand*> mouseQueue;
std::unique_ptr<MouseCommand> mouseMotionCommand = nullptr;
std::unique_ptr<MouseCommand> mouseScrollCommand = nullptr;
};
#endif // _H_INPUT_H

View file

@ -16,7 +16,7 @@ struct TileSetData;
class Map : public Drawable
{
public:
Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager);
Map(const MapData* mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager);
const std::vector<std::vector<int>> getCollisionMap() const { return collisionMap; }
@ -26,10 +26,10 @@ private:
void loadMap();
void createCollisionMap();
int getTileSetIndex(int id) const;
size_t getTileSetIndex(int id) const;
std::shared_ptr<MapData> mapData;
std::vector<std::shared_ptr<TileSetData>> tileSetData;
const MapData* mapData;
std::vector<const TileSetData*> tileSetData;
std::vector<std::shared_ptr<TileTextureInstance>> instanceHandles;
std::vector<std::vector<std::vector<int>>> tileIds;

View file

@ -12,20 +12,20 @@ struct PhysicsComponent {
// This ID holds the ID of the gameactor that owns this object, that being themselves or a bullet.
unsigned int ID = 0; // If the ID stays 0 then that object has no owner and will be uncollidable
struct RigidBody {
glm::vec3 position;
glm::vec3 velocity;
glm::vec3 acceleration;
glm::vec2 position;
glm::vec2 velocity = glm::vec2(0.f);
glm::vec2 acceleration = glm::vec2(0.f);
float elasticity = 0.7f;
float mass = 1.0f;
void applyForce(glm::vec3 dir, float mag) {
void applyForce(glm::vec2 dir, float mag) {
acceleration += ((dir * mag) / mass);
}
}rigidBody;
struct Collider {
enum class Shape { Square, Circle } shape = Shape::Circle;
glm::vec3 offset = glm::vec3(0.f);
glm::vec3 dimensions;
glm::vec2 offset = glm::vec2(0.f);
glm::vec2 dimensions;
}collider;
};
@ -36,7 +36,7 @@ public:
p.ID = ID;
p.rigidBody.position = pos;
p.rigidBody.mass = mass;
p.collider = { PhysicsComponent::Collider::Shape::Circle, glm::vec3(radius, radius, 0.f), glm::vec3(radius) };
p.collider = { PhysicsComponent::Collider::Shape::Circle, glm::vec2(0.f, 0.f), glm::vec2(radius) };
p.isBullet = true;
return p;
}
@ -59,7 +59,7 @@ private:
void resolveWorldCollision(const std::shared_ptr<PhysicsComponent>&);
void resolvePossibleCollisions();
void getPossibleCollisions();
int getTileCollider(const glm::vec3& position);
int getTileCollider(const glm::vec2& position);
std::vector<std::shared_ptr<PhysicsComponent>> objects;
std::vector<CollisionPair> objCollisions;
std::vector<std::vector<int>> collisionMap;

View file

@ -7,6 +7,7 @@
#include <gameplay/gameactor.h>
class Background;
class Entity;
class Camera;
class Map;
@ -61,6 +62,9 @@ private:
void hookSceneEvents();
GameActor* getGameActorByID(const unsigned int ID);
// Non-owning pointer DO NOT DELETE, resource manager will handle that!
Background *background;
SceneType type;
std::shared_ptr<Map> map;
//std::shared_ptr<TileSet> tileSet;
@ -74,7 +78,7 @@ private:
std::shared_ptr<ResourceManager> resourceManager;
std::weak_ptr<EventManager> globalEventManager;
std::shared_ptr<EventManager> eventManager;
std::shared_ptr<SceneData> sceneData;
const SceneData* sceneData;
};
#endif //_H_SCENE_H

View file

@ -24,10 +24,10 @@ class WeaponScript;
struct PhysicsComponent;
struct WeaponData;
class Weapon : public Entity, public std::enable_shared_from_this<Weapon>
class Weapon : public Entity
{
public:
Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager);
Weapon(const WeaponData* data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager);
void setWielder(GameActor* wielder) { this->wielder = wielder; }
void toggleInfiniteAmmo() { infiniteAmmo = !infiniteAmmo; }
@ -35,13 +35,15 @@ public:
void putaway() { wielded = false; }
void addComponent(std::unique_ptr<Component> component);
void attachScript(const std::shared_ptr<WeaponScript>& script);
void attachScript(std::unique_ptr<WeaponScript> script);
void hookEventManager(std::weak_ptr<EventManager> eventManager);
bool shoot();
void reload();
void update(double deltaTime);
void draw();
const std::string getType() const { return weaponType; }
struct BulletData {
glm::vec3 origin;
glm::vec2 direction;
@ -67,9 +69,13 @@ public:
const BulletManager* getBulletManager() { return bulletManager.get(); }
~Weapon();
private:
void adjustWeapon();
std::string weaponType;
glm::vec2 weaponSize;
glm::vec2 weaponOffset;
// TODO: Add reloading
@ -100,7 +106,7 @@ private:
Direction lastDir;
std::vector <std::unique_ptr<Component>> components;
std::shared_ptr<WeaponScript> weaponScript;
std::unique_ptr<WeaponScript> weaponScript;
};

View file

@ -3,6 +3,7 @@
#include <memory>
#include <SDL_timer.h>
#include <vector>
#include <string>
#include <unordered_map>
@ -22,10 +23,11 @@ struct AnimationData;
class Animation
{
public:
Animation(const std::shared_ptr<AnimationData>& animData, ResourceManager* resourceManager);
Animation(const AnimationData* animData, ResourceManager* resourceManager);
std::string getName() const { return animName; }
std::string getType() const { return animType; }
std::string getPrefix() const { return prefix; }
std::string getType() const { return type; }
std::string getID() const { return prefix + "/" + type; }
void bind();
void draw();
@ -33,7 +35,7 @@ public:
void play() { isPlaying = true; }
void stop() { isPlaying = false; }
void reset() { currentFrame = 0; }
void reset() { currentFrame = 0; lastFrameTick = 0; elapsedTime = 0; }
const bool getPlaying() const { return isPlaying; }
const bool getDirectional() const { return isDirectional; }
@ -42,8 +44,8 @@ public:
void setFPS(const float fps) { FPS = fps; }
private:
std::string animName;
std::string animType;
std::string prefix;
std::string type;
SpriteAtlas* spriteAtlas;
@ -69,7 +71,7 @@ class AnimationSet : public std::enable_shared_from_this<AnimationSet>
{
public:
AnimationSet(const int& entityid);
AnimationSet(const int& entityid, ResourceManager* resourceManager, std::vector<std::shared_ptr<AnimationData>> animSet);
AnimationSet(const int& entityid, ResourceManager* resourceManager, std::vector<AnimationData*> animSet);
AnimationSet(const int& entityid, std::unordered_map<std::string, std::unique_ptr<Animation>> animations);
Animation* operator [](std::string animType) { return anims[animType].get(); }

View file

@ -0,0 +1,24 @@
#ifndef _H_BACKGROUND_H
#define _H_BACKGROUND_H
#include "graphics/quad.h"
#include "graphics/drawable.h"
#include "graphics/texture.h"
#include "utility/logger.h"
class Background : public Drawable
{
public:
Background(const std::string& fileName);
void draw() override;
~Background();
private:
ScreenQuad *quad;
Texture *texture;
};
#endif // _H_BACKGROUND_H

View file

@ -0,0 +1,50 @@
#ifndef _H_DRAWABLE_H
#define _H_DRAWABLE_H
#include <vector>
#include <variant>
#include <glm/glm.hpp>
#include <string>
using UniformValue = std::variant<
int,
bool,
float,
double,
glm::mat4,
glm::vec2
>;
struct Uniform {
std::string name;
UniformValue value;
};
class Drawable
{
public:
virtual void draw() = 0;
const unsigned getShaderID() const { return shaderID; }
const std::vector<Uniform>& getUniforms() { return uniforms; }
const std::vector<Uniform>& getOneShotUniforms() { return oneShotUniforms; }
void clearOneShot() { oneShotUniforms.clear(); }
void clearUniforms() { uniforms.clear(); }
protected:
unsigned shaderID;
template <typename T>
void editUniform(const std::string& name, T value)
{
uniforms.emplace_back(Uniform {name, value});
}
template <typename T>
void editUniformOnce(const std::string& name, T value)
{
oneShotUniforms.emplace_back(Uniform {name, value});
}
private:
std::vector<Uniform> uniforms;
std::vector<Uniform> oneShotUniforms;
};
#endif // _H_DRAWABLE_H

View file

@ -2,52 +2,35 @@
#define _H_GLWINDOW_H
#include <SDL_video.h>
//#include <SDL_opengl.h>
#include <thirdparty/glad/glad.h>
#include <glad/glad.h>
#include "utility/logger.h"
class GLWindow
{
class GLWindow {
public:
GLWindow(const char* windowName, int width, int height) :
name(windowName),
w(width),
h(height) {};
~GLWindow();
GLWindow(const char *windowName, int width, int height)
: w(width), h(height), name(windowName) {};
~GLWindow();
bool Init();
bool Init();
void swap() { SDL_GL_SwapWindow(window); }
void makeCurrent() { SDL_GL_MakeCurrent(window, glContext); }
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; }
void resizeWindow(size_t w, size_t 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_GLContext glContext = NULL;
SDL_Window *window = nullptr;
SDL_GLContext glContext = NULL;
unsigned w, h;
const char* name;
unsigned w, h;
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

@ -3,6 +3,8 @@
#include <vector>
#include <glm/glm.hpp>
#include <thirdparty/glad/glad.h>
#include <cstring>
#define MAX_INSTANCES 1000
#define MAX_TEXTURES 31
@ -50,6 +52,8 @@ public:
const TextureArray* getTextureArray() { return textures; }
const Texture* getTexture() { return texture; }
~TileTextureInstance();
private:
void setup() override;
TextureArray* textures = nullptr;

View file

@ -3,7 +3,7 @@
#include <vector>
#include <glad/glad.h>
#include <thirdparty/glad/glad.h>
#include <glm/glm.hpp>
typedef struct {

View file

@ -1,8 +1,8 @@
#ifndef _H_POSTPROCESS_H
#define _H_POSTPROCESS_H
#include <SDL_Timer.h>
#include <glad/glad.h>
#include <SDL_timer.h>
#include <thirdparty/glad/glad.h>
#include <glm/glm.hpp>
#include <limits>
#include <memory>

View file

@ -1,13 +1,14 @@
#ifndef _H_QUAD_H
#define _H_QUAD_H
#include <glad/glad.h>
#include <thirdparty/glad/glad.h>
#include <cstring>
class Quad
{
public:
void draw();
~Quad();
virtual ~Quad();
protected:
Quad(const float* vertexData);
private:

View file

@ -1,116 +1,67 @@
#ifndef _H_RENDERER_H
#define _H_RENDERER_H
#include <unordered_map>
#include <memory>
#include <variant>
#include <string>
#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 };
using UniformValue = std::variant<
int,
bool,
float,
double,
glm::mat4,
glm::vec2
>;
struct Uniform {
std::string name;
UniformValue value;
};
class Drawable
{
class Renderer {
public:
virtual void draw() = 0;
const unsigned getShaderID() const { return shaderID; }
const std::vector<Uniform>& getUniforms() { return uniforms; }
const std::vector<Uniform>& getOneShotUniforms() { return oneShotUniforms; }
void clearOneShot() { oneShotUniforms.clear(); }
void clearUniforms() { uniforms.clear(); }
protected:
unsigned shaderID;
template <typename T>
void editUniform(const std::string& name, T value)
{
uniforms.emplace_back(Uniform {name, value});
}
Renderer(const std::shared_ptr<ResourceManager> &,
const std::shared_ptr<GLWindow> &);
template <typename T>
void editUniformOnce(const std::string& name, T value)
{
oneShotUniforms.emplace_back(Uniform {name, value});
}
private:
std::vector<Uniform> uniforms;
std::vector<Uniform> oneShotUniforms;
};
void clear();
class Renderer
{
public:
Renderer(const std::shared_ptr<ResourceManager>&);
void hookEventManager(const std::weak_ptr<EventManager> eventManager);
void clear();
void setProjAndViewMatrix(const glm::mat4 &proj, const glm::mat4 &view);
void addDrawable(RenderLayer renderLayer, Drawable *drawable);
void removeDrawable(RenderLayer renderLayer, Drawable *drawable);
void hookEventManager(const std::weak_ptr<EventManager> eventManager);
void setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view);
void addDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
void removeDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
void render();
void render();
private:
std::unordered_map<RenderLayer, std::vector<std::shared_ptr<Drawable>>> worldLayerPool;
std::unordered_map<RenderLayer, std::vector<std::shared_ptr<Drawable>>> HUDLayerPool;
std::vector<RenderLayer> renderingOrder = {
RenderLayer::Background,
RenderLayer::Map,
RenderLayer::GameObjects,
RenderLayer::Effects,
RenderLayer::HUD,
RenderLayer::Menu
};
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};
void uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms);
void uploadUniforms(const unsigned shaderID,
const std::vector<Uniform> &uniforms);
glm::mat4 projMat;
glm::mat4 viewMat;
unsigned uboMatrices;
union FrameBuffer {
unsigned int frame;
unsigned int texture;
}worldBuffer, hudBuffer;
union FrameBuffer {
unsigned int frame;
unsigned int texture;
} worldBuffer, hudBuffer;
std::unique_ptr<ScreenQuad> screenQuad;
std::unique_ptr<ScreenQuad> screenQuad;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<GLWindow> glWindow;
void initFrameBuffers();
void initFrameBuffers();
void initUniformBuffers();
std::unique_ptr<Postprocessor> postProcessor;
void resizeFrameBuffers();
void sortLayerPool(auto& layerPool);
void renderPool(auto& layerPool);
std::unique_ptr<Postprocessor> postProcessor;
void sortLayerPool(auto &layerPool);
void renderPool(auto &layerPool);
};
#endif

View file

@ -1,16 +1,21 @@
#ifndef _H_SHADER_H
#define _H_SHADER_H
#include <glad/glad.h>
#include <thirdparty/glad/glad.h>
#include <fstream>
#include <string>
class Shader
{
private:
protected:
bool compileAndLink(const char *vSource, const char *fSource);
std::string vertexPath;
std::string fragmentPath;
bool valid;
Shader();
public:
unsigned int ID;
Shader(const char* vertexPath, const char* fragmentPath);
Shader(const char* vertPath, const char* fragPath);
void use() { glUseProgram(ID); }
void setFloat(const std::string& name, float value);
@ -21,7 +26,15 @@ public:
void setVec2(const std::string& name, const float* value);
void setMatrix4f(const std::string& name, const float* value);
~Shader();
bool isValid() { return valid; }
virtual ~Shader();
};
class GenericShader : public Shader
{
public:
GenericShader() : Shader() {};
};
#endif // _H_SHADER_H

View file

@ -2,13 +2,14 @@
#define _H_SPRITE_H
#include <SDL_image.h>
#include <glad/glad.h>
#include <thirdparty/glad/glad.h>
#include <glm/glm.hpp>
#include <vector>
#include <unordered_map>
#include <memory>
#include <algorithm>
#include "utility/direction.h"

View file

@ -2,6 +2,8 @@
#define _H_TEXTURE_H
#include <vector>
#include <thirdparty/glad/glad.h>
#include <SDL_image.h>
struct SDL_Surface;
@ -36,14 +38,14 @@ public:
void bind();
TextureData* operator[](const size_t index) {
TextureData operator[](const size_t index) {
try
{
return textures.at(index);
}
catch (std::exception&)
{
return nullptr;
return { 0, 0 };
}
}
@ -57,7 +59,7 @@ private:
size_t numOfLayers;
unsigned ID = 0;
std::vector<TextureData*> textures;
std::vector<TextureData> textures;
int canvasWidth = 0;
int canvasHeight = 0;
};

View file

@ -0,0 +1,59 @@
#ifndef _H_AUDIO_STREAM_H
#define _H_AUDIO_STREAM_H
#define STB_VORBIS_HEADER_ONLY
#include "thirdparty/stb_vorbis.c"
#include "utility/logger.h"
#include "util.h"
#include <AL/al.h>
#include <AL/alc.h>
#include <string>
#include <queue>
#include <mutex>
#include <thread>
class AudioStream
{
public:
AudioStream();
bool PlayStream();
void AddToQueue(std::string songName);
void PauseStream() { paused = !paused; }
void kill() { stopThread = true; }
~AudioStream();
private:
std::queue<std::string> songNames;
std::mutex mutex;
std::atomic<bool> stopThread;
std::atomic<bool> paused;
std::string CurStreamName();
bool eof;
std::thread streamThread;
int loadInitalChunk();
int loadNextChunk();
int loadChunk(ALuint buffer);
void popQueue();
void cycleQueue();
bool openFile(std::string fileName);
void stream();
short *data;
stb_vorbis *file;
stb_vorbis_info info;
ALuint buffers[4];
ALuint source;
ALint state;
ALint format;
size_t last_buffer;
};
#endif // _H_AUDIO_STREAM_H

View file

@ -0,0 +1,42 @@
#ifndef _H_AUDIO_ENGINE_H
#define _H_AUDIO_ENGINE_H
#include <AL/al.h>
#include <AL/alc.h>
#include <memory>
#include <glm/glm.hpp>
#include "utility/events.h"
#include "sound/audiostream.h"
#include "sound/soundmanager.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
class AudioEngine : public std::enable_shared_from_this<AudioEngine>
{
public:
AudioEngine(std::weak_ptr<ResourceManager> _resource);
void hookEventManager(std::weak_ptr<EventManager> _events);
void hookSceneManager(std::weak_ptr<EventManager> _events);
void pushMusic(std::string _songName);
void playMusic();
void pauseMusic();
void killMusic();
void poll();
void updateListener(const glm::vec3& pos);
~AudioEngine();
private:
std::unique_ptr<AudioStream> musicPlayer;
std::unique_ptr<SoundManager> soundManager;
std::weak_ptr<EventManager> globalEventManager;
std::weak_ptr<EventManager> sceneEventManager;
std::weak_ptr<ResourceManager> resourceManager;
ALCdevice *device;
ALCcontext *context;
};
#endif // _H_AUDIO_ENGINE_H

