Big big update

This commit is contained in:
2026-03-07 17:25:11 +03:00
parent 95daf12fc5
commit 79898c42d6
22 changed files with 423 additions and 47 deletions

View File

@@ -25,5 +25,10 @@
</Entity>
-->
<Entity classname="trigger_deleter">
<Position x="5.6301" y="1.5930" z="6.9631"/>
<IsDisableled value="false" />
</Entity>
</Entities>
</Level>

View File

@@ -2,6 +2,7 @@
<LevelDescription>
<SceneFile filename="zavod.scene"/>
<Skybox name="skybox/sky_01.dae"/>
<AmbientColor r="0.0" g="0.0" b="0.0"/>
</LevelDescription>
<Entities>
@@ -22,7 +23,7 @@
<Entity classname="Light">
<Position x="11.56" y="1.39" z="-4.14" />
<IsDisableled value="false" />
<Color r="0.7" g="0.5" b="0.5"/>
<Color r="0.7" g="0.7" b="0.9"/>
<Radius value="5"/>
</Entity>
@@ -38,14 +39,14 @@
<Entity classname="Light">
<Position x="1.72" y="1.39" z="-0.37" />
<IsDisableled value="false" />
<Color r="0.7" g="0.5" b="0.5"/>
<Color r="0.7" g="0.7" b="0.9"/>
<Radius value="5"/>
</Entity>
<Entity classname="Light">
<Position x="6.33" y="1.39" z="-0.37" />
<IsDisableled value="false" />
<Color r="0.7" g="0.5" b="0.5"/>
<Color r="0.7" g="0.7" b="0.9"/>
<Radius value="5"/>
</Entity>

View File

@@ -4,7 +4,8 @@ local BLUE_COLOR = { 0.0, 0.0, 1.0, 1.0 }
local BLACK_COLOR = { 0.0, 0.0, 0.0, 1.0 }
local WHITE_COLOR = { 1.0, 1.0, 1.0, 1.0 }
local draw_test_hud = false
local draw_test_hud = true
local draw_example_test_hud = true
local draw_debug_string = false
local debug_string_text = ""
local debug_string_time = 0.0
@@ -15,14 +16,16 @@ function game_hud_draw( )
return
end
-- example of color
local color = { 0.5, 0.5, 0.1, 1.0 }
if draw_example_test_hud then
-- example of color
local color = { 0.5, 0.5, 0.1, 1.0 }
-- example of drawing
ui.draw_rect(100.0, 100.0, 400.0, 400.0, BLUE_COLOR)
ui.draw_image("data/textures/koshka1.jpg", 110.0, 110.0, 390.0, 390.0, WHITE_COLOR)
ui.draw_text("Hello, world!", 200.0, 200.0, GREEN_COLOR)
end
-- example of drawing
ui.draw_rect(150.0, 150.0, 350.0, 350.0, BLUE_COLOR)
ui.draw_image("data/textures/koshka1.jpg", 160.0, 160.0, 340.0, 340.0, WHITE_COLOR)
ui.draw_text("Hello, world!", 200.0, 200.0, GREEN_COLOR)
if g_player then
game_player_hud_draw()
end

View File

@@ -7,13 +7,13 @@ load_script("game_object.lua")
load_script("test_object.lua")
load_script("weapons/weapon_base.lua")
load_script("weapons/weapon_ump.lua")
load_script("actors/actor_base.lua")
load_script("actors/actor_player.lua")
load_script("triggers/trigger_deleter.lua")
-- глобальные переменные
g_player = nil
@@ -22,18 +22,24 @@ g_entity_table = {
-- Lua class -- CPP class -- Description
-- Actors
{ "actor_player", "ActorBase", "Player entity" },
{ "actor_player", "ActorBase", "Player entity" },
-- Weapons
{ "weapon_ump", "WeaponBase", "Weapon UMP" },
{ "weapon_ump", "WeaponBase", "Weapon UMP" },
-- Triggers
{ "trigger_deleter", "TriggerBase", "Example trigger" },
-- Simple entity
{ "test_object", "Entity", "Test entity" },
{ "test_object", "Entity", "Test entity" },
}
function sv_game_init( )
console.print("--- Game initialization ---")
end
function sv_on_game_start( )
console.print("Welcome to our Engine")
end

