Compare commits

6 Commits

17 changed files with 507 additions and 81 deletions

31
src/collision/collision.h Normal file
View File

@@ -0,0 +1,31 @@
#pragma once
#include <glm/gtc/matrix_transform.hpp>
#include "../entities/entity.h"
namespace collision
{
/*
* This structure represents a collision box inside the world.
*
* center_pos: The center position of the collision box
* size: The size in each axis of the collision box
*/
struct Box
{
glm::vec3 center_pos;
glm::vec3 size;
};
/*
* This structure represents a collision between 2 entities
*
* entity1: The first entity
* entity2: The second entity
*/
struct Collision
{
entities::Entity& entity1;
entities::Entity& entity2;
};
}

View File

@@ -0,0 +1,40 @@
#include "collision_handler.h"
namespace collision
{
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
{
if (entities.size() == 2)
{
if (entities[0]->IsColliding(*entities[1]))
{
collision::Collision c = { *entities[0], *entities[1] };
entities[0]->OnCollide(c);
entities[1]->OnCollide(c);
}
}
for (int i = 0; i < entities.size() - 2; i++)
{
entities::CollisionEntity* entity = entities[i];
for (int j = i + 1; i < entities.size() - 1; j++)
{
entities::CollisionEntity* entity2 = entities[j];
if (entity == entity2)
{
continue;
}
if (entity->IsColliding(*entity2))
{
collision::Collision c = { *entity, *entity2 };
entity->OnCollide(c);
entity2->OnCollide(c);
break;
}
}
}
}
}

View File

@@ -0,0 +1,16 @@
#pragma once
#include <vector>
#include "../entities/collision_entity.h"
#include "collision.h"
namespace collision
{
/*
* @brief: This function will check all the collision entities for
* collisions and call the OnCollide function when a entity collides.
*
* @param entities: A list with all the collision entities.
*/
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
}

View File

@@ -1,5 +1,5 @@
#pragma once #pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>

View File

@@ -11,8 +11,9 @@ namespace entities
class Entity class Entity
{ {
private: protected:
models::TexturedModel model; models::TexturedModel model;
glm::vec3 position; glm::vec3 position;
glm::vec3 rotation; glm::vec3 rotation;
float scale; float scale;

View File

@@ -0,0 +1,44 @@
#include "collision_entity.h"
namespace entities
{
CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
: Entity(model, position, rotation, scale),
bounding_box(bounding_box)
{
MoveCollisionBox();
}
void CollisionEntity::OnCollide(const collision::Collision& collision)
{
if (on_collide != nullptr)
{
on_collide(collision);
}
}
bool CollisionEntity::IsColliding(const glm::vec3& point) const
{
return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
(point.z >= min_xyz.z && point.z <= max_xyz.z);
}
bool CollisionEntity::IsColliding(const CollisionEntity& e) const
{
return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
}
void CollisionEntity::MoveCollisionBox()
{
bounding_box.center_pos = position;
const glm::vec3 size = bounding_box.size;
min_xyz = bounding_box.center_pos;
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
}
}

View File

@@ -0,0 +1,65 @@
#pragma once
#include "entity.h"
#include "../collision/collision.h"
namespace entities
{
/*
* This class is an entity with a collision box
*/
class CollisionEntity : public Entity
{
public:
collision::Box bounding_box;
glm::vec3 min_xyz;
glm::vec3 max_xyz;
void (*on_collide)(const collision::Collision& collision);
public:
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
float scale, const collision::Box& bounding_box);
/*
* @brief: A function to do some sort of behaviour when the entity collides
*
* @param collision: The collision
*/
virtual void OnCollide(const collision::Collision& collision);
/*
* @brief: A function to check if the entity is colliding with a point in 3D space
*
* @param point: The point to check if its colliding with the entity
*
* @return: True is the entity is colliding, false if not
*/
bool IsColliding(const glm::vec3& point) const;
/*
* @brief: A function to check if the entity is colliding with another entity
*
* @param e: The other entity to check if its colliding with this
*
* @return: True is the entity is colliding, false if not
*/
bool IsColliding(const CollisionEntity& e) const;
/*
* @brief: A function to set the collision behaviour of the entity
*
* @param function: A function pointer to a function with the collision behaviour
*/
void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
{ if (function != nullptr) { on_collide = function; } }
protected:
/*
* @brief: This method moves the collision to the center of the entity
*/
void MoveCollisionBox();
};
}

View File

@@ -1,3 +1,4 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "gui_interactable.h" #include "gui_interactable.h"