View file

@ -0,0 +1,40 @@
/* Resource manager is going to hold a list of soundeffects for each item and the state that item is in.
* ie. A shotgun is reloading, so the shotgun is the item, and the state (reloading) has a list of different reloading sounds
* this is so we don't have annoying repeats.
*
* The sound engine is going to handle global events that are passed from these objects which will contain their entity ID
* and event specific information, such as event location and in special cases the type of item that is triggering the event
* such as my shotgun has fired so I will have my audio engine look through a list of shotgun firing sound effects to play,
* Once the engine knows what sound to play, it will look for the next available source, load the buffer onto that source and play.
* Every frame the engine is responsible for checking every source and pull off buffers that are no longer in use
*/
#ifndef _H_SOUNDEFFECT_H
#define _H_SOUNDEFFECT_H
#define STB_VORBIS_HEADER_ONLY
#include "thirdparty/stb_vorbis.c"
#include "utility/logger.h"
#include "util.h"
#include <AL/al.h>
#include <string>
class SoundEffect
{
public:
SoundEffect(const std::string& filename);
ALuint getBuffer() const { return buffer; }
bool isValid() const { return valid; }
~SoundEffect();
private:
bool loadFile(const std::string &filename);
ALuint buffer;
bool valid;
};
#endif // _H_SOUNDEFFECT_H

View file

@ -0,0 +1,26 @@
#ifndef _H_SOUNDMANAGER_H
#define _H_SOUNDMANAGER_H
#include <AL/al.h>
#include <array>
#include <glm/glm.hpp>
class SoundManager
{
public:
SoundManager();
void playSound(ALuint buffer, int priority=10, const glm::vec3& pos = glm::vec3(0));
void pollSources();
~SoundManager();
private:
struct AudioSource {
ALuint source;
ALuint buffer;
bool inUse;
int priority;
};
std::array<AudioSource, 10> sources;
std::size_t lastUsed = 0;
};
#endif // _H_SOUNDMANAGER_H

View file

@ -0,0 +1,311 @@
#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
/*
* To support platform where unsigned long cannot be used interchangeably with
* inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t.
* Ideally, we could just use (u)intptr_t everywhere, but this could result in
* ABI breakage if khronos_uintptr_t is changed from unsigned long to
* unsigned long long or similar (this results in different C++ name mangling).
* To avoid changes for existing platforms, we restrict usage of intptr_t to
* platforms where the size of a pointer is larger than the size of long.
*/
#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__)
#if __SIZEOF_POINTER__ > __SIZEOF_LONG__
#define KHRONOS_USE_INTPTR_T
#endif
#endif
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef KHRONOS_USE_INTPTR_T
typedef intptr_t khronos_intptr_t;
typedef uintptr_t khronos_uintptr_t;
#elif defined(_WIN64)
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
#endif
#if defined(_WIN64)
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -6,9 +6,40 @@
namespace UTIL
{
namespace AUDIO {
constexpr size_t CHUNK_SIZE = 4096;
constexpr int SAMPLE_RATE = 44100;
}
constexpr float INF_TIME = -99.6875f;
constexpr auto split = [](const std::string& s, size_t *left, size_t *right, std::string *out) {
if ((*right = s.find("/", *left)) != std::string::npos) {
if (out) {
*out = s.substr(*left, *right - *left);
}
*left = *right + 1;
} else {
if (out) {
out->append(s.substr(*left));
}
}
};
constexpr auto get_type = [](const std::string& id) {
auto pos = id.find_last_of("/");
return (pos != std::string::npos) ? id.substr(pos + 1) : id;
};
constexpr auto get_generic = [](const std::string& id) {
size_t left = 0;
size_t right = 0;
std::string out;
split(id, &left, &right, &out);
return (out + "/generic/" + get_type(id));
};
void flip_surface(SDL_Surface* surface);
std::string parsePrefix(const std::string& id);
class RandomGenerator
{

View file

@ -145,6 +145,8 @@ public:
void idle() override { /*unused*/ }
TYPE getType() const override { return TYPE::AI; }
~AIComponent() { }
private:
std::shared_ptr<AI> ai;
};

View file

@ -0,0 +1,9 @@
/* C array of file 'Px437_IBM_VGA_9x8.ttf' */
#ifndef _H_FONT_DATA_H
#define _H_FONT_DATA_H
extern const unsigned char debug_font_data[];
extern const unsigned int debug_font_len;
#endif // _H_FONT_DATA_H

View file

@ -1,12 +1,13 @@
#ifndef _H_DEBUGDRAW_H
#define _H_DEBUGDRAW_H
#include <glad/glad.h>
#include <thirdparty/glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <utility/ftfont.h>
#include <iostream>
#include <vector>
#include <memory>
struct ShaderSource {
const char* vertexShader;

View file

@ -1,9 +1,10 @@
#ifndef _H_EVENTS_H
#define _H_EVENTS_H
#include <string>
#include <memory>
#include <functional>
#include <memory>
#include <string>
#include <typeindex>
#include <unordered_map>
#include "utility/direction.h"
@ -12,124 +13,91 @@
class Bullet;
struct PhysicsComponent;
class Event {
public:
virtual ~Event() { };
virtual std::string getType() const = 0;
struct BulletFiredEvent {
std::weak_ptr<Bullet> bullet;
};
class BulletFiredEvent : public Event {
public:
BulletFiredEvent(const std::shared_ptr<Bullet>& bullet) : bullet(bullet) {};
std::string getType() const override { return "OnBulletFired"; }
std::shared_ptr<Bullet> bullet;
struct BulletDiedEvent {
std::shared_ptr<PhysicsComponent> physObj;
};
class BulletDiedEvent : public Event {
public:
BulletDiedEvent(const std::shared_ptr<PhysicsComponent>& physObj) : physObj(physObj) {};
std::string getType() const override { return "OnBulletDied"; }
std::shared_ptr<PhysicsComponent> physObj;
struct BulletCollideEvent {
unsigned int ownerID;
unsigned int victimID;
std::shared_ptr<PhysicsComponent> bullet;
glm::vec2 normal;
};
class BulletCollideEvent : public Event {
public:
BulletCollideEvent(const unsigned int ownerID, const unsigned int victimID, const std::shared_ptr<PhysicsComponent>& bullet, const glm::vec2& normal)
: ownerID(ownerID), victimID(victimID), bullet(bullet), normal(normal){}
std::string getType() const override { return "OnBulletCollide"; }
unsigned int ownerID;
unsigned int victimID;
std::shared_ptr<PhysicsComponent> bullet;
glm::vec2 normal;
struct DirectionChangeEvent {
int entityid;
Direction direction;
};
class DirectionChangeEvent : public Event {
public:
DirectionChangeEvent(const int entityid, Direction direction) : direction(direction), entityid(entityid) {}
std::string getType() const override { return "OnDirectionChange"; }
Direction direction;
int entityid;
struct EntityMoveEvent {
int entityid;
};
class EntityMoveEvent : public Event {
public:
EntityMoveEvent(const int entityid) : entityid(entityid) {}
std::string getType() const override { return "OnEntityMove"; }
int entityid;
struct EntityStopEvent {
int entityid;
};
class EntityStopEvent : public Event {
public:
EntityStopEvent(const int entityid) : entityid(entityid) {}
std::string getType() const override { return "OnEntityStop"; }
int entityid;
struct EntityReloadEvent {
int entityid;
glm::vec3 position;
std::string weaponType;
};
class EntityReloadEvent : public Event {
public:
EntityReloadEvent(const int entityid) : entityid(entityid) {}
std::string getType() const override { return "OnEntityReload"; }
int entityid;
struct EntityFinishReloadEvent {
int entityid;
};
class EntityFinishReloadEvent : public Event {
public:
EntityFinishReloadEvent(const int entityid) : entityid(entityid) {}
std::string getType() const override { return "OnEntityFinishReload"; }
int entityid;
struct EntityFireEvent {
int entityid;
float fireDelay;
glm::vec3 firePosition;
std::string weaponType;
};
class EntityFireEvent : public Event {
public:
EntityFireEvent(const int entityid, const float fireDelay) : entityid(entityid), fireDelay(fireDelay) {}
std::string getType() const override { return "OnEntityFire"; }
int entityid;
float fireDelay;
struct AnimationFinishedEvent {
int entityid;
std::string animType;
};
class AnimationFinishedEvent : public Event {
public:
AnimationFinishedEvent(const int entityid, const std::string animType) : animType(animType), entityid(entityid) {}
std::string getType() const override { return "OnAnimationFinished"; }
std::string animType;
int entityid;
struct ScreenShakeEvent {
float intensity;
float duration;
};
class ScreenShakeEvent : public Event {
public:
ScreenShakeEvent(float intensity, float duration) : intensity(intensity), duration(duration) {}
std::string getType() const override { return "OnScreenShake"; }
float intensity;
float duration;
struct ScreenBlurEvent {
float intensity;
float duration;
};
class ScreenBlurEvent : public Event {
public:
ScreenBlurEvent(float intensity, float duration) : intensity(intensity), duration(duration) {}
std::string getType() const override { return "OnScreenBlur"; }
float intensity;
float duration;
struct WindowResizeEvent {
size_t width;
size_t height;
};
class EventManager {
public:
using EventCallback = std::function<void(std::shared_ptr<Event>)>;
template <typename T> using EventCallback = std::function<void(const T &)>;
template <typename T> void subscribe(EventCallback<T> cb) {
auto wrapper = [cb](void *ev) { cb(*static_cast<T *>(ev)); };
callbacks[typeid(T)].push_back(wrapper);
}
template <typename T> void notify(const T &event) {
auto iterator = callbacks.find(typeid(T));
if (iterator != callbacks.end()) {
for (auto &cb : iterator->second) {
cb((void *)&event);
}
}
}
void subscribe(std::string eventType, EventCallback callback) {
listeners[eventType].push_back(callback);
}
void notify(const std::shared_ptr<Event>& event) {
auto iterator = listeners.find(event->getType());
if (iterator != listeners.end())
{
for (auto& callback : iterator->second)
{
callback(event);
}
}
}
private:
std::unordered_map <std::string, std::vector <EventCallback>> listeners;
std::unordered_map<std::type_index, std::vector<std::function<void(void *)>>>
callbacks;
};
#endif //_H_EVENTS_H

View file

@ -4,14 +4,19 @@
#include <ft2build.h>
#include FT_FREETYPE_H
#include <iostream>
#include <thirdparty/glad/glad.h>
#include <filesystem>
#include <format>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <map>
#include <mutex>
#include <unordered_map>
#define DEBUG_TEXT(pos_vec2, col_vec4, scale, text, ...) DebugText::getInstance()->DrawDebugText(pos_vec2, col_vec4, scale, text, __VA_ARGS__)
class Text {
private:
protected:
struct Font {
struct Character {
unsigned int TextureID;
@ -26,15 +31,11 @@ private:
unsigned int programID = 0;
unsigned int VAO = 0, VBO = 0;
unsigned int colorPos = 0;
unsigned int projPos = 0;
glm::mat4 projMatrix = glm::mat4(1.f);
public:
Text();
bool loadFonts(const std::string& font_folder);
void setProjectionMatrix(const glm::mat4& proj) { projMatrix = proj; }
void DrawText(
const std::string& fontName,
const std::string& text,
@ -49,6 +50,45 @@ public:
float scale,
const glm::vec4& color = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)
);
~Text() { };
};
class DebugText : public Text {
public:
static DebugText* getInstance();
bool loadFonts(const std::string &font_folder) = delete;
DebugText(DebugText const&) = delete;
void operator=(DebugText const&) = delete;
template<typename... Args>
void DrawDebugText(const glm::vec2& pos,
const glm::vec4& color,
const float scale,
const std::string& text,
Args... args)
{
DrawText(pos, color, scale, formatString(text, args...));
}
private:
static std::mutex mutex;
static DebugText *instance;
Font font;
DebugText();
void loadDebugFont();
~DebugText();
template <typename... Args>
std::string formatString(const std::string& str, Args... args) const
{
return std::vformat(str, std::make_format_args(args...));
}
void DrawText(const glm::vec2& pos,
const glm::vec4& color,
const float scale,
const std::string& text);
};
#endif // _H_FTFONT_H

View file

@ -1,66 +1,90 @@
#ifndef _H_RESOURCEMANAGER_H
#define _H_RESOURCEMANAGER_H
#include <unordered_map>
#include <memory>
#include <string>
#include <unordered_map>
#include "utility/xmlloader.h"
#include "graphics/background.h"
#include "graphics/shader.h"
#include "graphics/sprite.h"
#include "sound/soundeffect.h"
#include "utility/script.h"
#include "utility/xmlloader.h"
#include <cassert>
class Weapon;
class Script;
class AnimationSet;
class AIScript;
class WeaponScript;
class TileSetData;
class SpriteComponent;
class ResourceManager
{
class ResourceManager {
public:
ResourceManager() :
xmlLoader(std::make_shared<XMLLoader>())
{
xmlLoader->loadWeapons("weapons");
xmlLoader->loadAnimations("animations");
xmlLoader->loadTileSets("maps/tilesets");
xmlLoader->loadMaps("maps");
xmlLoader->loadScenes("scenes");
};
ResourceManager() : xmlLoader(std::make_shared<XMLLoader>()) {
xmlLoader->loadWeapons("weapons");
xmlLoader->loadAnimations("animations");
xmlLoader->loadMonsters("monsters");
xmlLoader->loadTileSets("maps/tilesets");
xmlLoader->loadMaps("maps");
xmlLoader->loadScripts("scripts", loadLuaString);
xmlLoader->loadScenes("scenes");
xmlLoader->loadSoundEffects("sounds");
shaders["__fallback__"] = std::make_unique<GenericShader>();
};
SpriteAtlas* loadSpriteAtlas (const std::string& path, float frameSize, bool isDirectional = false);
Sprite* loadSpriteStatic (const std::string& path);
std::shared_ptr<AIScript> loadAIScript (const std::string& path);
std::shared_ptr<WeaponScript> loadWeaponScript (const std::string& path);
// Returns a NON-OWNING pointer to a sprite atlas
SpriteAtlas *loadSpriteAtlas(const std::string &path, float frameSize,
bool isDirectional = false);
// Returns a NON-OWNING pointer to a static sprite
Sprite *loadSpriteStatic(const std::string &path);
// Returns a NON-OWNING pointer to a background
Background *loadBackground(const std::string &path);
const unsigned loadSoundEffect(const std::string &id);
template <typename T = Script>
std::unique_ptr<T> loadScript(const std::string &id);
std::unique_ptr<Weapon> loadWeapon(const std::string &name,
const unsigned weaponShaderID,
const unsigned bulletShaderID);
std::shared_ptr<AnimationSet> loadAnimationSet(const std::string &name,
int entityid = 0);
const unsigned loadShader (const std::string& name, const std::string& vertexPath, const std::string& fragPath);
std::shared_ptr<Weapon> loadWeapon (const std::string& name, const unsigned weaponShaderID, const unsigned bulletShaderID);
std::shared_ptr<SceneData> loadScene (const std::string& id);
std::shared_ptr<AnimationSet> loadAnimationSet(const std::string& name, int entityid = 0);
std::shared_ptr<TileSetData> loadTileSet (const std::string& name);
const unsigned loadShader(const std::string &name,
const std::string &vertexPath,
const std::string &fragPath);
const SceneData *loadScene(const std::string &id);
const TileSetData *loadTileSet(const std::string &name);
Shader* getShaderByID(unsigned int ID);
// Returns a NON-OWNING pointer to a shader by ID
Shader *getShaderByID(unsigned int ID);
void clearResources();
void clearResources();
~ResourceManager();
~ResourceManager();
private:
std::unordered_map<std::string, std::unique_ptr<Shader>> shaders;
std::unordered_map<unsigned, Shader*> shaderIDs;
std::unordered_map<std::string, std::unique_ptr<Sprite>> sprites;
std::unordered_map<std::string, std::shared_ptr<Weapon>> weapons;
std::unordered_map<std::string, std::shared_ptr<Script>> scripts;
std::unordered_map<std::string, std::shared_ptr<TileSetData>>tileSets;
//std::unordered_map<std::string, std::shared_ptr<EntityData>> entityData;
//std::unordered_map<std::string, std::shared_ptr<SceneData>> scenes;
//std::unordered_map<std::string, std::shared_ptr<MapData>> maps;
//std::unordered_map<std::string, std::shared_ptr<TileType>> tiles;
std::unordered_map<std::string, std::unique_ptr<Shader>> shaders;
std::unordered_map<unsigned, Shader *> shaderIDs;
std::unordered_map<std::string, std::unique_ptr<SoundEffect>> sounds;
std::unordered_map<std::string, std::unique_ptr<Sprite>> sprites;
std::unordered_map<std::string, std::unique_ptr<Background>> backgrounds;
std::unordered_map<std::string, std::shared_ptr<TileSetData>> tileSets;
std::shared_ptr<XMLLoader> xmlLoader;
std::shared_ptr<XMLLoader> xmlLoader;
static bool loadLuaString(ScriptData *script);
};
template <typename T>
std::unique_ptr<T> ResourceManager::loadScript(const std::string &id) {
const ScriptData *data = xmlLoader->getScriptData(id);
if (data == nullptr)
return nullptr;
try {
std::unique_ptr<T> script = std::make_unique<T>(data->script);
return std::move(script);
} catch (std::exception &e) {
LOG(ERROR, "Failed to load script '{}'", data->fileName);
return nullptr;
}
}
#endif // _H_RESOURCEMANAGER_H

View file

@ -3,42 +3,45 @@
#define SOL_ALL_SAFETIES_ON 1
#include <sol/sol.hpp>
#include <chrono>
#include <memory>
#include <sol/sol.hpp>
class Script {
public:
sol::state lua;
Script(const std::string& path);
virtual ~Script() {};
sol::state lua;
Script(const std::string &str);
~Script();
private:
bool loadScript(const std::string& path) {
auto result = lua.script_file(path);
if (!result.valid())
{
sol::error err = result;
std::cerr << "Failed to load script ( " << path << " ) Error: " << err.what() << std::endl;
}
return result.valid();
}
void registerGlobalUserTypes();
bool loadScript(const std::string &str) {
auto result = lua.script(str);
if (!result.valid()) {
sol::error err = result;
std::cerr << "Failed to load script. Error: " << err.what() << std::endl;
}
return result.valid();
}
void registerGlobalUserTypes();
};
class AIScript : public Script {
public:
AIScript(const std::string& path) : Script(path) { registerUserTypes(); }
AIScript(const std::string &str) : Script(str) { registerUserTypes(); }
~AIScript();
private:
void registerUserTypes() ;
void registerUserTypes();
};
class WeaponScript : public Script {
public:
WeaponScript(const std::string& path) : Script(path) { registerUserTypes(); }
WeaponScript(const std::string &str) : Script(str) { registerUserTypes(); }
~WeaponScript();
private:
void registerUserTypes() ;
void registerUserTypes();
};
#endif // _H_SCRIPT_H