View File

@@ -0,0 +1,24 @@
-- тестовый класс
trigger_deleter = inherit_table(game_object)
function trigger_deleter:on_init()
game_object.on_init(self)
self:create_box_body(1.0, 1.0, 1.0, 0.0, 0.0, 0.0, true, false)
end
function trigger_deleter:on_shutdown()
game_object.on_shutdown(self)
end
function trigger_deleter:on_update(dt)
game_object.on_shutdown(self, dt)
end
function trigger_deleter:on_collide(other)
console.print(string.format("trigger_deleter:on_collide: %s", other:get_classname()))
put_debug_string_to_screen(string.format("trigger_deleter:on_collide: %s", other:get_classname()), 4)
-- FOR TEST
other:mark_for_delete()
end

View File

@@ -45,7 +45,8 @@ function weapon_base:on_fsm_state_update(dt)
-- проверка на стрельбу
if (self.m_state == WEAPON_FSM_STATE_ATTACK or
self.m_state == WEAPON_FSM_STATE_ATTACK2) and
self.m_state == WEAPON_FSM_STATE_ATTACK2 or
self.m_state == WEAPON_FSM_STATE_RELOAD) and
self.m_state_time >= self.m_end_state_time then
-- переходим в ожидание
@@ -113,6 +114,10 @@ function weapon_base:on_state_switch(state)
local anim_id = self:find_animation(fsm_state.anim)
self:play_animation(anim_id, fsm_state.anim_playback)
if fsm_state.anim_sound then
engine.play_sound(fsm_state.anim_sound)
end
end
function weapon_base:set_relative_position_to_camera( ent )

View File

@@ -17,14 +17,16 @@ weapon_ump.m_fsm[WEAPON_FSM_STATE_IDLE] = {
weapon_ump.m_fsm[WEAPON_FSM_STATE_ATTACK] = {
anim = "shoot1", -- имя анимации
anim_playback = ANIM_PLAYBACK_NONE,
anim_speed = 1.0 -- обычная скорость анимации
anim_speed = 1.0, -- обычная скорость анимации
anim_sound = "data/sounds/weapons/ump45_shoot.wav"
}
-- перезарядка
weapon_ump.m_fsm[WEAPON_FSM_STATE_RELOAD] = {
anim = "reload", -- имя анимации
anim_playback = ANIM_PLAYBACK_NONE,
anim_speed = 1.0 -- обычная скорость анимации
anim_speed = 1.0, -- обычная скорость анимации
anim_sound = "data/sounds/weapons/ump45_reload.wav"
}
function weapon_ump:on_init()

View File

@@ -113,6 +113,7 @@ struct ExampleAppConsole
Commands.push_back("r_entity_debug_draw");
Commands.push_back("r_light_debug_draw");
Commands.push_back("noclip");
Commands.push_back("print_pos");
Commands.push_back("map");
Commands.push_back("quit");
AutoScroll = true;
@@ -359,6 +360,20 @@ struct ExampleAppConsole
{
toggleNoclip();
}
else if (Stricmp(command_line, "PRINT_POS") == 0)
{
Camera* camera = g_cameraManager.GetActiveCamera();
if (camera)
{
Logger::Msg("pos: %f %f %f", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
Logger::Msg("<Position x=\"%.4f\" y=\"%.4f\" z=\"%.4f\"/>", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
Logger::Msg("local x, y, z = %.2f, %.2f, %.2f", camera->GetPosition().x, camera->GetPosition().y, camera->GetPosition().z);
}
else
{
Logger::Msg("print_pos: no active camera!");
}
}
else if (Stricmp(command_line, "MAP") == 0)
{
GetEngine()->NewGame(full_command_line + 4);

View File

@@ -21,7 +21,6 @@ public:
void DeleteEntity(int index);
int GetNumEntities();
IEntityBase* GetEntity(int index);
int FindEntityId(IEntityBase* pEntity);

View File

@@ -100,6 +100,10 @@ void ActorBase::UpdateBodyMovement(float dt)
m_rigidBody->setLinearVelocity(btVector3(airvel.x(), currentvel.y(), airvel.z()));
}
if (m_noclip && movementDir == EMouseButton_None) {
m_rigidBody->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
}
/*if (glm::length(velocity) > 0.1f && OnGround() && !(movementDir & EMovementDir_Jump))
m_rigidBody->setLinearVelocity(glmVectorToBt(velocity));
@@ -387,6 +391,8 @@ int ActorBase::GenAction()
action = 1;
else if (g_inputManager.GetKeyboard().IsKeyDown(SDLK_R))
action = 2;
else if (g_inputManager.GetKeyboard().IsKeyDown(SDLK_E))
action = 3;
return action;
}