View File

@@ -3,6 +3,7 @@
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include <iostream> #include <iostream>
#include <map>
#include "stb_image.h" #include "stb_image.h"
#include <ostream> #include <ostream>
@@ -16,6 +17,9 @@
#include "renderEngine/renderer.h" #include "renderEngine/renderer.h"
#include "shaders/entity_shader.h" #include "shaders/entity_shader.h"
#include "toolbox/toolbox.h" #include "toolbox/toolbox.h"
#include "scenes/scene.h"
#include "scenes/in_Game_Scene.h"
#include "scenes/startup_Scene.h"
#pragma comment(lib, "glfw3.lib") #pragma comment(lib, "glfw3.lib")
#pragma comment(lib, "glew32s.lib") #pragma comment(lib, "glew32s.lib")
@@ -24,7 +28,7 @@
static double UpdateDelta(); static double UpdateDelta();
static GLFWwindow* window; static GLFWwindow* window;
scene::Scene* current_scene;
int main(void) int main(void)
{ {
@@ -42,95 +46,45 @@ int main(void)
glGetError(); glGetError();
#pragma endregion #pragma endregion
current_scene = new scene::Startup_Scene();
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods) glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (key == GLFW_KEY_ESCAPE) current_scene->onKey(window, key, scancode, action, mods);
glfwSetWindowShouldClose(window, true);
}); });
bool window_open = true;
models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
/**
* load and add some models (in this case some level sections) to the entities list.
* */
std::vector<entities::Entity> entities;
int z = 0;
for (int i = 0; i < 5; ++i)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
}
std::vector<entities::Light> lights;
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
shaders::EntityShader shader;
shader.Init();
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
// GUI stuff
shaders::GuiShader gui_shader;
gui_shader.Init();
std::vector<gui::GuiTexture*> guis;
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
button.SetOnClickAction([]()
{
std::cout << "I got clicked on!" << std::endl;
});
guis.push_back(&button);
// Main game loop // Main game loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window) && window_open)
{ {
// Update //Update
const double delta = UpdateDelta(); const double delta = UpdateDelta();
camera.Move(window);
button.Update(window);
// Render scene::Scenes return_value = current_scene->start(window);
render_engine::renderer::Prepare(); delete current_scene;
// Start rendering the entities switch (return_value) {
shader.Start(); case scene::Scenes::STOP:
shader.LoadSkyColor(render_engine::renderer::SKY_COLOR); window_open = false;
shader.LoadLights(lights); break;
shader.LoadViewMatrix(camera);
// Renders each entity in the entities list case scene::Scenes::STARTUP:
for (entities::Entity& entity : entities) current_scene = new scene::Startup_Scene();
{ break;
render_engine::renderer::Render(entity, shader);
case scene::Scenes::INGAME:
current_scene = new scene::In_Game_Scene();
break;
default:
std::cout << "Wrong return value!!! ->" << std::endl;
break;
}
} }
// Stop rendering the entities // Clean up -> preventing memory leaks!!!
shader.Stop(); std::cout << "ending..." << std::endl;
// Render GUI items
render_engine::renderer::Render(guis, gui_shader);
// Finish up
glfwSwapBuffers(window);
glfwPollEvents();
}
// Clean up
shader.CleanUp();
gui_shader.CleanUp();
render_engine::loader::CleanUp();
glfwTerminate(); glfwTerminate();
return 0; return 0;
} }

View File

@@ -0,0 +1,118 @@
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/renderer.h"
#include "../shaders/entity_shader.h"
#include "../toolbox/toolbox.h"
namespace scene
{
std::vector<entities::Entity> entities;
std::vector<entities::Light> lights;
models::RawModel raw_model;
models::ModelTexture texture;
shaders::EntityShader *shader;
shaders::GuiShader *gui_shader;
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
std::vector<gui::GuiTexture*> guis;
In_Game_Scene::In_Game_Scene()
{
shader = new shaders::EntityShader;
shader->Init();
render_engine::renderer::Init(*shader);
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
{
raw_model = render_engine::LoadObjModel("res/House.obj");
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
texture.shine_damper = 10;
texture.reflectivity = 0;
models::TexturedModel model = { raw_model, texture };
int z = 0;
for (int i = 0; i < 5; ++i)
{
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
z += (raw_model.model_size.x * 20);
}
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
// GUI stuff
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
button.SetOnClickAction([]()
{
std::cout << "I got clicked on!" << std::endl;
});
guis.push_back(&button);
while (return_value == scene::Scenes::INGAME)
{
update(window);
button.Update(window);
render();
glfwSwapBuffers(window);
glfwPollEvents();
}
shader->CleanUp();
gui_shader->CleanUp();
render_engine::loader::CleanUp();
return return_value;
}
void scene::In_Game_Scene::render()
{
// Render
render_engine::renderer::Prepare();
shader->Start();
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
shader->LoadLights(lights);
shader->LoadViewMatrix(camera);
// Renders each entity in the entities list
for (entities::Entity& entity : entities)
{
render_engine::renderer::Render(entity, *shader);
}
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
// Stop rendering the entities
shader->Stop();
}
void scene::In_Game_Scene::update(GLFWwindow* window)
{
camera.Move(window);
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::STOP;
}
}
}