View file

@ -1,190 +1,246 @@
#ifndef _H_XMLLOADER_H
#define _H_XMLLOADER_H
#include <vector>
#include <string>
#include <memory>
#include <unordered_map>
#include <functional>
#include <glm/glm.hpp>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include <sstream>
#include <fstream>
#include <filesystem>
#include <fstream>
#include <sstream>
#include <tinyxml2.h>
struct Tile;
// Except for the player, these definitions are mostly overrides of the monster
// data
struct EntityData {
bool isPlayer;
bool animated;
int x = 0, y = 0;
std::string graphic;
std::string weapon = "pistolGun";
std::string script;
bool isPlayer;
bool animated;
int x = 0, y = 0;
float hp;
std::string monsterDef;
std::string graphic;
std::string weapon = "gun/pistol";
std::string script;
};
struct MapData {
std::string name;
struct TileSet {
int startID = 1;
std::string path;
};
std::vector<TileSet> tileSets;
int width = 0, height = 0;
float tileSize = 32.f;
// 3D array, 0: layer, 1: y, 2: x
// Holding tile startID + ids, 0 is an empty tile
std::vector<std::vector<std::vector<int>>> tiles;
std::string name;
struct TileSet {
int startID = 1;
std::string path;
};
std::vector<TileSet> tileSets;
int width = 0, height = 0;
float tileSize = 32.f;
// 3D array, 0: layer, 1: y, 2: x
// Holding tile startID + ids, 0 is an empty tile
std::vector<std::vector<std::vector<int>>> tiles;
};
struct TileSetData {
std::string name;
std::string type;
std::string file;
int width = 0, height = 0;
int columns = 0;
int tileCount = 0;
float tileSize = 64.f;
struct TileData {
int id = 0;
std::string type;
bool walkable = true;
struct ObjectData {
int id = 0;
std::string name;
glm::vec2 pos;
glm::vec2 size;
bool collidable = false;
bool pickup = false;
};
std::vector<std::shared_ptr<ObjectData>> objects;
};
std::vector<std::shared_ptr<TileData>> tiles;
std::string name;
std::string type;
std::string file;
int width = 0, height = 0;
int columns = 0;
int tileCount = 0;
float tileSize = 64.f;
struct TileData {
int id = 0;
std::string type;
bool walkable = true;
struct ObjectData {
int id = 0;
std::string name;
glm::vec2 pos;
glm::vec2 size;
bool collidable = false;
bool pickup = false;
};
std::vector<std::shared_ptr<ObjectData>> objects;
};
std::vector<std::shared_ptr<TileData>> tiles;
};
struct SceneData {
std::string id;
std::string type;
std::string bgFile;
std::string id;
std::string type;
std::string bgFile;
std::shared_ptr<MapData> map;
std::vector<EntityData> entities;
const MapData *map;
std::vector<EntityData> entities;
};
// Store our script as a string so we only need to read the file at boot
struct ScriptData {
std::string id;
std::string fileName;
std::string script;
};
struct WeaponData {
std::string name;
float fireSpeed = 250.0f;
int clipSize = 21;
int maxAmmo = 512;
std::string script = "";
std::string graphic;
std::string animSet;
bool animated = false;
float sizeX = 50.f, sizeY = 50.f;
float offsetX = 0.f, offsetY = 0.f;
float bulletSizeX = 50.f, bulletSizeY = 50.f;
std::string bulletGraphic;
bool bulletAnimated = false;
float bulletSpread = 1.0f, bulletSpeed = 3.0f, bulletDrop = 500.f;
float modMin = 0.5f, modMax = 1.0f;
std::string id;
float fireSpeed = 250.0f;
int clipSize = 21;
int maxAmmo = 512;
std::string script = "";
std::string graphic;
bool animated = false;
float sizeX = 50.f, sizeY = 50.f;
float offsetX = 0.f, offsetY = 0.f;
float bulletSizeX = 50.f, bulletSizeY = 50.f;
std::string bulletGraphic;
bool bulletAnimated = false;
float bulletSpread = 1.0f, bulletSpeed = 3.0f, bulletDrop = 500.f;
float modMin = 0.5f, modMax = 1.0f;
};
// ID is the new tactic I've decided on.
// Each animationable object will be given a prefix
// denoting their type and object so <type>/<object>
// This prefix will be used to look up the animation on
// the animation map
struct AnimationData {
std::string name;
std::string type;
std::string spriteAtlas;
// Each entity will have a set of animations,
// this animation set is meant to keep each group
// of animations within their set.
// The actual set name is based on the file the animation
// is held in.
std::string animSet;
bool directional = false;
bool oneShot;
float FPS = 1.f;
float frameSize;
std::string id;
std::string spriteAtlas;
bool directional = false;
bool oneShot;
float FPS = 1.f;
float frameSize;
};
class XMLLoader
{
// This holds a lot of defaults, but the scene can
// override a large portion of the definitions here
struct MonsterData {
std::string id;
std::string anim;
std::string weapon;
bool aggressive = false;
std::string behaviour;
float hp;
};
struct SoundData {
std::string id; // <type>/<object>/<state>
std::string path;
bool spatial;
};
class XMLLoader {
public:
XMLLoader() {}
bool loadScenes(const char* sceneFolder);
bool loadWeapons(const char* weaponFolder);
bool loadAnimations(const char* animationFolder);
bool loadTileSets(const char* tileSetFolder);
bool loadMaps(const char* mapFolder);
XMLLoader() {}
bool loadScenes(const char *sceneFolder);
bool loadWeapons(const char *weaponFolder);
bool loadAnimations(const char *animationFolder);
bool loadTileSets(const char *tileSetFolder);
bool loadMaps(const char *mapFolder);
bool loadMonsters(const char *monsterFolder);
// luaLoader is the function we use to load the lua file.
// This will be defined in our resource manager
bool loadScripts(const char *scriptFolder,
std::function<bool(ScriptData *)> luaLoader);
bool loadSoundEffects(const char *soundFolder);
const std::shared_ptr<SceneData> getSceneData(const std::string& id) const {
try {
return scenes.at(id);
}
catch (std::exception&) {
return nullptr;
}
}
const SceneData *getSceneData(const std::string &id) const {
try {
return scenes.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const std::shared_ptr<MapData> getMapData(const std::string& name) const {
try {
return maps.at(name);
}
catch (std::exception&) {
return nullptr;
}
}
const ScriptData *getScriptData(const std::string &id) const {
try {
return scripts.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const std::shared_ptr<WeaponData> getWeaponData(const std::string& name) const {
try {
return weapons.at(name);
}
catch (std::exception&) {
return nullptr;
}
}
const MapData *getMapData(const std::string &name) const {
try {
return maps.at(name).get();
} catch (std::exception &) {
return nullptr;
}
}
const std::shared_ptr<AnimationData> getAnimationData(const std::string& name) const {
try {
return animations.at(name);
}
catch (std::exception&) {
return nullptr;
}
}
const WeaponData *getWeaponData(const std::string &id) const {
try {
return weapons.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
const std::shared_ptr<TileSetData> getTileSetData(const std::string& name) const {
try {
return tileSets.at(name);
}
catch (std::exception&) {
return nullptr;
}
}
const AnimationData *getAnimationData(const std::string &id) const {
try {
return animations.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
// return a full set of animations, may need further optimization.
// one idea is when loading animations we create a seperate map that holds each set by their reference, so we can just do a simple,
// hash table lookup.
std::vector<std::shared_ptr<AnimationData>> getAnimationSet(const std::string& set) const {
std::vector<std::shared_ptr<AnimationData>> animSet;
animSet.reserve(animations.size());
for (const auto& [name, anim] : animations) {
if (anim->animSet == set) animSet.push_back(anim);
}
animSet.shrink_to_fit();
return animSet;
}
const TileSetData *getTileSetData(const std::string &name) const {
try {
return tileSets.at(name).get();
} catch (std::exception &) {
return nullptr;
}
}
const SoundData *getSoundData(const std::string &id) const {
try {
return sounds.at(id).get();
} catch (std::exception &) {
return nullptr;
}
}
// return a full set of animations, may need further optimization.
// one idea is when loading animations we create a seperate map that holds
// each set by their reference, so we can just do a simple, hash table lookup.
std::vector<AnimationData *>
getAnimationSet(const std::string &prefix) const {
std::vector<AnimationData *> animSet;
animSet.reserve(animations.size());
for (const auto &[id, anim] : animations) {
if (id.starts_with(prefix))
animSet.push_back(anim.get());
}
animSet.shrink_to_fit();
return animSet;
}
void clearData() {
scenes.clear();
weapons.clear();
animations.clear();
maps.clear();
tileSets.clear();
}
void clearData() { scenes.clear(); weapons.clear(); animations.clear(); maps.clear(); tileSets.clear(); }
protected:
bool loadXmlScene(const char* xmlFile, SceneData* out);
bool loadEntityData(const char* xmlFile, SceneData* out);
bool loadTile(tinyxml2::XMLElement* tileElement, TileSetData::TileData* out);
bool loadObject(tinyxml2::XMLElement* objectElement, TileSetData::TileData::ObjectData* out);
bool loadXmlScene(const char *xmlFile, SceneData *out);
bool loadEntityData(const char *xmlFile, SceneData *out);
bool loadTile(tinyxml2::XMLElement *tileElement, TileSetData::TileData *out);
bool loadObject(tinyxml2::XMLElement *objectElement,
TileSetData::TileData::ObjectData *out);
private:
std::unordered_map<std::string, std::shared_ptr<SceneData>> scenes;
std::unordered_map<std::string, std::shared_ptr<WeaponData>> weapons;
std::unordered_map<std::string, std::shared_ptr<AnimationData>> animations;
std::unordered_map<std::string, std::shared_ptr<MapData>> maps;
std::unordered_map<std::string, std::shared_ptr<TileSetData>> tileSets;
std::unordered_map<std::string, std::unique_ptr<SceneData>> scenes;
std::unordered_map<std::string, std::unique_ptr<ScriptData>> scripts;
std::unordered_map<std::string, std::unique_ptr<WeaponData>> weapons;
std::unordered_map<std::string, std::unique_ptr<AnimationData>> animations;
std::unordered_map<std::string, std::unique_ptr<MonsterData>> monsters;
std::unordered_map<std::string, std::unique_ptr<MapData>> maps;
std::unordered_map<std::string, std::unique_ptr<TileSetData>> tileSets;
std::unordered_map<std::string, std::unique_ptr<SoundData>> sounds;
};
#endif // _H_XMLLOADER_H

View file

@ -4,78 +4,91 @@
#include "utility/raycaster.h"
#include "utility/script.h"
#include <tracy/Tracy.hpp>
AI::AI(GameActor *actor, std::unique_ptr<Raycaster> raycaster)
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
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
// pay special attention each ai script has control of only their own instance
// of ai!
this->behaviour = std::move(behaviour);
this->behaviour->lua["raycaster"] =
sol::make_reference(this->behaviour->lua, raycaster.get());
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster)
: actor(actor), raycaster(raycaster), state(AIState::Idle),
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
{}
void AI::attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour)
{
// passing out instance of raycaster and this AI into our scripting api
// pay special attention each ai script has control of only their own instance of ai!
this->behaviour = behaviour;
this->behaviour->lua["raycaster"] = raycaster;
this->behaviour->lua["ai"] = shared_from_this();
if (this->behaviour->lua["idle"].valid())
idleFunc = this->behaviour->lua["idle"];
if (this->behaviour->lua["patrol"].valid())
patrolFunc = this->behaviour->lua["patrol"];
if (this->behaviour->lua["alert"].valid())
alertFunc = this->behaviour->lua["alert"];
idleFunc = this->behaviour->lua["idle"];
patrolFunc = this->behaviour->lua["patrol"];
alertFunc = this->behaviour->lua["alert"];
}
void AI::update()
{
try {
switch (state)
{
case AIState::Idle:
if (idleFunc.valid())
{
auto result = idleFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
case AIState::Patrol:
if (patrolFunc.valid())
{
auto result = patrolFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
case AIState::Alert:
if (alertFunc.valid())
{
auto result = alertFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
break;
}
std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout)
{
behaviour->lua.collect_gc();
lastGCTime = curTime;
}
}
catch (const std::exception& e) {
std::cerr << "Error during AI update: " << e.what() << std::endl;
state = AIState::Idle;
}
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) {
case AIState::Idle:
if (idleFunc.valid()) {
auto result = idleFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
case AIState::Patrol:
if (patrolFunc.valid()) {
auto result = patrolFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
case AIState::Alert:
if (alertFunc.valid()) {
auto result = alertFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
}
} else if (actor) {
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) {
behaviour->lua.collect_gc();
lastGCTime = curTime;
}
} catch (const std::exception &e) {
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;
behaviour->lua["patrol"] = sol::nil;
behaviour->lua["alert"] = sol::nil;
behaviour->lua.collect_gc();
}

View file

@ -1,26 +1,31 @@
#include "gameplay/camera.h"
void Camera::update(double deltaTime)
{
if (target == nullptr)
return;
float smoothingFactor = 5.0f;
//if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
position += (target->getCenter() - getCenterPos()) * smoothingFactor * static_cast<float>(deltaTime);
// 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)
return;
float smoothingFactor = 5.0f;
// if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
position += (target->getCenter() - getCenterPos()) * smoothingFactor *
static_cast<float>(deltaTime);
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(position, position + front, up);
glm::mat4 Camera::getViewMatrix() {
return glm::lookAt(position, position + front, up);
}
glm::mat4 Camera::getProjectionMatrix()
{
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
glm::mat4 Camera::getProjectionMatrix() {
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
}
const glm::vec3 Camera::worldToLocal(const glm::vec3& worldCoordinates)
{
//return worldCoordinates - position;
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
void Camera::setViewportSize(float width, float height) {
viewPortW = width;
viewPortH = height;
}
// The local coordinates are the corrdinates relative to the camera.
const glm::vec3 Camera::worldToLocal(const glm::vec3 &worldCoordinates) {
// return worldCoordinates - position;
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
}

View file

@ -1,5 +1,4 @@
#include "gameplay/entity.h"
#include "gameplay/camera.h"
#include "gameplay/physics.h"
void Entity::setPosition(const glm::vec3& position)
@ -33,6 +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;
@ -40,29 +40,35 @@ void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physic
void Entity::update(double deltaTime)
{
if (physics && physics->rigidBody.velocity != glm::vec3(0.0f))
// 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 = physics->rigidBody.position;
position = glm::vec3(physics->rigidBody.position, 0.f);
updateModelMatrix();
deltaPosition = glm::vec3(0.0f);
}
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);
modelMatrix =

View file

@ -1,105 +1,138 @@
#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"
#include <iostream>
#include "sound/engine.h"
#include <SDL_video.h>
#include <glm/gtc/matrix_transform.hpp>
#include <memory>
#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());
if (!window->Init())
ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
ERROR_LOG("Failed to load GLLoader");
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
ERROR_LOG("Failed to load GLLoader", NULL);
#if _DEBUG
LOG_LEVEL(DEBUG);
LOG_LEVEL(DEBUG);
#else
LOG_LEVEL(INFO);
LOG_LEVEL(INFO);
#endif
SDL_GL_SetSwapInterval(1);
glViewport(0, 0, window->width(), window->height());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
SDL_GL_SetSwapInterval(1);
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
inputHandler = std::make_shared<InputHandler>();
inputHandler->bindKeyCommand(SDLK_w, 0, new MoveUpCommand());
inputHandler->bindKeyCommand(SDLK_a, 0, new MoveLeftCommand());
inputHandler->bindKeyCommand(SDLK_s, 0, new MoveDownCommand());
inputHandler->bindKeyCommand(SDLK_d, 0, new MoveRightCommand());
// 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, new ShootCommand());
inputHandler->bindMouseMotion(new FollowMouseCommand());
inputHandler->bindMouseScroll(new CycleCommand());
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->hookEventManager(globalEventManager);
textHandler = std::make_shared<Text>();
if (!textHandler->loadFonts("fonts"))
return false;
textHandler->setProjectionMatrix(glm::ortho(0.f, static_cast<float>(window->width()), 0.f, static_cast<float>(window->height())));
return true;
game_state |= GAME_RUNNING;
globalEventManager = std::make_shared<EventManager>();
resourceManager = std::make_shared<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");
audioEngine->pushMusic("music/bright.ogg");
audioEngine->pushMusic("music/main_song.ogg");
audioEngine->playMusic();
/* */
renderer->hookEventManager(globalEventManager);
textHandler = std::make_shared<Text>();
if (!textHandler->loadFonts("fonts"))
return false;
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);
currentScene->init();
if (currentScene->getPlayer() == nullptr)
return false;
inputHandler->setActor(currentScene->getPlayer().get());
return true;
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::handleInput(SDL_Event& e)
{
inputHandler->captureInput(e);
inputHandler->handleInput();
void Game::captureInput(SDL_Event &e) {
inputHandler->captureInput(e);
if (e.type == SDL_WINDOWEVENT_RESIZED) {
size_t width = static_cast<size_t>(e.window.data1);
size_t height = static_cast<size_t>(e.window.data2);
globalEventManager->notify<WindowResizeEvent>({width, height});
window->resizeWindow(width, height);
camera->setViewportSize(static_cast<float>(e.window.data1),
static_cast<float>(e.window.data2));
}
}
void Game::update(double deltaTime)
{
if (currentScene)
currentScene->update(deltaTime);
void Game::executeInputs() {
inputHandler->handleInput();
inputHandler->executeCommands();
}
void Game::render()
{
glClearColor(0.05f, 0.25f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
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::update(double deltaTime) {
if (currentScene) {
currentScene->update(deltaTime);
if (auto player = currentScene->getPlayer()) {
audioEngine->updateListener(player->getPosition());
player->setLocalPosition(camera->worldToLocal(player->getPosition()));
}
}
camera->update(deltaTime);
audioEngine->poll();
}
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);
window->swap();
}
void Game::quit() { game_state = GAME_QUITTING; }
Game::~Game() {
if (audioEngine) {
audioEngine->killMusic();
}
resourceManager->clearResources();
}