View File

@@ -127,6 +127,19 @@ LuaPlus::LuaObject engineGetEntityFromID(lua_Integer id)
return entityTable;
}
LuaPlus::LuaObject engineFindEntityByName(const char* name)
{
Entity* entity = (Entity*)g_game->FindEntityByName(name);
if (!entity)
{
LuaPlus::LuaObject table;
table.AssignNil(GetLuaState());
return table;
}
return entity->GetLuaObject();
}
void engineAddEntityToWorld(LuaPlus::LuaObject& object)
{
LuaPlus::LuaObject cppclass = object["__object"];
@@ -184,6 +197,7 @@ void registerEngine()
engineTable.RegisterDirect("create_entity", &engineCreateEntity);
engineTable.RegisterDirect("add_entity_to_world", &engineAddEntityToWorld);
engineTable.RegisterDirect("get_entity_from_id", &engineGetEntityFromID);
engineTable.RegisterDirect("find_entity_by_name", &engineFindEntityByName);
engineTable.RegisterDirect("play_sound", &enginePlaySound);
engineTable.RegisterDirect("play_sound_3d", &enginePlaySound3D);
engineTable.RegisterDirect("get_delta", &engineGetDelta);
@@ -469,11 +483,15 @@ void Game::Init()
{
initializeLua();
initializeEntitiesTable();
luaCallFunction("sv_game_init");
}
void Game::InitForNewMap(const char* mapname)
{
LoadLevelXML(mapname);
luaCallFunction("sv_on_game_start");
}
void Game::LoadLevelXML(const char* mapname)
@@ -519,6 +537,9 @@ void Game::LoadLevelXML(const char* mapname)
// Create entity and expose it to the engine
Entity* entity = static_cast<Entity*>(Lua_CreateEntity(classname.as_string()));
if (!entityname.empty())
entity->SetName(entityname.as_string());
pugi::xml_node position = entitynode.child("Position");
if (position)
{
@@ -603,7 +624,7 @@ IEntityBase* Game::Lua_CreateEntity(const char* classname)
// create an table
LuaObject entityTable = GetLuaState().CreateTable();
entityTable.SetString("m_name", entityname);
entityTable.SetString("__private_name", entityname);
entityTable.SetInteger("m_id", entity->GetID());
// assign prototype
@@ -640,6 +661,22 @@ LuaPrototype* Game::Lua_FindPrototype(const char* classname)
return nullptr;
}
IEntityBase* Game::FindEntityByName(const char* name)
{
if (!g_world)
return nullptr;
int numEntities = g_world->GetNumEntities();
for (int i = 0; i < numEntities; i++)
{
Entity* entity = dynamic_cast<Entity*>(g_world->GetEntity(i));
if (entity && entity->GetName() == name)
return entity;
}
return nullptr;
}
void Game::Shutdown()
{
}

View File

@@ -16,6 +16,8 @@ public:
LuaPrototype* Lua_FindPrototype(const char* classname);
IEntityBase* FindEntityByName(const char* name);
void Shutdown();
void Render2D();

View File

@@ -1,5 +1,6 @@
#include <string>
#include "core.h"
#include "log.h"
#include "game_lua_help.h"
class LuaStateWrapper
@@ -84,6 +85,20 @@ void luaDoString(const char* str)
}
}
void luaCallFunction(const char* name)
{
LuaPlus::LuaObject onGameStart = GetLuaState().GetGlobal(name);
if (onGameStart.IsFunction())
{
LuaPlus::LuaFunctionVoid function = onGameStart;
function();
}
else
{
Msg("missing function '%s'", name);
}
}
glm::mat4 getMatrixFromLua(LuaPlus::LuaObject& matrix)
{
glm::mat4 return_matrix = glm::identity<glm::mat4>();

View File

@@ -11,6 +11,7 @@ LuaPlus::LuaState& GetLuaState();
void luaLoadScript(const char* filename);
void luaDoString(const char* str);
void luaCallFunction(const char* name);
glm::mat4 getMatrixFromLua(LuaPlus::LuaObject& matrix);