View File

@@ -0,0 +1,22 @@
#pragma once
#include "scene.h"
namespace scene
{
class In_Game_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::INGAME;
public:
In_Game_Scene();
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

31
src/scenes/scene.h Normal file
View File

@@ -0,0 +1,31 @@
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
namespace scene {
enum class Scenes
{
STARTUP,
INGAME,
GAMEOVER,
CALIBRATION,
STOP
};
class Scene
{
public:
virtual Scenes start(GLFWwindow* window) = 0;
virtual void render() = 0;
virtual void update(GLFWwindow* window) = 0;
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
};
}

View File

@@ -0,0 +1,40 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <map>
#include "startup_Scene.h"
namespace scene
{
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
{
while (return_value == scene::Scenes::STARTUP)
{
render();
update(window);
glfwSwapBuffers(window);
glfwPollEvents();
}
return return_value;
}
void scene::Startup_Scene::render()
{
}
void scene::Startup_Scene::update(GLFWwindow* window)
{
}
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
{
return_value = scene::Scenes::INGAME;
}
}
}

View File

@@ -0,0 +1,22 @@
#pragma once
#include "scene.h"
#include <map>
namespace scene
{
extern GLFWwindow* window;
class Startup_Scene : public scene::Scene
{
private:
scene::Scenes return_value = scene::Scenes::STARTUP;
public:
Scenes start(GLFWwindow* window) override;
void render() override;
void update(GLFWwindow* window) override;
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
};
}

View File

@@ -1,4 +1,5 @@
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
#include <vector> #include <vector>

View File

@@ -19,7 +19,10 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\collision\collision_handler.cpp" />
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
<ClCompile Include="src\entities\camera.cpp" /> <ClCompile Include="src\entities\camera.cpp" />
<ClCompile Include="src\entities\collision_entity.cpp" />
<ClCompile Include="src\entities\entity.cpp" /> <ClCompile Include="src\entities\entity.cpp" />
<ClCompile Include="src\gui\gui_interactable.cpp" /> <ClCompile Include="src\gui\gui_interactable.cpp" />
<ClCompile Include="src\main.cpp" /> <ClCompile Include="src\main.cpp" />
@@ -30,9 +33,15 @@
<ClCompile Include="src\shaders\shader_program.cpp" /> <ClCompile Include="src\shaders\shader_program.cpp" />
<ClCompile Include="src\shaders\entity_shader.cpp" /> <ClCompile Include="src\shaders\entity_shader.cpp" />
<ClCompile Include="src\toolbox\toolbox.cpp" /> <ClCompile Include="src\toolbox\toolbox.cpp" />
<ClCompile Include="src\scenes\startup_Scene.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\entities\camera.h" /> <ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" /> <ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" /> <ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\gui\gui_element.h" /> <ClInclude Include="src\gui\gui_element.h" />
@@ -46,6 +55,7 @@
<ClInclude Include="src\shaders\entity_shader.h" /> <ClInclude Include="src\shaders\entity_shader.h" />
<ClInclude Include="src\stb_image.h" /> <ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\toolbox.h" /> <ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<VCProjectVersion>16.0</VCProjectVersion> <VCProjectVersion>16.0</VCProjectVersion>

View File

@@ -48,6 +48,18 @@
<ClCompile Include="src\gui\gui_interactable.cpp"> <ClCompile Include="src\gui\gui_interactable.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\scenes\startup_Scene.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\entities\collision_entity.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\collision\collision_handler.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="src\entities\Camera.h"> <ClInclude Include="src\entities\Camera.h">
@@ -92,5 +104,23 @@
<ClInclude Include="src\gui\gui_interactable.h"> <ClInclude Include="src\gui\gui_interactable.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="src\scenes\scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\in_Game_Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\scenes\startup_Scene.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\entities\collision_entity.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\collision\collision_handler.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>