View file

@ -3,150 +3,181 @@
#include "gameplay/physics.h"
#include "gameplay/scene.h"
#include "gameplay/weapons/weapon.h"
#include "utility/events.h"
#include "utility/direction.h"
#include "utility/component.h"
#include "utility/direction.h"
#include "utility/events.h"
#include <memory>
GameActor::~GameActor() { }
// The components are smart pointer references to resources owned by the
// resource manager. So the GameActor is not responsible for cleaning resources.
GameActor::~GameActor() {}
void GameActor::addComponent(std::unique_ptr<Component> component)
{
component->ownerid = entityid;
components.push_back(std::move(component));
// Adding a component also means attaching the id of the entity to the
// component, so it's aware of who owns it. This is important for event handling
void GameActor::addComponent(std::unique_ptr<Component> component) {
component->ownerid = entityid;
components.push_back(std::move(component));
}
const std::shared_ptr<Weapon> GameActor::getHeldWeapon() const
{
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex];
Weapon *GameActor::getHeldWeapon() const {
return (weapons.empty() || currentWeaponIndex >= weapons.size())
? nullptr
: weapons[currentWeaponIndex].get();
}
void GameActor::pickupWeapon(std::shared_ptr<Weapon> weapon)
{
weapon->setWielder(this);
if (auto eventManager = sceneContext->getEventManager().lock()) {
weapon->hookEventManager(eventManager);
}
weapons.push_back(weapon);
// wield the newly picked up weapon.
getHeldWeapon()->putaway();
currentWeaponIndex = weapons.size() - 1;
getHeldWeapon()->wield();
std::span<Weapon *> GameActor::getAllWeapons() { return weaponCache; }
// Keep a seperate vector that is used as the cache for external calls to
// getAllWeapons()
void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon) {
weapon->setWielder(this);
if (auto eventManager = sceneContext->getEventManager().lock()) {
weapon->hookEventManager(eventManager);
}
weaponCache.push_back(weapon.get());
weapons.push_back(std::move(weapon));
// wield the newly picked up weapon.
getHeldWeapon()->putaway();
currentWeaponIndex = weapons.size() - 1;
getHeldWeapon()->wield();
}
void GameActor::setRotation(const float& rotation)
{
if (!isRotatable) {
if (auto eventManager = sceneContext->getEventManager().lock()) {
Direction newDir = getDirectionFromRotation(rotation);
if (getDirectionFromRotation(this->rotation) != newDir)
eventManager->notify(std::make_shared<DirectionChangeEvent>(entityid, newDir));
}
}
this->rotation = rotation;
updateModelMatrix();
void GameActor::setRotation(const float &rotation) {
// Any attached animation component would be interested if their owner needs
// their sprite swapped
if (!isRotatable) {
if (auto eventManager = sceneContext->getEventManager().lock()) {
Direction newDir = getDirectionFromRotation(rotation);
if (getDirectionFromRotation(this->rotation) != newDir)
eventManager->notify<DirectionChangeEvent>({entityid, newDir});
}
}
this->rotation = rotation;
updateModelMatrix();
}
void GameActor::update(double deltaTime)
{
Entity::update(deltaTime);
void GameActor::update(double deltaTime) {
Entity::update(deltaTime);
for (const auto& component : components)
component->update();
for (const auto& weapon : weapons)
weapon->update(deltaTime);
for (const auto &component : components)
component->update();
for (const auto &weapon : weapons)
weapon->update(deltaTime);
if (isMoving && !wasMoving)
{
if (auto event = sceneContext->getEventManager().lock()) {
event->notify(std::make_shared<EntityMoveEvent>(entityid));
}
wasMoving = true;
}
else if (!isMoving && wasMoving)
{
if (auto event = sceneContext->getEventManager().lock()) {
event->notify(std::make_shared<EntityStopEvent>(entityid));
}
wasMoving = false;
}
isMoving = false;
// Not the cleanest solution, but this is to make sure the animation isn't
// starting to move over and over.
if (isMoving && !wasMoving) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityMoveEvent>({entityid});
}
wasMoving = true;
} else if (!isMoving && wasMoving) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityStopEvent>({entityid});
}
wasMoving = false;
}
isMoving = false;
}
void GameActor::draw()
{
Entity::draw();
// regular loop through components, but if the component returns true to kill, we erase it.
// Components are always assumed to be smart pointers!
for (const auto& component : components)
{
component->bind();
component->render();
}
//for (auto& weapon : weapons)
// weapon->draw();
void GameActor::draw() {
Entity::draw();
for (const auto &component : components) {
component->bind();
component->render();
}
}
void GameActor::moveUp() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f,-1.f, 0.f), 1500.25f); isMoving = true; }
void GameActor::moveDown() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f, 1.f, 0.f), 1500.25f); isMoving = true; }
void GameActor::moveLeft() { if (physics) physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
void GameActor::moveRight(){ if (physics) physics->rigidBody.applyForce(glm::vec3( 1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
void GameActor::moveUp() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(0.f, -1.f, 0.f), 1500.25f);
isMoving = true;
}
void GameActor::moveDown() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(0.f, 1.f, 0.f), 1500.25f);
isMoving = true;
}
void GameActor::moveLeft() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f);
isMoving = true;
}
void GameActor::moveRight() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(1.f, 0.f, 0.f), 1500.25f);
isMoving = true;
}
// top-down shooter mode controls
void GameActor::fireWeapon()const {
if (auto& weapon = getHeldWeapon()) {
if (weapon->shoot()) {
if (sceneContext->getPlayerID() == entityid) {
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
gEvent->notify(std::make_shared<ScreenShakeEvent>(0.01f, 0.8f));
gEvent->notify(std::make_shared<ScreenBlurEvent>(1.f, 0.8f));
}
}
}
}
void GameActor::fireWeapon() const {
if (auto weapon = getHeldWeapon()) {
if (weapon->shoot()) {
// If it's the player that is shooting apply a shake and blur effect to
// give the shots some weight
if (sceneContext->getPlayerID() == entityid) {
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
gEvent->notify<ScreenBlurEvent>({1.f, 0.8f});
}
}
}
}
}
void GameActor::cycleUpWeapons() {
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
}
void GameActor::cycleDownWeapons() {
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + weapons.size() - 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex =
(currentWeaponIndex + weapons.size() - 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
}
void GameActor::cycleWeapons(const MouseState& mouse_state)
{
if (mouse_state.scroll < 0)
cycleUpWeapons();
else if (mouse_state.scroll > 0)
cycleDownWeapons();
void GameActor::cycleWeapons(const MouseState &mouse_state) {
if (mouse_state.scroll < 0)
cycleUpWeapons();
else if (mouse_state.scroll > 0)
cycleDownWeapons();
}
void GameActor::followMouse(const MouseState& mouse_state)
{
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) - glm::vec2(localPosition.x + 0.5f * scale.x, localPosition.y + 0.5f * scale.y);
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
if (getDirectionFromRotation(rotation) != getDirectionFromRotation(newRotation)) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify(std::make_shared<DirectionChangeEvent>(entityid, getDirectionFromRotation(newRotation)));
}
}
//setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
this->rotation = newRotation;
void GameActor::followMouse(const MouseState &mouse_state) {
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) -
glm::vec2(localPosition.x, localPosition.y);
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
if (getDirectionFromRotation(rotation) !=
getDirectionFromRotation(newRotation)) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<DirectionChangeEvent>(
{entityid, getDirectionFromRotation(newRotation)});
}
}
// setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
this->rotation = newRotation;
}
void GameActor::strafeLeft() { position.x += sin(glm::radians(rotation)) * speed; position.y -= cos(glm::radians(rotation)) * speed; }
void GameActor::strafeRight() { position.x -= sin(glm::radians(rotation)) * speed; position.y += cos(glm::radians(rotation)) * speed; }
void GameActor::moveBackward() { position.x -= cos(glm::radians(rotation)) * speed; position.y -= sin(glm::radians(rotation)) * speed; }
void GameActor::moveForward() {
if (physics) {
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
}
isMoving = true;
void GameActor::strafeLeft() {
position.x += sin(glm::radians(rotation)) * speed;
position.y -= cos(glm::radians(rotation)) * speed;
}
void GameActor::strafeRight() {
position.x -= sin(glm::radians(rotation)) * speed;
position.y += cos(glm::radians(rotation)) * speed;
}
void GameActor::moveBackward() {
position.x -= cos(glm::radians(rotation)) * speed;
position.y -= sin(glm::radians(rotation)) * speed;
}
void GameActor::moveForward() { // More than likely the most useful of the
// movement commands so far. But this could
// change in the future
if (physics) {
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
}
isMoving = true;
}

View file

@ -1,42 +1,53 @@
#include "gameplay/input.h"
#include "utility/command.h"
#include "gameplay/gameactor.h"
#include <SDL_timer.h>
void InputHandler::handleInput()
{
if (!actor) return;
Uint32 currentTime = SDL_GetTicks();
// check for bound keys that were pressed,
// next check if the hasn't been executed within the amount specified in delay
// if not execute the command and set lastExecution to currentTime
for (auto& [key, command] : keyCommands)
{
if (keys[key] == true)
{
if (currentTime - command.lastExecution >= command.delay)
{
command.cmd->execute(*actor);
command.lastExecution = currentTime;
}
}
}
// Same with the mouse, for this context we'll be checking for motion events and for click events
for (auto& [button, command] : mouseCommands)
{
if (mouseButtons[button] == true)
{
if (currentTime - command.lastExecution >= command.delay)
{
command.cmd->execute(*actor, mouse_state);
command.lastExecution = currentTime;
}
}
}
if (mouseMotionCommand)
mouseMotionCommand->execute(*actor, mouse_state);
if (mouseScrollCommand)
mouseScrollCommand->execute(*actor, mouse_state);
mouse_state.scroll = 0.0f; // clear mouse scroll since we have handled the event.
void InputHandler::handleInput() {
// If our input handler is not attached to an actor we return.
// This will be due for change given we will need to handle input during menus
if (!actor)
return;
Uint32 currentTime = SDL_GetTicks();
// check for bound keys that were pressed,
// next check if the hasn't been executed within the amount specified in delay
// if not execute the command and set lastExecution to currentTime
for (auto &[key, command] : keyCommands) {
if (keys[key] == true) {
if (currentTime - command.lastExecution >= command.delay) {
commandQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
// Same with the mouse, for this context we'll be checking for motion events
// and for click events
for (auto &[button, command] : mouseCommands) {
if (mouseButtons[button] == true) {
if (currentTime - command.lastExecution >= command.delay) {
mouseQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
if (mouseMotionCommand)
mouseMotionCommand->execute(*actor, mouse_state);
if (mouseScrollCommand)
mouseScrollCommand->execute(*actor, mouse_state);
mouse_state.scroll =
0.0f; // clear mouse scroll since we have handled the event.
}
// Executes every captured command during the frame
void InputHandler::executeCommands() {
for (auto &command : commandQueue) {
command->execute(*actor);
}
for (auto &mouse : mouseQueue) {
mouse->execute(*actor, mouse_state);
}
commandQueue.clear();
mouseQueue.clear();
}
InputHandler::~InputHandler() {}

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@ -1,125 +1,129 @@
#include "gameplay/map.h"
#include "gameplay/camera.h"
#include "graphics/shader.h"
#include "graphics/texture.h"
#include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "utility/xmlloader.h"
#include <glm/gtc/matrix_transform.hpp>
Map::Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
mapData(mapData),
tileIds(mapData->tiles)
{
this->shaderID = shaderID;
Map::Map(const MapData *mapData, const unsigned shaderID,
std::shared_ptr<ResourceManager> resourceManager)
: mapData(mapData), tileIds(mapData->tiles) {
this->shaderID = shaderID;
for (auto& tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
// Tiles are held on layers, drawn back to front
for (auto &tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
if (!tileSetData.empty())
{
std::vector<const char*> buffer;
for (int layer = 0; layer < tileIds.size(); layer++)
{
buffer.clear();
for (auto& set : tileSetData)
buffer.push_back(set->file.c_str());
if (!buffer.empty())
instanceHandles.push_back(std::make_shared<TileTextureInstance>(buffer));
}
if (!tileSetData.empty()) {
// Storing all of the tilesets we will need to load and sending it to our
// texture instance handle
std::vector<const char *> buffer;
for (int layer = 0; layer < tileIds.size(); layer++) {
buffer.clear();
for (auto &set : tileSetData)
buffer.push_back(set->file.c_str());
if (!buffer.empty())
instanceHandles.push_back(
std::make_shared<TileTextureInstance>(buffer));
}
loadMap();
createCollisionMap();
}
}
#include <glm/ext.hpp>
void Map::loadMap()
{
tileData.resize(tileIds.size());
for (int layer = 0; layer < tileIds.size(); layer++)
{
for (int y = 0; y < tileIds[layer].size(); y++)
{
for (int x = 0; x < tileIds[layer][y].size(); x++)
{
glm::mat4 modelMatrix =
glm::translate(glm::mat4(1.f), glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
glm::scale(glm::mat4(1.f), glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
int textureIndex = getTileSetIndex(tileIds[layer][y][x]);
glm::vec2 originalSize = (textureIndex != -1) ?
glm::vec2(tileSetData[textureIndex]->width, tileSetData[textureIndex]->height) :
glm::vec2(0.0f);
int tilesPerRow = (textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
int startID = (textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
int tileIndex = tileIds[layer][y][x];
tileData[layer].push_back({modelMatrix, originalSize, tileIndex, textureIndex, tilesPerRow, startID});
}
}
instanceHandles[layer]->updateInstanceData(tileData[layer]);
}
glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
editUniformOnce("uCanvasSize", canvasSize);
loadMap();
createCollisionMap();
}
}
void Map::createCollisionMap()
{
// Match collisionMap to map size
collisionMap.resize(tileIds[0].size());
for (int y = 0; y < tileIds[0].size(); ++y)
{
collisionMap[y].resize(tileIds[0][y].size(), 0);
}
void Map::loadMap() {
tileData.resize(tileIds.size());
// Tiles are drawn back to front, we track the tileset the tile comes from and
// additional information about the tilesets themselves so the shader can
// properly draw the right tile. Each layer is its own instance
for (int layer = 0; layer < tileIds.size(); layer++) {
for (int y = 0; y < tileIds[layer].size(); y++) {
for (int x = 0; x < tileIds[layer][y].size(); x++) {
glm::mat4 modelMatrix =
glm::translate(
glm::mat4(1.f),
glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
glm::scale(glm::mat4(1.f),
glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
for (int layer = 0; layer < tileIds.size(); layer++)
{
for (int y = 0; y < tileIds[layer].size(); y++)
{
for (int x = 0; x < tileIds[layer][y].size(); x++)
{
int id = tileIds[layer][y][x];
int tileSetIndex = getTileSetIndex(id);
if (tileSetIndex == -1)
collisionMap[y][x] = 0;
else
{
int startID = mapData->tileSets[tileSetIndex].startID;
auto& tile = tileSetData[tileSetIndex]->tiles[id - startID];
if (!tile->walkable)
collisionMap[y][x] = 1;
}
}
}
}
int textureIndex =
static_cast<int>(getTileSetIndex(tileIds[layer][y][x]));
glm::vec2 originalSize =
(textureIndex != -1) ? glm::vec2(tileSetData[textureIndex]->width,
tileSetData[textureIndex]->height)
: glm::vec2(0.0f);
int tilesPerRow =
(textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
int startID =
(textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
int tileIndex = tileIds[layer][y][x];
tileData[layer].push_back({modelMatrix, originalSize, tileIndex,
textureIndex, tilesPerRow, startID});
}
}
instanceHandles[layer]->updateInstanceData(tileData[layer]);
}
// The canvas size is the same for every tile atlas, each one growing to match
// the size of the larget tileset
glm::vec2 canvasSize =
glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(),
instanceHandles[0]->getTextureArray()->getHeight());
editUniformOnce("uCanvasSize", canvasSize);
}
void Map::draw()
{
for (int layer = 0; layer < instanceHandles.size(); layer++)
{
instanceHandles[layer]->draw();
}
// The collision map is just a 2D array of 0's and 1's, 1's being collidable and
// 0's not. This may see some changes in the future to properly address special
// tiles, such as portals.
void Map::createCollisionMap() {
// Match collisionMap to map size
collisionMap.resize(tileIds[0].size());
for (int y = 0; y < tileIds[0].size(); ++y) {
collisionMap[y].resize(tileIds[0][y].size(), 0);
}
for (int layer = 0; layer < tileIds.size(); layer++) {
for (int y = 0; y < tileIds[layer].size(); y++) {
for (int x = 0; x < tileIds[layer][y].size(); x++) {
int id = tileIds[layer][y][x];
size_t tileSetIndex = getTileSetIndex(id);
if (tileSetIndex == -1)
collisionMap[y][x] = 0;
else {
int startID = mapData->tileSets[tileSetIndex].startID;
auto &tile = tileSetData[tileSetIndex]->tiles[id - startID];
if (!tile->walkable)
collisionMap[y][x] = 1;
}
}
}
}
}
// Draw each layer in it's own instance
void Map::draw() {
for (int layer = 0; layer < instanceHandles.size(); layer++) {
instanceHandles[layer]->draw();
}
}
/*
Use this function to get the tileSetIndex from a tile ID.
the index of the tileSet is the same index as the texture index used in the instanceHandle
the index of the tileSet is the same index as the texture index used in the
instanceHandle
returns tileSetIndex of the tile id passed. Unless the id is either 0 or
the returned tileSetIndex is out of bounds, returns -1
*/
int Map::getTileSetIndex(int id) const
{
// work from the bottom, break if ID > startID
// If we get a textureIndex of -1 then we are on an empty tile
size_t tileSetIndex = mapData->tileSets.size() - 1;
for (; tileSetIndex != -1; --tileSetIndex)
{
if (id >= mapData->tileSets[tileSetIndex].startID)
break;
}
return (tileSetIndex >= mapData->tileSets.size()) ? -1 : tileSetIndex;
size_t Map::getTileSetIndex(int id) const {
// work from the bottom, break if ID > startID
// If we get a textureIndex of -1 then we are on an empty tile
size_t tileSetIndex = mapData->tileSets.size() - 1;
for (; tileSetIndex != -1; --tileSetIndex) {
if (id >= mapData->tileSets[tileSetIndex].startID)
break;
}
return (tileSetIndex >= mapData->tileSets.size()) ? -1 : tileSetIndex;
}