View File

@@ -1,5 +1,6 @@
#include "core.h"
#include "inputmanager.h"
#include "log.h"
#include "debugrender.h"
#include "game_object.h"
#include <SDL3/SDL.h>
@@ -185,6 +186,8 @@ void Entity::InitFromTable(LuaPlus::LuaObject& _object)
// register entity functions
RegisterFunctions();
m_luaObject.SetString("m_name", m_name.c_str());
// assign C++ object
m_luaObject.SetLightUserdata("__object", this);
}
@@ -210,11 +213,15 @@ void Entity::RegisterBaseFunctions()
m_luaObject.Register("get_classname", *this, &Entity::Lua_GetClassname);
m_luaObject.Register("get_id", *this, &Entity::Lua_GetID);
m_luaObject.Register("mark_for_delete", *this, &Entity::Lua_MarkForDelete);
m_luaObject.Register("set_name", *this, &Entity::Lua_SetName);
m_luaObject.Register("get_name", *this, &Entity::Lua_GetName);
// physics
m_luaObject.Register("set_velocity", *this, &Entity::Lua_SetVelocity);
m_luaObject.Register("get_velocity", *this, &Entity::Lua_GetVelocity);
m_luaObject.Register("has_rigid_body", *this, &Entity::Lua_HasRigidBody);
m_luaObject.Register("create_box_body", *this, &Entity::Lua_CreateBoxBody);
m_luaObject.Register("create_sphere_body", *this, &Entity::Lua_CreateSphereBody);
// animation
m_luaObject.Register("find_animation", *this, &Entity::Lua_FindAnimation);
@@ -357,20 +364,9 @@ int Entity::Lua_SetRotationFromVectors(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
glm::vec3 front(
stack[2].GetNumber(),
stack[3].GetNumber(),
stack[4].GetNumber());
glm::vec3 right(
stack[5].GetNumber(),
stack[6].GetNumber(),
stack[7].GetNumber());
glm::vec3 up(
stack[8].GetNumber(),
stack[9].GetNumber(),
stack[10].GetNumber());
glm::vec3 front = glm::vec3(stack[2].GetNumber(), stack[3].GetNumber(), stack[4].GetNumber());
glm::vec3 right = glm::vec3(stack[5].GetNumber(), stack[6].GetNumber(), stack[7].GetNumber());
glm::vec3 up = glm::vec3(stack[8].GetNumber(), stack[9].GetNumber(), stack[10].GetNumber());
Help_SetRotationFromVectors(front, right, up);
@@ -403,6 +399,22 @@ int Entity::Lua_MarkForDelete(LuaPlus::LuaState* state)
return 0;
}
int Entity::Lua_SetName(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
const char* name = stack[2].GetString();
SetName(name);
return 0;
}
int Entity::Lua_GetName(LuaPlus::LuaState* state)
{
state->PushString(m_name.c_str());
return 1;
}
int Entity::Lua_SetVelocity(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
@@ -437,6 +449,44 @@ int Entity::Lua_HasRigidBody(LuaPlus::LuaState* state)
return 1;
}
int Entity::Lua_CreateBoxBody(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
glm::vec3 size;
size.x = stack[2].GetNumber();
size.y = stack[3].GetNumber();
size.z = stack[4].GetNumber();
float mass = stack[5].GetNumber();
float friction = stack[6].GetNumber();
float damping = stack[7].GetNumber();
bool is_trigger = stack[8].GetBoolean();
bool use_parameters = stack[9].GetBoolean();
CreateBoxBody(size, mass, friction, damping, is_trigger, use_parameters);
return 0;
}
int Entity::Lua_CreateSphereBody(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
float radius = stack[2].GetNumber();
float mass = stack[3].GetNumber();
float friction = stack[4].GetNumber();
float damping = stack[5].GetNumber();
bool is_trigger = stack[6].GetBoolean();
bool use_parameters = stack[7].GetBoolean();
CreateSphereBody(radius, mass, friction, damping, is_trigger, use_parameters);
return 0;
}
int Entity::Lua_FindAnimation(LuaPlus::LuaState* state)