View file

@ -2,210 +2,215 @@
#include "gameplay/weapons/bullet.h"
#include "utility/events.h"
#include "utility/logger.h"
#include <iostream>
void PhysicsEngine::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
{
this->eventManager = eventManager;
this->eventManager->subscribe("OnBulletFired", [this](std::shared_ptr<Event> e) {
auto bulletEvent = std::static_pointer_cast<BulletFiredEvent>(e);
this->addObject(bulletEvent->bullet->getPhysicsComponent());
});
this->eventManager->subscribe("OnBulletDied", [this](std::shared_ptr<Event> e) {
auto bulletEvent = std::static_pointer_cast<BulletDiedEvent>(e);
this->removeObject(bulletEvent->physObj);
});
void PhysicsEngine::hookEventManager(
const std::shared_ptr<EventManager> &eventManager) {
this->eventManager = eventManager;
this->eventManager->subscribe<BulletFiredEvent>(
[this](const BulletFiredEvent &event) {
if (auto bullet = event.bullet.lock()) {
this->addObject(bullet->getPhysicsComponent());
}
});
this->eventManager->subscribe<BulletDiedEvent>(
[this](const BulletDiedEvent &event) {
this->removeObject(event.physObj);
});
}
std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int ID,
const glm::vec3& pos,
float mass,
PhysicsComponent::Collider::Shape shape,
glm::vec3 dimensions, const
glm::vec3 offset)
{
auto component = std::make_shared <PhysicsComponent>();
component->ID = ID;
component->rigidBody.position = pos;
component->rigidBody.mass = mass;
component->collider.shape = shape;
component->collider.dimensions = dimensions;
component->collider.offset = offset;
std::shared_ptr<PhysicsComponent>
PhysicsEngine::createObject(const unsigned int ID, const glm::vec3 &pos,
float mass, PhysicsComponent::Collider::Shape shape,
glm::vec3 dimensions, const glm::vec3 offset) {
auto component = std::make_shared<PhysicsComponent>();
component->ID = ID;
component->rigidBody.position = pos;
component->rigidBody.acceleration = glm::vec2(0.f);
component->rigidBody.mass = mass;
component->collider.shape = shape;
component->collider.dimensions = dimensions;
component->collider.offset = offset;
addObject(component);
return component;
addObject(component);
return component;
}
void PhysicsEngine::loadCollisionMap(const std::vector<std::vector<int>>& collisionMap, float tileSize)
{
this->collisionMap = collisionMap;
this->tileSize = tileSize;
void PhysicsEngine::loadCollisionMap(
const std::vector<std::vector<int>> &collisionMap, float tileSize) {
this->collisionMap = collisionMap;
this->tileSize = tileSize;
}
void PhysicsEngine::addObject(const std::shared_ptr<PhysicsComponent>& component)
{
if (component)
objects.emplace_back(component);
void PhysicsEngine::addObject(
const std::shared_ptr<PhysicsComponent> &component) {
if (component)
objects.emplace_back(component);
}
void PhysicsEngine::removeObject(const std::shared_ptr<PhysicsComponent>& component)
{
if (std::find(objects.begin(), objects.end(), component) != objects.end())
objects.erase(std::remove(objects.begin(), objects.end(), component));
void PhysicsEngine::removeObject(
const std::shared_ptr<PhysicsComponent> &component) {
if (std::find(objects.begin(), objects.end(), component) != objects.end())
objects.erase(std::remove(objects.begin(), objects.end(), component));
}
int PhysicsEngine::getTileCollider(const glm::vec3& position)
{
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
if (y >= 0 && y < collisionMap.size())
{
if (x >= 0 && x < collisionMap[y].size())
return collisionMap[y][x];
}
return 0;
int PhysicsEngine::getTileCollider(const glm::vec2 &position) {
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
if (y >= 0 && y < collisionMap.size()) {
if (x >= 0 && x < collisionMap[y].size())
return collisionMap[y][x];
}
return 0;
}
void PhysicsEngine::getPossibleCollisions()
{
objCollisions.clear();
for (size_t i = 0; i < objects.size(); ++i)
{
auto& obj = objects[i];
for (size_t j = i + 1; j < objects.size(); ++j)
{
auto& colliderObj = objects[j];
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID) continue;
float colliderRight = colliderObj->rigidBody.position.x + colliderObj->collider.dimensions.x;
float colliderBottom = colliderObj->rigidBody.position.y + colliderObj->collider.dimensions.y;
float objectRight = obj->rigidBody.position.x + obj->collider.dimensions.x;
float objectBottom = obj->rigidBody.position.y + obj->collider.dimensions.y;
if ((obj->rigidBody.position.x <= colliderRight &&
objectRight >= colliderObj->rigidBody.position.x) ||
(obj->rigidBody.position.y <= colliderBottom &&
objectBottom >= colliderObj->rigidBody.position.y))
objCollisions.push_back(CollisionPair(obj.get(), colliderObj.get()));
}
}
void PhysicsEngine::getPossibleCollisions() {
objCollisions.clear();
for (size_t i = 0; i < objects.size(); ++i) {
auto &obj = objects[i];
for (size_t j = i + 1; j < objects.size(); ++j) {
auto &colliderObj = objects[j];
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID)
continue;
float colliderRight = colliderObj->rigidBody.position.x +
colliderObj->collider.dimensions.x;
float colliderBottom = colliderObj->rigidBody.position.y +
colliderObj->collider.dimensions.y;
float objectRight =
obj->rigidBody.position.x + obj->collider.dimensions.x;
float objectBottom =
obj->rigidBody.position.y + obj->collider.dimensions.y;
if ((obj->rigidBody.position.x <= colliderRight &&
objectRight >= colliderObj->rigidBody.position.x) ||
(obj->rigidBody.position.y <= colliderBottom &&
objectBottom >= colliderObj->rigidBody.position.y))
objCollisions.push_back(CollisionPair(obj.get(), colliderObj.get()));
}
}
}
void PhysicsEngine::resolvePossibleCollisions()
{
for (auto& objs : objCollisions)
{
// Solve for two circles, we'll need to expand upon this for different colliders...
float sumOfRadius = objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
glm::vec3 objFirstCenter = objs.first->rigidBody.position + objs.first->collider.offset;
glm::vec3 objSecondCenter = objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec3 distance = objFirstCenter - objSecondCenter;
if (glm::length(distance) < sumOfRadius)
{
// We got impact!
glm::vec3 normal = distance / glm::length(distance);
// That impact is a bullet hitting a gameactor!
if ((objs.first->isBullet || objs.second->isBullet) && !(objs.first->isBullet && objs.second->isBullet))
{
eventManager->notify(std::make_shared<BulletCollideEvent>(
( objs.first->isBullet) ? objs.first->ID : objs.second->ID,
(!objs.first->isBullet) ? objs.first->ID : objs.second->ID,
std::make_shared<PhysicsComponent>(( objs.first->isBullet) ? objs.first : objs.second),
normal
));
}
// Apply impulse force
float penetrationDepth = sumOfRadius - glm::length(distance);
glm::vec3 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)));
glm::vec3 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
void PhysicsEngine::resolvePossibleCollisions() {
for (auto &objs : objCollisions) {
// Solve for two circles, we'll need to expand upon this for different
// colliders...
float sumOfRadius =
objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
glm::vec2 objFirstCenter =
objs.first->rigidBody.position + objs.first->collider.offset;
glm::vec2 objSecondCenter =
objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec2 distance = objFirstCenter - objSecondCenter;
if (glm::length(distance) < sumOfRadius) {
// We got impact!
glm::vec2 normal = distance / glm::length(distance);
// That impact is a bullet hitting a gameactor!
if ((objs.first->isBullet || objs.second->isBullet) &&
!(objs.first->isBullet && objs.second->isBullet)) {
eventManager->notify(std::make_shared<BulletCollideEvent>(
(objs.first->isBullet) ? objs.first->ID : objs.second->ID,
(!objs.first->isBullet) ? objs.first->ID : objs.second->ID,
std::make_shared<PhysicsComponent>(
(objs.first->isBullet) ? objs.first : objs.second),
normal));
}
// Apply impulse force
float penetrationDepth = sumOfRadius - glm::length(distance);
glm::vec2 correctionVector =
normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) +
(1 / objs.second->rigidBody.mass)));
glm::vec2 vrel =
objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
// smallest elasticity of the two colliders
float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity);
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass));
// smallest elasticity of the two colliders
float e = std::min(objs.first->rigidBody.elasticity,
objs.second->rigidBody.elasticity);
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) /
((1 / objs.first->rigidBody.mass) +
(1 / objs.second->rigidBody.mass));
objs.first->rigidBody.position += (correctionVector / objs.first->rigidBody.mass);
objs.second->rigidBody.position -= (correctionVector / objs.second->rigidBody.mass);
objs.first->rigidBody.velocity += impulseMag * normal / objs.first->rigidBody.mass;
objs.second->rigidBody.velocity -= impulseMag * normal / objs.second->rigidBody.mass;
}
}
objs.first->rigidBody.position +=
(correctionVector / objs.first->rigidBody.mass);
objs.second->rigidBody.position -=
(correctionVector / objs.second->rigidBody.mass);
objs.first->rigidBody.velocity +=
impulseMag * normal / objs.first->rigidBody.mass;
objs.second->rigidBody.velocity -=
impulseMag * normal / objs.second->rigidBody.mass;
}
}
}
void PhysicsEngine::resolveWorldCollision(const std::shared_ptr<PhysicsComponent>& obj)
{
switch (obj->collider.shape)
{
case PhysicsComponent::Collider::Shape::Circle:
float radius = obj->collider.dimensions.x;
glm::vec3 position = obj->rigidBody.position + obj->collider.offset;
int topTile = getTileCollider(position - glm::vec3(0, radius, 0));
int bottomTile = getTileCollider(position + glm::vec3(0, radius, 0));
int leftTile = getTileCollider(position - glm::vec3(radius, 0, 0));
int rightTile = getTileCollider(position + glm::vec3(radius, 0, 0));
if (obj->isBullet)
{
if (topTile || bottomTile || leftTile || rightTile)
{
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
return;
}
}
int tileY = static_cast<int>((position.y) / tileSize);
int tileX = static_cast<int>((position.x) / tileSize);
if (topTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY+1) * tileSize + obj->collider.offset.y;
}
if (bottomTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY) * tileSize - obj->collider.offset.y;
}
if (leftTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX + 1) * tileSize + obj->collider.offset.x;
}
if (rightTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX) * tileSize - obj->collider.offset.x;
}
}
void PhysicsEngine::resolveWorldCollision(
const std::shared_ptr<PhysicsComponent> &obj) {
switch (obj->collider.shape) {
case PhysicsComponent::Collider::Shape::Circle:
float radius = obj->collider.dimensions.x;
glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
int topTile = getTileCollider(position - glm::vec2(0, radius));
int bottomTile = getTileCollider(position + glm::vec2(0, radius));
int leftTile = getTileCollider(position - glm::vec2(radius, 0));
int rightTile = getTileCollider(position + glm::vec2(radius, 0));
if (obj->isBullet) {
if (topTile || bottomTile || leftTile || rightTile) {
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
return;
}
}
int tileY = static_cast<int>((position.y) / tileSize);
int tileX = static_cast<int>((position.x) / tileSize);
if (topTile) {
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y =
(tileY + 1) * tileSize + obj->collider.offset.y;
}
if (bottomTile) {
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY)*tileSize - obj->collider.offset.y;
}
if (leftTile) {
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x =
(tileX + 1) * tileSize + obj->collider.offset.x;
}
if (rightTile) {
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX)*tileSize - obj->collider.offset.x;
}
}
}
void PhysicsEngine::update(double deltaTime)
{
for (auto& obj : objects)
{
if (!obj) continue;
glm::vec3 frictionForce = obj->rigidBody.velocity * -0.1f;
if (std::abs(obj->rigidBody.acceleration.x) == std::abs(obj->rigidBody.acceleration.y))
{
obj->rigidBody.acceleration.x *= 0.75f;
obj->rigidBody.acceleration.y *= 0.75f;
}
if (!obj->isBullet)
obj->rigidBody.velocity += (frictionForce);
obj->rigidBody.velocity += obj->rigidBody.acceleration;
void PhysicsEngine::update(double deltaTime) {
for (auto &obj : objects) {
if (!obj)
continue;
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
if (std::abs(obj->rigidBody.acceleration.x) ==
std::abs(obj->rigidBody.acceleration.y)) {
obj->rigidBody.acceleration.x *= 0.75f;
obj->rigidBody.acceleration.y *= 0.75f;
}
if (!obj->isBullet)
obj->rigidBody.velocity += (frictionForce);
obj->rigidBody.velocity += obj->rigidBody.acceleration;
float maxSpeed = 500.f;
float curSpeed = glm::length(obj->rigidBody.velocity);
if (curSpeed > maxSpeed)
{
// Move at maxspeed
obj->rigidBody.velocity = glm::normalize(obj->rigidBody.velocity) * maxSpeed;
}
obj->rigidBody.acceleration = glm::vec3(0.f);
if (obj->collider.dimensions != glm::vec3(0.f))
{
// check map collisions
resolveWorldCollision(obj);
}
obj->rigidBody.position += obj->rigidBody.velocity * static_cast<float>(deltaTime);
}
getPossibleCollisions();
if (!objCollisions.empty())
resolvePossibleCollisions();
float maxSpeed = 500.f;
float curSpeed = glm::length(obj->rigidBody.velocity);
if (curSpeed > maxSpeed) {
// Move at maxspeed
obj->rigidBody.velocity =
glm::normalize(obj->rigidBody.velocity) * maxSpeed;
}
obj->rigidBody.acceleration = glm::vec2(0.f);
if (obj->collider.dimensions != glm::vec2(0.f)) {
// check map collisions
resolveWorldCollision(obj);
}
obj->rigidBody.position +=
obj->rigidBody.velocity * static_cast<float>(deltaTime);
// Make sure we keep our Z at 0.f, a better choice would be to remove the
// need for vec3 all together!
// TODO: REMOVE VEC3 NO NEED FOR Z COODINATE!
// obj->rigidBody.position.z = 0.f;
}
getPossibleCollisions();
if (!objCollisions.empty())
resolvePossibleCollisions();
}

View file

@ -1,205 +1,192 @@
#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/component.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 <tracy/Tracy.hpp>
#include <execution>
// Scene xml files, should contain a node called <player> that holds the sprite location
/*
like this:
<player sprite="sprites/player2Atlas.png" frameSize=64.0>
<x=5/>
<y=6/>
</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);
physicsEngine = std::make_shared<PhysicsEngine>();
eventManager = std::make_shared<EventManager>();
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()
{
physicsEngine->hookEventManager(eventManager);
//if (sceneType == SCENE_SHOOTER)
loadDebugShooterScene();
void Scene::init() {
physicsEngine->hookEventManager(eventManager);
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");
// 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");
// creating map from scene
auto tileShader = resourceManager->loadShader("GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
map = std::make_shared<Map>(mapData, tileShader, resourceManager);
if (!sceneData->bgFile.empty()) {
LOG(INFO, "Found background loading '{}'", sceneData->bgFile);
background = resourceManager->loadBackground(sceneData->bgFile);
}
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.
if (entityAnimation->getDirectional())
entity->setRotatable(false);
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("pistolGun", weaponShader, bubbleShader);
auto entityWeapon = resourceManager->loadWeapon(entityData.weapon, weaponShader, bubbleShader);
// creating map from scene
auto tileShader = resourceManager->loadShader(
"GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
map = std::make_shared<Map>(mapData, tileShader, resourceManager);
entity->pickupWeapon(defaultWeapon);
entity->pickupWeapon(entityWeapon);
entity->setPosition(glm::vec3(entityData.x * mapData->tileSize, entityData.y * mapData->tileSize, 0.f));
entity->setScale(glm::vec3(mapData->tileSize, mapData->tileSize, 1.f));
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.
if (entityAnimation->getDirectional())
entity->setRotatable(false);
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);
entity->addPhysicsComponent(
physicsEngine->createObject(entity->getEntityID(),
entity->getPosition(),
49.0,
PhysicsComponent::Collider::Shape::Circle,
glm::vec3(mapData->tileSize / 2))
);
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->setScale(glm::vec3(mapData->tileSize, mapData->tileSize, 1.f));
if (entityData.isPlayer)
{
player = entity;
camera->setTarget(entity.get());
entity->setLocalPosition(camera->worldToLocal(entity->getPosition()));
}
else
{
// attach ai
if (!entityData.script.empty())
{
auto behaviourScript = resourceManager->loadAIScript(entityData.script);
auto rayCaster = std::make_shared<Raycaster>(40.f, 300.f, map->getCollisionMap(), mapData->tileSize);
auto ai = std::make_shared<AI>(entity, rayCaster);
ai->setTarget(player);
ai->attachBehaviourScript(behaviourScript);
entity->addComponent(std::make_unique<AIComponent>(ai));
}
}
entities.emplace(entity->getEntityID(), entity);
}
entity->addPhysicsComponent(physicsEngine->createObject(
entity->getEntityID(), entity->getPosition(), 49.0,
PhysicsComponent::Collider::Shape::Circle,
glm::vec3(mapData->tileSize / 2)));
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
if (entityData.isPlayer) {
player = entity;
} else {
// attach ai
if (!entityData.script.empty()) {
auto behaviour =
resourceManager->loadScript<AIScript>(entityData.script);
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());
if (behaviour != nullptr)
ai->attachBehaviourScript(std::move(behaviour));
entity->addComponent(std::make_unique<AIComponent>(ai));
}
}
entities.emplace(entity->getEntityID(), entity);
SDL_Delay(1); // This is to make sure each entity gets a unique ID
}
// Setup map and other entities...
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
}
std::shared_ptr<GameActor> Scene::getPlayer() const
{
return (!player) ? nullptr : player;
std::shared_ptr<GameActor> Scene::getPlayer() const {
return (!player) ? nullptr : player;
}
void Scene::update(double deltaTime)
{
ZoneScoped;
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::update(double deltaTime) {
for (const auto &[id, e] : entities) {
e->update(deltaTime);
}
physicsEngine->update(deltaTime);
}
void Scene::render(std::shared_ptr<Renderer> renderer)
{
ZoneScoped;
renderer->clear();
void Scene::render(std::shared_ptr<Renderer> renderer) {
renderer->clear();
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(), camera->getViewMatrix());
renderer->addDrawable(RenderLayer::Map, map);
//map->draw();
for (auto& [id, e] : entities)
{
//e->draw();
renderer->addDrawable(RenderLayer::GameObjects, e);
if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
for (const auto& bullet : e->getHeldWeapon()->getBulletManager()->getBullets()) {
renderer->addDrawable(RenderLayer::GameObjects, bullet);
}
}
}
renderer->addDrawable(RenderLayer::Map, map.get());
if (background) {
renderer->addDrawable(RenderLayer::Background,
static_cast<Drawable *>(background));
}
for (auto &[id, e] : entities) {
renderer->addDrawable(RenderLayer::GameObjects, e.get());
if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
const auto &weapons = e->getAllWeapons();
for (auto &w : weapons) {
for (auto b : w->getBulletManager()->getBullets()) {
renderer->addDrawable(RenderLayer::GameObjects, b.get());
}
}
}
}
renderer->render();
DebugDrawer::getInstance().draw(camera->getProjectionMatrix() * camera->getViewMatrix());
renderer->render();
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()
{
std::weak_ptr<Scene> weakSelf = shared_from_this();
eventManager->subscribe("OnBulletCollide", [weakSelf](std::shared_ptr<Event> e) {
if (auto self = weakSelf.lock()) {
auto collideEvent = std::static_pointer_cast<BulletCollideEvent>(e);
GameActor* shooter = self->getGameActorByID(collideEvent->ownerID);
GameActor* target = self->getGameActorByID(collideEvent->victimID);
if (shooter && target)
if (auto& weapon = shooter->getHeldWeapon())
weapon->onHitCallback(target, collideEvent->bullet.get(), collideEvent->normal);
}
});
void Scene::hookSceneEvents() {
std::weak_ptr<Scene> weakSelf = shared_from_this();
eventManager->subscribe<BulletCollideEvent>(
[weakSelf](const BulletCollideEvent &e) {
if (auto self = weakSelf.lock()) {
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);
}
});
}
GameActor* Scene::getGameActorByID(const unsigned int ID)
{
auto iterator = entities.find(ID);
if (iterator == entities.end())
return nullptr;
return iterator->second.get();
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
{
entityCache.clear();
for (const auto& [_, entity] : entities) {
entityCache.push_back(entity);
}
return entityCache;
std::span<std::weak_ptr<GameActor>> Scene::getAllEntities() const {
entityCache.clear();
for (const auto &[_, entity] : entities) {
entityCache.push_back(entity);
}
return entityCache;
}

View file

@ -1,6 +1,8 @@
#include "gameplay/weapons/bullet.h"
#include "utility/component.h"
#include "utility/logger.h"
void Bullet::addComponent(Component* component)
{
components.push_back(component);
@ -12,6 +14,8 @@ void Bullet::update(double deltaTime)
deltaPosition.x += direction.x * bulletSpeed;
deltaPosition.y += direction.y * bulletSpeed;
//LOG(INFO, "( {}, {}, {} )", deltaPosition.x, deltaPosition.y, deltaPosition.z);
//physics->rigidBody.position = position;
for (auto& component : components)

View file

@ -4,6 +4,7 @@
#include "gameplay/camera.h"
#include "utility/events.h"
#include "utility/component.h"
#include "utility/logger.h"
#include <algorithm>
#include <memory>
@ -13,11 +14,10 @@ void BulletManager::hookEventManager(std::weak_ptr<EventManager> eventManager)
this->eventManager = eventManager;
if (auto event = this->eventManager.lock()) {
std::weak_ptr<BulletManager> weakSelf = shared_from_this();
event->subscribe("OnBulletDied", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<BulletDiedEvent>([weakSelf](const BulletDiedEvent& e) {
if (auto self = weakSelf.lock()) {
auto bulletEvent = std::static_pointer_cast<BulletDiedEvent>(e);
auto iterator = std::find_if(self->bullets.begin(), self->bullets.end(), [&](std::shared_ptr<Bullet> bullet) {
return bullet->getPhysicsComponent() == bulletEvent->physObj;
return bullet->getPhysicsComponent() == e.physObj;
});
if (iterator != self->bullets.end())
self->bullets.erase(iterator);
@ -52,11 +52,11 @@ void BulletManager::update(double deltaTime)
{
if (!bullet) continue;
bullet->update(deltaTime);
float distance = glm::distance(bullet->getPhysicsComponent()->rigidBody.position, bullet->getBulletOrigin());
float distance = glm::distance(glm::vec3(bullet->getPhysicsComponent()->rigidBody.position, 0.f), bullet->getBulletOrigin());
if (distance > bullet->getBulletDrop() || glm::length(bullet->getPhysicsComponent()->rigidBody.velocity) < 100.0f)
{
if (auto event = eventManager.lock())
event->notify(std::make_shared<BulletDiedEvent>(bullet->getPhysicsComponent()));
event->notify<BulletDiedEvent>((BulletDiedEvent){ bullet->getPhysicsComponent() });
//bullets.erase(std::remove(bullets.begin(), bullets.end(), bullet));
}
}

View file

@ -1,282 +1,249 @@
#include "gameplay/weapons/weapon.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/gameactor.h"
#include "gameplay/physics.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/weapons/bulletmanager.h"
#include <SDL_timer.h>
#include "utility/debugdraw.h"
#include "utility/component.h"
#include "utility/debugdraw.h"
#include "utility/events.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "utility/script.h"
#include "utility/logger.h"
// TODO: Regular clean up, make this mess readable!
Weapon::Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
:
Entity (weaponShaderID),
weaponSize (glm::vec2(data->sizeX, data->sizeY)),
weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
weaponMag (data->clipSize),
weaponMagSize (data->clipSize),
weaponAmmo (data->maxAmmo),
bulletSpeed (data->bulletSpeed),
bulletDrop (data->bulletDrop),
fireSpeed (data->fireSpeed),
bulletSize (glm::vec2(data->bulletSizeX, data->bulletSizeY)),
bulletShaderID (bulletShaderID),
bulletManager (std::make_shared<BulletManager>()),
bulletSpread (std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread, data->bulletSpread)),
bulletModifer (std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax))
{
if (data->bulletAnimated)
bulletSprite = std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
else
bulletSprite = std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->bulletGraphic));
Weapon::Weapon(const WeaponData *data, const unsigned weaponShaderID,
const unsigned bulletShaderID, ResourceManager *resourceManager)
: Entity(weaponShaderID), weaponType(data->id),
weaponSize(glm::vec2(data->sizeX, data->sizeY)),
weaponOffset(glm::vec2(data->offsetX, data->offsetY)),
weaponMag(data->clipSize), weaponMagSize(data->clipSize),
weaponAmmo(data->maxAmmo), bulletSpeed(data->bulletSpeed),
bulletDrop(data->bulletDrop), fireSpeed(data->fireSpeed),
bulletSize(glm::vec2(data->bulletSizeX, data->bulletSizeY)),
bulletShaderID(bulletShaderID),
bulletManager(std::make_shared<BulletManager>()),
bulletSpread(std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread,
data->bulletSpread)),
bulletModifer(
std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax)) {
if (data->bulletAnimated)
bulletSprite = std::make_unique<AnimationComponent>(
resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
else
bulletSprite = std::make_unique<SpriteComponent>(
resourceManager->loadSpriteStatic(data->bulletGraphic));
if (data->animated)
{
addComponent(std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->graphic, entityid)));
}
else
addComponent(std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->graphic)));
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
if (data->animated) {
addComponent(std::make_unique<AnimationComponent>(
resourceManager->loadAnimationSet(data->id, entityid)));
} else
addComponent(std::make_unique<SpriteComponent>(
resourceManager->loadSpriteStatic(data->graphic)));
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
};
void Weapon::addComponent(std::unique_ptr<Component> comp) {
components.push_back(std::move(comp));
components.push_back(std::move(comp));
}
void Weapon::reload()
{
// TODO: Create reload event that will be captured by the gun animation set, to start the reloading animation
if (auto event = eventManager.lock())
{
event->notify(std::make_shared<EntityReloadEvent>(entityid));
reloading = true;
if (weaponAmmo < weaponMagSize) {
weaponMag = weaponAmmo;
weaponAmmo = 0;
}
else {
weaponMag = weaponMagSize;
weaponAmmo -= weaponMagSize;
}
}
void Weapon::reload() {
if (auto event = eventManager.lock()) {
event->notify<EntityReloadEvent>(
{entityid, wielder->getPosition(), weaponType});
reloading = true;
if (weaponAmmo < weaponMagSize) {
weaponMag = weaponAmmo;
weaponAmmo = 0;
} else {
weaponMag = weaponMagSize;
weaponAmmo -= weaponMagSize;
}
}
}
bool Weapon::shoot()
{
bool shotsFired = false;
if (wielder)
{
Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed && !reloading)
{
if (weaponMag > 0)
{
shotsFired = true;
if (auto event = eventManager.lock())
event->notify(std::make_shared<EntityFireEvent>(entityid, fireSpeed));
if (!weaponScript || !weaponScript->lua["onShoot"].valid())
{
// create bullet using this generated data
BulletData b = genBulletData();
createBullet(b);
weaponMag -= 1;
}
else {
auto result = weaponScript->lua["onShoot"]();
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
weaponMag -= 1;
}
}
else if (weaponMag <= 0) reload();
lastFireTime = currentTime;
}
}
return shotsFired;
bool Weapon::shoot() {
bool shotsFired = false;
if (wielder) {
Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed && !reloading) {
if (weaponMag > 0) {
shotsFired = true;
if (auto event = eventManager.lock())
event->notify<EntityFireEvent>(
{entityid, fireSpeed, wielder->getPosition(), weaponType});
if (!weaponScript || !weaponScript->lua["onShoot"].valid()) {
// create bullet using this generated data
BulletData b = genBulletData();
createBullet(b);
weaponMag -= 1;
} else {
auto result = weaponScript->lua["onShoot"]();
if (!result.valid()) {
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
// auto reload
if ((weaponMag -= 1) <= 0)
reload();
}
} else if (weaponMag <= 0)
reload();
lastFireTime = currentTime;
}
}
return shotsFired;
}
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager)
{
this->eventManager = eventManager;
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) {
this->eventManager = eventManager;
for (auto& component : components)
{
if (component->getType() == Component::TYPE::ANIMATION)
{
auto animComponent = static_cast<AnimationComponent*>(component.get());
animComponent->getAnimationSet()->attachEventManager(eventManager);
}
}
for (auto &component : components) {
if (component->getType() == Component::TYPE::ANIMATION) {
auto animComponent = static_cast<AnimationComponent *>(component.get());
animComponent->getAnimationSet()->attachEventManager(eventManager);
}
}
if (auto event = this->eventManager.lock()) {
std::weak_ptr<Weapon> selfWeak = shared_from_this();
event->subscribe("OnAnimationFinished", [selfWeak](std::shared_ptr<Event> e) {
if (auto self = selfWeak.lock()) {
auto animFinished = std::static_pointer_cast<AnimationFinishedEvent>(e);
if (animFinished->entityid == self->entityid && animFinished->animType == "reload")
{
if (self->reloading)
{
self->reloading = false;
self->wasReloading = true;
}
}
}
});
}
if (auto event = this->eventManager.lock()) {
auto self = this;
event->subscribe<AnimationFinishedEvent>(
[self](const AnimationFinishedEvent &e) {
if (self) {
if (e.entityid == self->entityid && e.animType == "reload") {
if (self->reloading) {
self->reloading = false;
self->wasReloading = true;
}
}
}
});
}
bulletManager->hookEventManager(eventManager);
bulletManager->hookEventManager(eventManager);
}
void Weapon::attachScript(const std::shared_ptr<WeaponScript>& script)
{
weaponScript = script;
weaponScript->lua["weapon"] = shared_from_this();
LOG(DEBUG, "Weapon state bound");
void Weapon::attachScript(std::unique_ptr<WeaponScript> script) {
weaponScript = std::move(script);
weaponScript->lua["weapon"] = this;
LOG(DEBUG, "Weapon state bound", NULL);
}
void Weapon::onHitCallback(GameActor* target, PhysicsComponent* bullet, const glm::vec2& normal)
{
if (weaponScript && weaponScript->lua["onHit"].valid())
{
auto result = weaponScript->lua["onHit"](target, bullet, normal);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
void Weapon::onHitCallback(GameActor *target, PhysicsComponent *bullet,
const glm::vec2 &normal) {
if (weaponScript && weaponScript->lua["onHit"].valid()) {
auto result = weaponScript->lua["onHit"](target, bullet, normal);
if (!result.valid()) {
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
}
void Weapon::update(double deltaTime)
{
Entity::update(deltaTime);
if (wielded)
{
// move the weapon into place as the wielder rotates and moves
if (wielder)
adjustWeapon();
void Weapon::update(double deltaTime) {
Entity::update(deltaTime);
if (wielded) {
// move the weapon into place as the wielder rotates and moves
if (wielder)
adjustWeapon();
for (auto& component : components)
component->update();
if (wasReloading)
{
wasReloading = false;
if (auto event = eventManager.lock()) {
event->notify(std::make_shared<EntityFinishReloadEvent>(entityid));
}
}
}
bulletManager->update(deltaTime);
for (auto &component : components)
component->update();
if (wasReloading) {
wasReloading = false;
if (auto event = eventManager.lock()) {
event->notify<EntityFinishReloadEvent>({entityid});
}
}
}
bulletManager->update(deltaTime);
}
void Weapon::draw()
{
Entity::draw();
if (wielded)
{
for (auto& component : components)
{
component->play();
component->bind();
component->render();
}
}
//bulletManager->draw();
void Weapon::draw() {
Entity::draw();
if (wielded) {
for (auto &component : components) {
component->play();
component->bind();
component->render();
}
}
// bulletManager->draw();
}
void Weapon::adjustWeapon()
{
float rotation = glm::radians(wielder->getRotation());
void Weapon::adjustWeapon() {
float rotation = glm::radians(wielder->getRotation());
glm::vec3 offset = glm::vec3(
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f),
0.0f
);
glm::vec3 origin = wielder->getCenter() + offset;
//origin.x += (weaponSize.x) * 0.25f;
//origin.y += (weaponSize.y) * 0.25f;
glm::vec3 offset = glm::vec3(
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f), 0.0f);
glm::vec3 origin = wielder->getCenter() + offset;
// origin.x += (weaponSize.x) * 0.25f;
// origin.y += (weaponSize.y) * 0.25f;
// Flip the texture if the weapon is facing upwards or downwards
Direction d = getDirectionFromRotation(glm::degrees(rotation));
if ((lastDir == Direction::Up || lastDir == Direction::Left) &&
(d == Direction::Down || d == Direction::Right) && !isFlipped())
flip();
if ((lastDir == Direction::Down || lastDir == Direction::Right) &&
(d == Direction::Up || d == Direction::Left) && isFlipped())
flip();
// Flip the texture if the weapon is facing upwards or downwards
Direction d = getDirectionFromRotation(glm::degrees(rotation));
if ((lastDir == Direction::Up || lastDir == Direction::Left) &&
(d == Direction::Down || d == Direction::Right) && !isFlipped())
flip();
if ((lastDir == Direction::Down || lastDir == Direction::Right) &&
(d == Direction::Up || d == Direction::Left) && isFlipped())
flip();
setRotation(wielder->getRotation() - 180);
setPosition(origin);
lastDir = getDirectionFromRotation(glm::degrees(rotation));
setRotation(wielder->getRotation() - 180);
setPosition(origin);
lastDir = getDirectionFromRotation(glm::degrees(rotation));
}
Weapon::BulletData Weapon::genBulletData()
{
BulletData b;
float rotation = glm::radians(wielder->getRotation());
b.mass = 0.1f;
glm::vec2 facing = glm::vec2(
cos(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat()))),
sin(rotation + glm::radians(static_cast<float>(bulletSpread->genFloat())))
);
b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat();
b.dropMod = bulletModifer->genFloat();
Weapon::BulletData Weapon::genBulletData() {
BulletData b;
float rotation = glm::radians(wielder->getRotation());
float spreadOffset =
glm::radians(static_cast<float>(bulletSpread->genFloat()));
b.mass = 0.1f;
glm::vec2 facing =
glm::vec2(cos(rotation + spreadOffset), sin(rotation + spreadOffset));
b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat();
b.dropMod = bulletModifer->genFloat();
double radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
double radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
b.origin = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
0.0f
);
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b;
b.origin = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius -
sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius +
cos(rotation) * weaponOffset.y,
0.0f);
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b;
}
void Weapon::createBullet(const Weapon::BulletData& data)
{
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite.get());
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * glm::vec3(data.direction.x, data.direction.y, 0.f) / data.mass;
void Weapon::createBullet(const Weapon::BulletData &data) {
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID,
data.origin, data.direction,
bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite.get());
bullet->addPhysicsComponent(
std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(
wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity +=
bulletSpeed * data.direction / data.mass;
if (auto event = eventManager.lock())
event->notify(std::make_shared<BulletFiredEvent>(bullet));
bulletManager->addBullet(bullet);
if (auto event = eventManager.lock())
event->notify<BulletFiredEvent>({bullet});
bulletManager->addBullet(bullet);
}
/*
!| SLATED FOR REMOVAL |!
// Swap the reload animation and the regular weapon animation
void Weapon::swapSprites()
{
//std::swap(weaponSprites.first, weaponSprites.second);
Weapon::~Weapon() {
if (weaponScript) {
weaponScript->lua["onShoot"] = sol::nil;
weaponScript->lua.collect_gc();
}
}
void Weapon::checkAndFinishReload()
{
if (weaponSprites.first->kill() && reloading) {
weaponSprites.first->idle();
weaponSprites.first->reset();
std::swap(weaponSprites.first, weaponSprites.second);
reloading = false;
}
}
*/