{
LuaPlus::LuaStack stack(state);
@@ -444,7 +494,7 @@ int Entity::Lua_FindAnimation(LuaPlus::LuaState* state)
if (!stack[2].IsString())
{
Core::Warning("load_model: first argument is not an string");
Core::Warning("find_animation: first argument is not an string");
return 0;
}
@@ -525,7 +575,59 @@ void Entity::CreateTestBody()
{
m_shape = new btBoxShape(btVector3(0.2f, 0.2f, 0.2f));
m_mass = 80.0f;
CreateBodyPrivate(80.0f, 0.0, 0.0f, false, false);
//m_mass = 80.0f;
//btVector3 local_inertia(0.0f, 0.0f, 0.0f);
//if (m_mass > 0.f) {
// m_shape->calculateLocalInertia(m_mass, local_inertia);
//}
//btRigidBody::btRigidBodyConstructionInfo rigid_body_ci(m_mass, nullptr, m_shape, local_inertia);
//m_rigidBody = new btRigidBody(rigid_body_ci);
//m_rigidBody->setUserPointer(this);
//m_rigidBody->setMotionState(&m_ph_motion_state);
//m_ph_motion_state.setBody(m_rigidBody);
//// I'm sure that position is valid
//btTransform xform;
//xform.setIdentity();
//xform.setOrigin(glmVectorToBt(m_position));
//m_rigidBody->setWorldTransform(xform);
//// #TODO: body filter and mask
//g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
//m_bodyDirty = true;
}
void Entity::CreateBoxBody(const glm::vec3& size, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
{
m_shape = (btCollisionShape*)new btBoxShape(glmVectorToBt(size));
CreateBodyPrivate(mass, friction, damping, is_trigger, use_parameters);
}
void Entity::CreateSphereBody(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
{
m_shape = (btCollisionShape*)new btSphereShape(radius);
CreateBodyPrivate(mass, friction, damping, is_trigger, use_parameters);
}
void Entity::CreateBodyPrivate(float mass, float friction, float damping, bool is_trigger, bool use_parameters)
{
SDL_assert_always(m_shape);
m_mass = mass;
if (is_trigger && m_mass > 0.f)
{
Msg("WARNING! Entity '%s' trying to create body with mass %f and trigger flag, setting to zero.", m_name.c_str(), mass);
m_mass = 0.0f;
}
btVector3 local_inertia(0.0f, 0.0f, 0.0f);
if (m_mass > 0.f) {
m_shape->calculateLocalInertia(m_mass, local_inertia);
@@ -544,6 +646,26 @@ void Entity::CreateTestBody()
xform.setOrigin(glmVectorToBt(m_position));
m_rigidBody->setWorldTransform(xform);
// body parameters
if (use_parameters)
{
m_rigidBody->setFriction(friction);
m_rigidBody->setAnisotropicFriction(btVector3(0.0f, 0.0f, 0.0f));
m_rigidBody->setDamping(damping, 0.0f);
}
int bodyCollisionFlags = m_rigidBody->getCollisionFlags();
if (is_trigger)
bodyCollisionFlags |= btRigidBody::CF_NO_CONTACT_RESPONSE;
else
bodyCollisionFlags &= ~btRigidBody::CF_NO_CONTACT_RESPONSE;
m_rigidBody->setCollisionFlags(bodyCollisionFlags);
if (is_trigger)
m_rigidBody->setCustomDebugColor(btVector3(1.0f, 0.5f, 0.0f));
// #TODO: body filter and mask
g_PhysicsWorld->GetWorld()->addRigidBody(m_rigidBody);
@@ -637,3 +759,24 @@ void WeaponBase::Fire(const glm::vec3& direction, float damage)
// ActorBase* entity = (ActorBase*)stack[1].GetByName("__object").GetLightUserdata();
// entity->ActivateCamera();
//}
REGISTER_ENTITY(TriggerBase);
TriggerBase::TriggerBase()
{
}
TriggerBase::~TriggerBase()
{
}
void TriggerBase::Render()
{
if (m_rigidBody && g_debugEntityDraw)
{
BoundingBox bbox;
bbox.m_min = btVectorToGlm(m_rigidBody->getBroadphaseHandle()->m_aabbMin);
bbox.m_max = btVectorToGlm(m_rigidBody->getBroadphaseHandle()->m_aabbMax);
g_debugRender->DrawBoundingBox(bbox, glm::vec3(1.0f, 0.5f, 0.0f));
}
}