View file

@ -3,17 +3,19 @@
#include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/events.h"
#include "util.h"
Animation::Animation(const std::shared_ptr<AnimationData>& animData, ResourceManager* resourceManager) :
animName(animData->name),
animType(animData->type),
Animation::Animation(const AnimationData* animData, ResourceManager* resourceManager) :
spriteAtlas(resourceManager->loadSpriteAtlas(animData->spriteAtlas, animData->frameSize, animData->directional)),
FPS(animData->FPS),
currentFrame(0),
cycles(0),
isDirectional(animData->directional),
isPlaying(isDirectional)
{}
{
prefix = UTIL::parsePrefix(animData->id);
type = UTIL::get_type(animData->id);
}
void Animation::bind()
{
@ -74,24 +76,25 @@ void Animation::frameTick()
}
AnimationSet::AnimationSet(const int& entityid) : entityid(entityid), isDirectional(false) {};
AnimationSet::AnimationSet(const int& entityid, ResourceManager* resourceManager, std::vector<std::shared_ptr<AnimationData>> animSet) : entityid(entityid)
AnimationSet::AnimationSet(const int& entityid, ResourceManager* resourceManager, std::vector<AnimationData*> animSet) : entityid(entityid)
{
curAnim = nullptr;
for (const auto& anim : animSet)
{
anims.try_emplace(anim->type, std::make_unique<Animation>(anim, resourceManager));
if (anim->type == "idle")
curAnim = anims[anim->type].get();
std::string type = UTIL::get_type(anim->id);
anims.try_emplace(type, std::make_unique<Animation>(anim, resourceManager));
if (type == "idle")
curAnim = anims[type].get();
}
// if we don't have an idle animation, we are just gonna set the current animation to the top of the set
if (curAnim == nullptr)
curAnim = anims[animSet[0]->type].get();
curAnim = anims[UTIL::get_type(animSet[0]->id)].get();
isDirectional = curAnim->getDirectional();
}
AnimationSet::AnimationSet(const int& entityid, std::unordered_map<std::string, std::unique_ptr<Animation>> animations)
: entityid(entityid), anims(std::move(animations))
{
for (auto& [type, anim] : animations)
for (auto& [type, anim] : anims)
{
curAnim = anim.get();
if (type == "idle")
@ -109,18 +112,18 @@ void AnimationSet::attachEventManager(std::weak_ptr<EventManager> e)
if (auto event = eventManager.lock()) {
std::weak_ptr<AnimationSet> weakSelf = shared_from_this();
event->subscribe("OnDirectionChange", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<DirectionChangeEvent>([weakSelf](const DirectionChangeEvent& e) {
if (auto self = weakSelf.lock()) {
auto directionEvent = std::static_pointer_cast<DirectionChangeEvent>(e);
if (directionEvent->entityid == self->entityid)
self->setFacingDir(directionEvent->direction);
if (e.entityid == self->entityid) {
Direction d = e.direction;
self->setFacingDir(d);
}
}
});
event->subscribe("OnEntityMove", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<EntityMoveEvent>([weakSelf](const EntityMoveEvent& e) {
if (auto self = weakSelf.lock()) {
auto moveEvent = std::static_pointer_cast<EntityMoveEvent>(e);
if (moveEvent->entityid == self->entityid)
if (e.entityid == self->entityid)
{
if (self->isDirectional)
{
@ -133,10 +136,9 @@ void AnimationSet::attachEventManager(std::weak_ptr<EventManager> e)
}
});
event->subscribe("OnEntityStop", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<EntityStopEvent>([weakSelf](const EntityStopEvent& e) {
if (auto self = weakSelf.lock()) {
auto stopEvent = std::static_pointer_cast<EntityStopEvent>(e);
if (stopEvent->entityid == self->entityid)
if (e.entityid == self->entityid)
{
if (self->isDirectional)
{
@ -149,51 +151,49 @@ void AnimationSet::attachEventManager(std::weak_ptr<EventManager> e)
}
});
event->subscribe("OnEntityReload", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<EntityReloadEvent>([weakSelf](const EntityReloadEvent& e) {
if (auto self = weakSelf.lock()) {
auto reloadEvent = std::static_pointer_cast<EntityReloadEvent>(e);
if (reloadEvent->entityid == self->entityid)
if (e.entityid == self->entityid)
{
if (self->anims["reload"] != NULL)
{
self->curAnim = self->anims["reload"].get();
self->curAnim->reset();
self->curAnim = self->anims["reload"].get();
}
}
}
});
event->subscribe("OnEntityFinishReload", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<EntityFinishReloadEvent>([weakSelf](const EntityFinishReloadEvent& e) {
if (auto self = weakSelf.lock()) {
auto reloadEvent = std::static_pointer_cast<EntityFinishReloadEvent>(e);
if (reloadEvent->entityid == self->entityid)
if (e.entityid == self->entityid)
{
if (self->anims["idle"] != NULL)
if (self->anims["idle"] != NULL) {
self->curAnim->reset();
self->curAnim = self->anims["idle"].get();
}
}
}
});
event->subscribe("OnEntityFire", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<EntityFireEvent>([weakSelf](const EntityFireEvent& e) {
if (auto self = weakSelf.lock()) {
auto fireEvent = std::static_pointer_cast<EntityFireEvent>(e);
if (fireEvent->entityid == self->entityid)
if (e.entityid == self->entityid)
{
if (self->anims["fire"] != NULL)
{
self->curAnim = self->anims["fire"].get();
self->curAnim->reset();
float newFPS = (1000.f / fireEvent->fireDelay) * 15.f;
float newFPS = (1000.f / e.fireDelay) * 15.f;
self->curAnim->setFPS(newFPS);
}
}
}
});
event->subscribe("OnAnimationFinished", [weakSelf](std::shared_ptr<Event> e) {
event->subscribe<AnimationFinishedEvent>([weakSelf](const AnimationFinishedEvent& e) {
if (auto self = weakSelf.lock()) {
auto animEvent = std::static_pointer_cast<AnimationFinishedEvent>(e);
if (animEvent->entityid == self->entityid && animEvent->animType == "fire")
if (e.entityid == self->entityid && e.animType == "fire")
{
if (self->anims["idle"] != NULL)
self->curAnim = self->anims["idle"].get();
@ -220,7 +220,7 @@ void AnimationSet::draw()
// If the animation has cycled, we send this event after every cycle
if ((curAnim->getCycles() - lastCycle) > 0) {
if (auto event = eventManager.lock()) {
event->notify(std::make_shared<AnimationFinishedEvent>(entityid, curAnim->getType()));
event->notify<AnimationFinishedEvent>({entityid, curAnim->getType()});
}
}
}

View file

@ -0,0 +1,23 @@
#include "graphics/background.h"
Background::Background(const std::string& fileName)
{
// This will fallback to the generic shader.
shaderID = 0;
texture = new Texture();
quad = new ScreenQuad();
if (!texture->loadTexture(fileName.c_str()))
LOG(ERROR, "Failed to load background texture: '{}'", fileName);
}
void Background::draw()
{
texture->bind();
quad->draw();
}
Background::~Background()
{
delete texture;
delete quad;
}

View file

@ -0,0 +1,28 @@
#include "graphics/glwindow.h"
#include <SDL_error.h>
#include <SDL_video.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;
}
void GLWindow::resizeWindow(size_t width, size_t height) {
w = width;
h = height;
}
GLWindow::~GLWindow() {
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
}

View file

@ -1,9 +1,6 @@
#include "graphics/instancedraw.h"
#include "graphics/texture.h"
#include <glad/glad.h>
#include <iostream>
TileTextureInstance::TileTextureInstance(const char* texturePath)
{
texture = new Texture();
@ -127,3 +124,14 @@ void TileTextureInstance::draw()
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr, numOfInstances);
glBindVertexArray(0);
}
TileTextureInstance::~TileTextureInstance()
{
if (texture)
delete texture;
else if (textures)
delete textures;
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
glDeleteVertexArrays(1, &VAO);
}

View file

@ -12,7 +12,7 @@ Postprocessor::Postprocessor(const std::shared_ptr<ResourceManager>& resourceMan
);
// TODO: ADD FALLBACK SHADER!
if (postProcessShader == nullptr) {
LOG(ERROR, "Failed to load post processing shader! 'shaders/GL_postprocess.*");
LOG(ERROR, "Failed to load post processing shader! 'shaders/GL_postprocess.*", NULL);
assert(postProcessShader != nullptr); // force crash
}
postProcessShader->use();
@ -21,9 +21,9 @@ Postprocessor::Postprocessor(const std::shared_ptr<ResourceManager>& resourceMan
unsigned int uboIndex = glGetUniformBlockIndex(postProcessShader->ID, "uPostProcess");
if (uboIndex == GL_INVALID_INDEX) {
LOG(ERROR, "Could not find 'uPostProcess'!");
LOG(ERROR, "Could not find 'uPostProcess'!", NULL);
}
unsigned int bindPoint = 0;
unsigned int bindPoint = 1;
glUniformBlockBinding(postProcessShader->ID, uboIndex, bindPoint);
glGenBuffers(1, &UBO);
@ -70,7 +70,6 @@ void Postprocessor::applyPostProcess(bool worldOrHud)
postProcessData.dt = curTime - lastTime;
tickEffectTime(worldOrHud);
LOG(DEBUG, "Blur duration: {}", postProcessData.blurDuration);
postProcessShader->use();
postProcessShader->setBool("worldOrHud", worldOrHud);

View file

@ -1,7 +1,5 @@
#include "graphics/quad.h"
#include <memory>
Quad::Quad(const float* vertexData)
{
std::memcpy(vertices, vertexData, sizeof(vertices));

View file

@ -1,218 +1,227 @@
#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)
{
projMat = glm::mat4(0.f);
viewMat = glm::mat4(0.f);
initFrameBuffers();
screenQuad = std::make_unique<ScreenQuad>();
postProcessor = std::make_unique<Postprocessor>(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)
{
if (auto e = eventManager.lock()) {
e->subscribe("OnScreenShake", [this](std::shared_ptr<Event> event) {
auto shakeEvent = std::dynamic_pointer_cast<ScreenShakeEvent>(event);
postProcessor->ApplyEffect(Postprocessor::SHAKE,
shakeEvent->intensity,
shakeEvent->duration
);
});
e->subscribe("OnScreenBlur", [this](std::shared_ptr<Event> event) {
auto blurEvent = std::dynamic_pointer_cast<ScreenBlurEvent>(event);
postProcessor->ApplyEffect(Postprocessor::BLUR,
blurEvent->intensity,
blurEvent->duration
);
});
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<ScreenBlurEvent>([this](const ScreenBlurEvent &event) {
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity,
event.duration);
});
e->subscribe<WindowResizeEvent>(
[this](const WindowResizeEvent &event) { resizeFrameBuffers(); });
}
}
// 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);
// World buffer creation
glGenTextures(1, &worldBuffer.texture);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
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);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete world framebuffer: {}",
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// same thing is done for the hud texture
glBindFramebuffer(GL_FRAMEBUFFER, hudBuffer.frame);
glGenTextures(1, &hudBuffer.texture);
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
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);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete hud framebuffer: {}",
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void Renderer::resizeFrameBuffers() {
glDeleteFramebuffers(1, &worldBuffer.frame);
glDeleteFramebuffers(1, &hudBuffer.frame);
glDeleteTextures(1, &worldBuffer.texture);
glDeleteTextures(1, &hudBuffer.texture);
initFrameBuffers();
}
void Renderer::initUniformBuffers() {
glGenBuffers(1, &uboMatrices);
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferData(GL_UNIFORM_BUFFER, 2 * sizeof(glm::mat4), NULL, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboMatrices);
// glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 *
// sizeof(glm::mat4));
}
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));
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
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) {
pool.erase(std::remove(pool.begin(), pool.end(), drawable), pool.end());
};
if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu) {
erase(HUDLayerPool[renderLayer]);
} else
erase(worldLayerPool[renderLayer]);
}
void Renderer::render() {
// Bind the world frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
// clear color and depth buffer
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderPool(worldLayerPool);
glBindFramebuffer(GL_FRAMEBUFFER, hudBuffer.frame);
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderPool(HUDLayerPool);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
postProcessor->applyPostProcess(0);
screenQuad->draw();
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
// postProcessor->applyPostProcess(1);
screenQuad->draw();
}
void Renderer::renderPool(auto &layerPool) {
sortLayerPool(layerPool);
Shader *curShader = nullptr;
for (const auto &layer : renderingOrder) {
unsigned curShaderID = static_cast<unsigned>(-1);
for (const auto &item : layerPool[layer]) {
if (item->getShaderID() != curShaderID) {
curShaderID = item->getShaderID();
curShader = resourceManager->getShaderByID(curShaderID);
curShader->use();
}
if (!item->getOneShotUniforms().empty()) {
uploadUniforms(curShaderID, item->getOneShotUniforms());
item->clearOneShot();
}
uploadUniforms(curShaderID, item->getUniforms());
item->clearUniforms();
item->draw();
}
}
}
// 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);
// 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);
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);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete world framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// same thing is done for the hud texture
glBindFramebuffer(GL_FRAMEBUFFER, hudBuffer.frame);
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);
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);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete hud framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
void Renderer::clear() {
worldLayerPool.clear();
HUDLayerPool.clear();
}
void Renderer::setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view)
{
projMat = proj;
viewMat = view;
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) {
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>) {
shader->setInt(uniform.name, arg);
} else if constexpr (std::is_same_v<T, float>) {
shader->setFloat(uniform.name, arg);
} 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>) {
shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
}
},
uniform.value);
}
}
void Renderer::addDrawable(RenderLayer renderLayer, std::shared_ptr<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, std::shared_ptr<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
erase(worldLayerPool[renderLayer]);
}
void Renderer::render()
{
// Bind the world frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
// clear color and depth buffer
glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderPool(worldLayerPool);
glBindFramebuffer(GL_FRAMEBUFFER, hudBuffer.frame);
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderPool(HUDLayerPool);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
postProcessor->applyPostProcess(0);
screenQuad->draw();
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
postProcessor->applyPostProcess(1);
screenQuad->draw();
}
void Renderer::renderPool(auto& layerPool)
{
sortLayerPool(layerPool);
Shader* curShader = nullptr;
for (const auto& layer : renderingOrder) {
unsigned curShaderID = static_cast<unsigned>(-1);
for (const auto& item : layerPool[layer]) {
if (item->getShaderID() != curShaderID) {
curShaderID = item->getShaderID();
curShader = resourceManager->getShaderByID(curShaderID);
if (curShader) {
curShader->use();
curShader->setMatrix4f("projection", glm::value_ptr(projMat));
curShader->setMatrix4f("view", glm::value_ptr(viewMat));
} else {
LOG(ERROR, "Shader with ID {} not found!", curShaderID);
continue;
}
}
if (!item->getOneShotUniforms().empty()) {
uploadUniforms(curShaderID, item->getOneShotUniforms());
item->clearOneShot();
}
uploadUniforms(curShaderID, item->getUniforms());
item->clearUniforms();
item->draw();
}
}
}
void Renderer::clear()
{
worldLayerPool.clear();
HUDLayerPool.clear();
}
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) {
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>) {
shader->setInt(uniform.name, arg);
}
else if constexpr (std::is_same_v<T, float>) {
shader->setFloat(uniform.name, arg);
}
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>) {
shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
}
}, 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) {
std::sort(pool.begin(), pool.end(),
[](const std::shared_ptr<Drawable>& a, const std::shared_ptr<Drawable>& b) {
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) {
return a->getShaderID() < b->getShaderID();
});
}
});
}
}

View file

@ -3,7 +3,37 @@
#include "utility/logger.h"
#include <cassert>
Shader::Shader(const char* vertexPath, const char* fragmentPath)
// Load a generic fallback shader
Shader::Shader()
{
std::string vertexSource = {
// generic vertex shader program
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 texCoord;\n"
"void main()\n"
"{\n"
" texCoord = aTexCoord;\n"
" gl_Position = vec4(aPos, 1.0);\n"
"}\0"
};
std::string fragmentSource = {
// generic fragment shader program
"#version 330 core\n"
"in vec2 texCoord;\n"
"out vec4 FragColor;\n"
"uniform sampler2D sprite;\n"
"void main()\n"
"{\n"
" FragColor = texture(sprite, texCoord);\n"
"}\0"
};
compileAndLink(vertexSource.c_str(), fragmentSource.c_str());
valid = true;
}
Shader::Shader(const char* vertPath, const char* fragPath) : vertexPath(vertPath), fragmentPath(fragPath)
{
std::string vertexSource;
std::string fragmentSource;
@ -35,7 +65,15 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
}
const char* vSource = vertexSource.c_str();
const char* fSource = fragmentSource.c_str();
if (!compileAndLink(vertexSource.c_str(), fragmentSource.c_str())) {
LOG(ERROR, "Failed to compile and/or link shader! Check error details for more information.\nUsing fallback shader!", NULL);
valid = false;
}
valid = true;
}
bool Shader::compileAndLink(const char *vSource, const char *fSource)
{
unsigned int vertexid, fragmentid;
char infoLog[512];
int success;
@ -50,6 +88,7 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
glGetShaderInfoLog(vertexid, 512, NULL, infoLog);
LOG(ERROR, "VERTEX SHADER '{}' COMPILE ERROR\n{}", vertexPath, infoLog);
return false;
}
//compile fragment shader
@ -62,6 +101,7 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
glGetShaderInfoLog(fragmentid, 512, NULL, infoLog);
LOG(ERROR, "FRAGMENT SHADER '{}' COMPILE ERROR\n{}", fragmentPath, infoLog);
return false;
}
//create and link program with compiled shaders
@ -75,10 +115,14 @@ Shader::Shader(const char* vertexPath, const char* fragmentPath)
{
glGetProgramInfoLog(ID, 512, NULL, infoLog);
LOG(ERROR, "PROGRAM LINKER ERROR\n{}", infoLog);
return false;
}
glDeleteShader(vertexid);
glDeleteShader(fragmentid);
glUniformBlockBinding(ID, glGetUniformBlockIndex(ID, "Matrices"), 0);
return true;
}
void Shader::setFloat(const std::string& name, float value)

View file

@ -1,8 +1,6 @@
#include "graphics/sprite.h"
#include "graphics/texture.h"
#include "graphics/quad.h"
#include "util.h"
#include "utility/events.h"
bool Sprite::loaded() const { return (texture != nullptr); }

View file

@ -1,158 +1,129 @@
#include "graphics/texture.h"
#include "utility/logger.h"
#include "util.h"
#include "utility/logger.h"
#include <SDL_image.h>
#include <glad/glad.h>
bool Texture::loadTexture(const char *imagePath) {
SDL_Surface *buffer = IMG_Load(imagePath);
if (!buffer)
ERROR_LOG("Failed to load image file: {}", imagePath);
// UTIL::flip_surface(buffer);
bool Texture::loadTexture(const char* imagePath)
{
SDL_Surface* buffer = IMG_Load(imagePath);
if (!buffer)
ERROR_LOG("Failed to load image file: {}", imagePath);
//UTIL::flip_surface(buffer);
glGenTextures(1, &ID);
/*
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "OpenGL error: " << error << std::endl;
}
*/
glGenTextures(1, &ID);
/*
GLenum error = glGetError();
if(error != GL_NO_ERROR) {
std::cout << "OpenGL error: " << error << std::endl;
}
*/
glBindTexture(GL_TEXTURE_2D, ID);
glBindTexture(GL_TEXTURE_2D, ID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, buffer->w, buffer->h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, buffer->pixels);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, buffer->w, buffer->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer->pixels);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glGenerateMipmap(ID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenerateMipmap(ID);
textureWidth = buffer->w;
textureHeight = buffer->h;
textureWidth = buffer->w;
textureHeight = buffer->h;
SDL_FreeSurface(buffer);
SDL_FreeSurface(buffer);
return true;
return true;
}
void Texture::bind()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ID);
void Texture::bind() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, ID);
}
Texture::~Texture() { glDeleteTextures(1, &ID); }
Texture::~Texture()
{
glDeleteTextures(1, &ID);
bool TextureArray::loadTextures(std::vector<const char *> imagePaths) {
std::vector<SDL_Surface *> surfaces;
surfaces.resize(imagePaths.size());
// Fill surfaces vector
for (int i = 0; i < imagePaths.size(); ++i) {
surfaces[i] = IMG_Load(imagePaths[i]);
if (!surfaces[i])
ERROR_LOG("Failed to load image file: {}", imagePaths[i]);
}
if (!adjustCanvasSizes(surfaces))
ERROR_LOG(
"Failed to adjust canvas size of images! \n Make sure to check that "
"every tileset has square dimensions! (512x512, 756x756 ... etc)",
NULL);
if (surfaces.empty())
ERROR_LOG("No surfaces created!", NULL);
numOfLayers = imagePaths.size();
glGenTextures(1, &ID);
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
// Creating the texture array all of our textures will live in.
// adjustCanvasSizes makes every image the same size, so we can just use the
// first surface in the list of surfaces
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, surfaces[0]->w, surfaces[0]->h,
(GLsizei)numOfLayers, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
for (int layer = 0; layer < numOfLayers; ++layer) {
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, layer, surfaces[layer]->w,
surfaces[layer]->h, 1, GL_RGBA, GL_UNSIGNED_BYTE,
surfaces[layer]->pixels);
}
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
for (auto &surface : surfaces)
SDL_FreeSurface(surface);
surfaces.clear();
return true;
}
bool TextureArray::loadTextures(std::vector<const char*> imagePaths)
{
std::vector<SDL_Surface*> surfaces;
surfaces.resize(imagePaths.size());
// Fill surfaces vector
for (int i = 0; i < imagePaths.size(); ++i)
{
surfaces[i] = IMG_Load(imagePaths[i]);
if (!surfaces[i])
ERROR_LOG("Failed to load image file: {}", imagePaths[i]);
}
if (!adjustCanvasSizes(surfaces))
ERROR_LOG("Failed to adjust canvas size of images! \n Make sure to check that every tileset has square dimensions! (512x512, 756x756 ... etc)");
if (surfaces.empty())
ERROR_LOG("No surfaces created!");
numOfLayers = imagePaths.size();
glGenTextures(1, &ID);
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
// Creating the texture array all of our textures will live in.
// adjustCanvasSizes makes every image the same size, so we can just use the first
// surface in the list of surfaces
glTexImage3D(GL_TEXTURE_2D_ARRAY,
0,
GL_RGBA,
surfaces[0]->w,
surfaces[0]->h,
(GLsizei)numOfLayers,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
nullptr);
for (int layer = 0; layer < numOfLayers; ++layer)
{
glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
0,
0, 0, layer,
surfaces[layer]->w,
surfaces[layer]->h,
1,
GL_RGBA,
GL_UNSIGNED_BYTE,
surfaces[layer]->pixels);
}
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
for (auto& surface : surfaces)
SDL_FreeSurface(surface);
surfaces.clear();
return true;
void TextureArray::bind() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
}
void TextureArray::bind()
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
bool TextureArray::adjustCanvasSizes(std::vector<SDL_Surface *> &surfaces) {
int maxWidth = 0;
int maxHeight = 0;
for (auto &surface : surfaces) {
if (surface->w != surface->h)
ERROR_LOG("Image must be a square!", NULL);
if (surface->w > maxWidth)
maxWidth = surface->w;
if (surface->h > maxHeight)
maxHeight = surface->h;
textures.push_back(TextureData({surface->w, surface->h}));
}
for (int i = 0; i < surfaces.size(); ++i) {
SDL_Surface *canvas = SDL_CreateRGBSurface(
0, maxWidth, maxHeight, surfaces[i]->format->BitsPerPixel,
surfaces[i]->format->Rmask, surfaces[i]->format->Gmask,
surfaces[i]->format->Bmask, surfaces[i]->format->Amask);
SDL_FillRect(canvas, NULL, SDL_MapRGBA(canvas->format, 0, 0, 0, 0));
SDL_BlitSurface(surfaces[i], NULL, canvas, NULL);
SDL_FreeSurface(surfaces[i]);
surfaces[i] = canvas;
}
canvasWidth = maxWidth;
canvasHeight = maxHeight;
return true;
}
bool TextureArray::adjustCanvasSizes(std::vector<SDL_Surface*>& surfaces)
{
int maxWidth = 0;
int maxHeight = 0;
for (auto& surface : surfaces)
{
if (surface->w != surface->h)
ERROR_LOG("Image must be a square!");
if (surface->w > maxWidth) maxWidth = surface->w;
if (surface->h > maxHeight) maxHeight = surface->h;
textures.push_back(new TextureData({ surface->w, surface->h }));
}
for (int i = 0; i < surfaces.size(); ++i)
{
SDL_Surface* canvas = SDL_CreateRGBSurface(0, maxWidth, maxHeight,
surfaces[i]->format->BitsPerPixel,
surfaces[i]->format->Rmask,
surfaces[i]->format->Gmask,
surfaces[i]->format->Bmask,
surfaces[i]->format->Amask);
SDL_FillRect(canvas, NULL, SDL_MapRGBA(canvas->format, 0, 0, 0, 0));
SDL_BlitSurface(surfaces[i], NULL, canvas, NULL);
SDL_FreeSurface(surfaces[i]);
surfaces[i] = canvas;
}
canvasWidth = maxWidth;
canvasHeight = maxHeight;
return true;
}
TextureArray::~TextureArray()
{
glDeleteTextures(1, &ID);
}
TextureArray::~TextureArray() { glDeleteTextures(1, &ID); }

View file

@ -1,24 +1,22 @@
#include <SDL.h>
#include <SDL_events.h>
#include <SDL_image.h>
#include <iostream>
#include <tracy/Tracy.hpp>
// 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);
@ -27,13 +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;
}
@ -45,19 +43,21 @@ int main(int argc, char* args[])
Uint64 curCounter = SDL_GetPerformanceCounter();
double deltaTime = ((curCounter - lastCounter) / freq);
deltaTime = (deltaTime < 1.0) ? deltaTime : 1.0;
SDL_PollEvent(&e);
if (e.type == SDL_QUIT)
game->quit();
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT)
game->quit();
game->handleInput(e);
game->update(deltaTime);
game->captureInput(e);
}
game->executeInputs();
game->render();
game->update(deltaTime);
lastCounter = curCounter;
}
delete game;
IMG_Quit();
SDL_Quit();

View file

@ -0,0 +1,200 @@
#include "sound/audiostream.h"
AudioStream::AudioStream()
{
alGenBuffers(4, buffers);
alGenSources(1, &source);
data = (short *)std::malloc(UTIL::AUDIO::CHUNK_SIZE * sizeof(short) * 2); // Make space for stereo even if we are playing mono
stopThread = false;
eof = true;
paused = true;
streamThread = std::thread(&AudioStream::stream, this);
//streamThread.detach();
}
std::string AudioStream::CurStreamName()
{
std::lock_guard<std::mutex> lock(mutex);
return songNames.front();
}
bool AudioStream::PlayStream()
{
if (CurStreamName().empty()) {
LOG(WARN, "Song queue empty!", NULL);
return false;
}
LOG(INFO, "Current song is: {}", CurStreamName());
return (paused = true);
}
void AudioStream::AddToQueue(std::string songName)
{
std::lock_guard<std::mutex> lock(mutex);
LOG(INFO, "Adding song {} to queue", songName);
songNames.push(songName);
}
bool AudioStream::openFile(std::string fileName)
{
int error = 0;
file = stb_vorbis_open_filename(CurStreamName().c_str(), &error, NULL);
if (file == nullptr || error != STBVorbisError::VORBIS__no_error) {
LOG(ERROR, "Failed to open file: '{}' error code: {}", CurStreamName(), error);
return false;
}
info = stb_vorbis_get_info(file);
if (info.sample_rate != UTIL::AUDIO::SAMPLE_RATE) {
LOG(ERROR, "Failed to open file: '{}', make sure to convert sample rate to 44100!", CurStreamName());
stb_vorbis_close(file);
return false;
}
stb_vorbis_seek_start(file);
std::free(data);
data = (short *)std::malloc(UTIL::AUDIO::CHUNK_SIZE * sizeof(short) * info.channels);
return true;
}
int AudioStream::loadChunk(ALuint buffer)
{
int sample = 0;
if (file == NULL) {
return sample;
}
if (info.channels == 0) {
return sample;
}
sample = stb_vorbis_get_samples_short_interleaved(file, info.channels, data, UTIL::AUDIO::CHUNK_SIZE);
if (sample == 0)
return sample;
format = info.channels == 1 ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16;
//LOG(INFO, "Buffer id {}, Format {}, data size {}, sample rate {},\nfilename {}",
// buffer, format == AL_FORMAT_MONO16 ? "MONO" : "STEREO", sample * info.channels * sizeof(short), info.sample_rate, songNames.front());
alBufferData(buffer, format, data, sample * info.channels * sizeof(short), info.sample_rate);
return sample;
}
int AudioStream::loadInitalChunk()
{
int samples = 0;
if (!openFile(CurStreamName())) {
return samples;
}
for (int i = 0; i < 4; i++) {
samples = loadChunk(buffers[i]);
if (samples == 0) {
LOG(ERROR, "Music file {} too small!", CurStreamName());
break;
}
}
return samples;
}
int AudioStream::loadNextChunk()
{
int samples = loadChunk(buffers[last_buffer]);
return samples;
}
void AudioStream::popQueue()
{
std::lock_guard<std::mutex> lock(mutex);
if (songNames.empty())
return;
songNames.pop();
}
void AudioStream::cycleQueue()
{
std::lock_guard<std::mutex> lock(mutex);
LOG(INFO, "Cycling queue", NULL);
if (songNames.empty())
return;
std::string buffer = songNames.front();
songNames.pop();
songNames.push(buffer);
LOG(INFO, "New front: {}", songNames.front());
}
void AudioStream::stream()
{
int processed = 0;
int queued = 0;
bool inital = true;
std::this_thread::sleep_for(std::chrono::seconds(1));
//LOG(INFO, "Call from in audio thread!", NULL);
//LOG(INFO, "Top of queue is: {}", CurStreamName());
paused = false;
while (!stopThread) {
if (songNames.empty() || paused) {
LOG(INFO, "Paused or queue empty", NULL);
continue;
}
alGetSourcei(source, AL_SOURCE_STATE, &state);
if (inital) {
int samples = loadInitalChunk();
if (samples == 0) {
LOG(ERROR, "Music file '{}' either failed to load or not big enough!", CurStreamName());
popQueue();
continue;
}
alSourceQueueBuffers(source, 4, buffers);
alSourcePlay(source);
alGetSourcei(source, AL_SOURCE_STATE, &state);
inital = false;
eof = false;
}
// If we are at the end of file, the and stream queue has a song in it
// Load in the inital buffers
if (state != AL_PLAYING) {
alSourcePlay(source);
}
while (state == AL_PLAYING && !stopThread) {
if (paused) {
alSourcePause(source);
}
alGetSourcei(source, AL_SOURCE_STATE, &state);
alGetSourcei(source, AL_BUFFERS_PROCESSED, &processed);
alGetSourcei(source, AL_BUFFERS_QUEUED, &queued);
while (processed != 0 && !stopThread) {
ALuint unqueued;
alSourceUnqueueBuffers(source, 1, &unqueued);
for (int i = 0; i < 4; ++i)
if (unqueued == buffers[i])
last_buffer = i;
int samples = loadNextChunk();
if (samples == 0) {
LOG(INFO, "Hit the end of the song!", NULL);
cycleQueue();
stb_vorbis_close(file);
while (!openFile(CurStreamName())) {
LOG(ERROR, "Failed to open next in stream! {}", CurStreamName());
popQueue();
}
} else {
}
//LOG(INFO, "Buffer index: {}", last_buffer);
alSourceQueueBuffers(source, 1, &buffers[last_buffer]);
//last_buffer = (last_buffer + 1) % 4;
processed--;
}
}
}
}
AudioStream::~AudioStream()
{
stopThread = true;
if (streamThread.joinable())
streamThread.join();
stb_vorbis_close(file);
std::free(data);
alSourcei(source, AL_BUFFER, 0);
alDeleteSources(1, &source);
alDeleteBuffers(4, buffers);
}

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@ -0,0 +1,92 @@
#include "sound/engine.h"
#include <AL/al.h>
#include <AL/alc.h>
#include <glm/gtc/type_ptr.hpp>
AudioEngine::AudioEngine(std::weak_ptr<ResourceManager> _resource)
{
// Open the default device for now
if ((device = alcOpenDevice(NULL)) == NULL) {
LOG(ERROR, "Failed to open default device {}", alGetError());
return;
}
context = alcCreateContext(device, NULL);
alcMakeContextCurrent(context);
musicPlayer = std::make_unique<AudioStream>();
soundManager = std::make_unique<SoundManager>();
resourceManager = _resource;
alGetError();
}
void AudioEngine::hookEventManager(std::weak_ptr<EventManager> _events)
{
globalEventManager = _events;
}
void AudioEngine::hookSceneManager(std::weak_ptr<EventManager> _events)
{
sceneEventManager = _events;
if (auto weak = sceneEventManager.lock()) {
std::weak_ptr<AudioEngine> weakSelf = shared_from_this();
auto play_sound = [weakSelf](const std::string& id, int priority, const std::optional<glm::vec3>& pos = std::nullopt) {
if (auto self = weakSelf.lock()) {
if (auto res = self->resourceManager.lock()) {
auto buf = res->loadSoundEffect(id);
if (buf != 0) {
if (pos != std::nullopt)
self->soundManager->playSound(buf, priority, pos.value());
else
self->soundManager->playSound(buf, priority);
}
}
}
};
weak->subscribe<EntityFireEvent>([weakSelf,play_sound](const EntityFireEvent& e){
play_sound(e.weaponType + "/shoot", 10, e.firePosition);
});
weak->subscribe<EntityReloadEvent>([weakSelf,play_sound](const EntityReloadEvent& e) {
play_sound(e.weaponType + "/reload", 9, e.position);
});
}
}
void AudioEngine::poll()
{
soundManager->pollSources();
}
void AudioEngine::updateListener(const glm::vec3& pos)
{
alListenerfv(AL_POSITION, glm::value_ptr(pos));
}
void AudioEngine::pushMusic(std::string _songName)
{
LOG(INFO, "Loading song {}", _songName);
musicPlayer->AddToQueue(_songName);
}
void AudioEngine::playMusic()
{
LOG(INFO, "Playing stream", NULL);
musicPlayer->PlayStream();
}
void AudioEngine::pauseMusic()
{
musicPlayer->PauseStream();
}
void AudioEngine::killMusic()
{
musicPlayer->kill();
}
AudioEngine::~AudioEngine()
{
musicPlayer->kill();
alcMakeContextCurrent(NULL);
alcDestroyContext(context);
alcCloseDevice(device);
}

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@ -0,0 +1,32 @@
#include "sound/soundeffect.h"
#include "util.h"
#include <AL/al.h>
SoundEffect::SoundEffect(const std::string& filename)
{
valid = loadFile(filename);
}
// load the whole file into a buffer, this should only be used for small sound effects. Never with music or sounds exceeding 10MB!
bool SoundEffect::loadFile(const std::string& filename)
{
short *data;
//std::unique_ptr<short[]> data((short*)new short[UTIL::AUDIO::CHUNK_SIZE * sizeof(short) * 2]());
//std::vector<short> data(UTIL::AUDIO::CHUNK_SIZE * sizeof(short) * 2);
int channels, sample_rate, samples;
samples = stb_vorbis_decode_filename(filename.c_str(), &channels, &sample_rate, &data);
if (samples == 0) {
LOG(ERROR, "Failed to load sound effect '{}'", filename);
return false;
}
alGenBuffers(1, &buffer);
alBufferData(buffer, channels == 2 ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16, data, samples * channels * sizeof(short), sample_rate);
std::free(data);
return true;
}
SoundEffect::~SoundEffect()
{
alDeleteBuffers(1, &buffer);
}

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@ -0,0 +1,108 @@
#include "sound/soundmanager.h"
#include <AL/al.h>
#include <glm/gtc/type_ptr.hpp>
SoundManager::SoundManager()
{
for (auto& s : sources) {
alGenSources(1, &s.source);
s.inUse = false;
s.priority = 0;
alSourcef(s.source, AL_REFERENCE_DISTANCE, 1.0f);
alSourcef(s.source, AL_MAX_DISTANCE, 10000.f);
alSourcef(s.source, AL_ROLLOFF_FACTOR, 0.3f);
}
alDistanceModel(AL_LINEAR_DISTANCE_CLAMPED);
}
void SoundManager::playSound(ALuint buffer, int priority, const glm::vec3& pos)
{
std::size_t ring = lastUsed;
AudioSource* nextBest = nullptr;
std::size_t secIndex = 0;
auto nextIndex = [](std::size_t i){ return (i + 1) % 10; };
if (!sources[ring].inUse) {
sources[ring].inUse = true;
sources[ring].priority = priority;
sources[ring].buffer = buffer;
alSourcei(sources[ring].source, AL_BUFFER, buffer);
if (pos != glm::vec3(0)) {
//alSourcei(sources[ring].source, AL_SOURCE_RELATIVE, 1);
alSourcefv(sources[ring].source, AL_POSITION, glm::value_ptr(pos));
} else {
//alSourcei(sources[ring].source, AL_SOURCE_RELATIVE, 0);
}
alSourcePlay(sources[ring].source);
lastUsed = nextIndex(lastUsed);
return;
}
for (ring = nextIndex(lastUsed); ring != lastUsed; ring = nextIndex(ring)) {
if (!sources[ring].inUse) {
sources[ring].inUse = true;
sources[ring].priority = priority;
sources[ring].buffer = buffer;
alSourcei(sources[ring].source, AL_BUFFER, buffer);
if (pos != glm::vec3(0)) {
//alSourcei(sources[ring].source, AL_SOURCE_RELATIVE, 1);
alSourcefv(sources[ring].source, AL_POSITION, glm::value_ptr(pos));
} else {
//alSourcei(sources[ring].source, AL_SOURCE_RELATIVE, 0);
}
alSourcePlay(sources[ring].source);
lastUsed = nextIndex(ring);
return;
}
if (sources[ring].priority > priority || (sources[ring].buffer != buffer && sources[ring].priority == priority)) {
if (nextBest) {
if (nextBest->priority >= sources[ring].priority) {
nextBest = &sources[ring];
secIndex = ring;
}
} else {
nextBest = &sources[ring];
secIndex = ring;
}
}
}
if (nextBest) {
nextBest->priority = priority;
alSourcei(nextBest->source, AL_BUFFER, 0);
alSourcei(nextBest->source, AL_BUFFER, buffer);
nextBest->buffer = buffer;
if (pos != glm::vec3(0)) {
//alSourcei(nextBest->source, AL_SOURCE_RELATIVE, 1);
alSourcefv(nextBest->source, AL_POSITION, glm::value_ptr(pos));
} else {
//alSourcei(nextBest->source, AL_SOURCE_RELATIVE, 0);
}
alSourcePlay(nextBest->source);
lastUsed = secIndex;
}
}
void SoundManager::pollSources()
{
for (auto& s : sources) {
if (s.inUse) {
ALint processed, state;
alGetSourcei(s.source, AL_BUFFERS_PROCESSED, &processed);
alGetSourcei(s.source, AL_SOURCE_STATE, &state);
if (state == AL_STOPPED) {
s.inUse = false;
s.buffer = 0;
alSourcei(s.source, AL_BUFFER, 0);
}
//else if (state != AL_PLAYING)
// alSourcePlay(s.source);
}
}
}
SoundManager::~SoundManager()
{
for (auto& s : sources) {
alSourcei(s.source, AL_BUFFER, 0);
alDeleteSources(1, &s.source);
}
}

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