View File

@@ -84,6 +84,11 @@ public:
// Game entity physics
void CreateTestBody();
void CreateBoxBody(const glm::vec3& size, float mass, float friction, float damping, bool is_trigger, bool use_parameters);
void CreateSphereBody(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters);
void CreateBodyPrivate(float mass, float friction, float damping, bool is_trigger, bool use_parameters);
void UpdateBody();
void UpdateBodyDirty();
@@ -112,10 +117,14 @@ public:
int Lua_GetID(LuaPlus::LuaState* state);
int Lua_UpdateTransform(LuaPlus::LuaState* state);
int Lua_MarkForDelete(LuaPlus::LuaState* state);
int Lua_SetName(LuaPlus::LuaState* state);
int Lua_GetName(LuaPlus::LuaState* state);
int Lua_SetVelocity(LuaPlus::LuaState* state);
int Lua_GetVelocity(LuaPlus::LuaState* state);
int Lua_HasRigidBody(LuaPlus::LuaState* state);
int Lua_CreateBoxBody(LuaPlus::LuaState* state);
int Lua_CreateSphereBody(LuaPlus::LuaState* state);
int Lua_FindAnimation(LuaPlus::LuaState* state);
int Lua_PlayAnimation(LuaPlus::LuaState* state);
@@ -157,4 +166,13 @@ public:
void Fire(const glm::vec3& direction, float damage);
};
class TriggerBase : public Entity
{
public:
TriggerBase();
~TriggerBase();
virtual void Render();
};
#endif // !GAME_OBJECT_H

View File

@@ -9,7 +9,8 @@ REGISTER_ENTITY(Light);
Light::Light()
{
m_dlight = nullptr;
//m_dlight = nullptr;
m_dlight = DLightManager::GetInstance()->AllocLight();
}
Light::~Light()
@@ -25,13 +26,23 @@ void Light::Render()
if (g_debugDrawLights)
{
g_debugRender->DrawAxis(m_dlight->position);
g_debugRender->DrawSphere(m_dlight->position, m_dlight->radius, m_dlight->color);
}
}
void Light::RegisterFunctions()
{
m_luaObject.Register("set_color", *this, &Light::Lua_SetColor);
m_luaObject.Register("get_color", *this, &Light::Lua_GetColor);
m_luaObject.Register("set_radius", *this, &Light::Lua_SetRadius);
m_luaObject.Register("get_radius", *this, &Light::Lua_GetRadius);
}
void Light::InitFromXML(const pugi::xml_node& node)
{
m_dlight = DLightManager::GetInstance()->AllocLight();
//m_dlight = DLightManager::GetInstance()->AllocLight();
SDL_assert_always(m_dlight);
m_dlight->position = m_position;
@@ -48,4 +59,46 @@ void Light::InitFromXML(const pugi::xml_node& node)
{
m_dlight->radius = radius.attribute("value").as_float();
}
}
}
int Light::Lua_SetColor(LuaPlus::LuaState* state)
{
SDL_assert_always(m_dlight);
LuaPlus::LuaStack stack(state);
m_dlight->color.r = stack[2].GetFloat();
m_dlight->color.g = stack[3].GetFloat();
m_dlight->color.b = stack[4].GetFloat();
return 0;
}
int Light::Lua_GetColor(LuaPlus::LuaState* state)
{
SDL_assert_always(m_dlight);
state->PushNumber(m_dlight->color.r);
state->PushNumber(m_dlight->color.g);
state->PushNumber(m_dlight->color.b);
return 3;
}
int Light::Lua_SetRadius(LuaPlus::LuaState* state)
{
SDL_assert_always(m_dlight);
LuaPlus::LuaStack stack(state);
m_dlight->radius = stack[2].GetFloat();
return 0;
}
int Light::Lua_GetRadius(LuaPlus::LuaState* state)
{
SDL_assert_always(m_dlight);
state->PushNumber(m_dlight->radius);
return 1;
}

View File

@@ -16,9 +16,16 @@ public:
~Light();
void Render() override;
void RegisterFunctions() override;
void InitFromXML(const pugi::xml_node& node);
private:
int Lua_SetColor(LuaPlus::LuaState* state);
int Lua_GetColor(LuaPlus::LuaState* state);
int Lua_SetRadius(LuaPlus::LuaState* state);
int Lua_GetRadius(LuaPlus::LuaState* state);
private:
DLight* m_dlight;
};

View File

@@ -692,7 +692,7 @@ void Model::Draw(const glm::mat4& model, SkeletonInstance* instance /*= nullptr*
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
{
glm::vec4 lightColor = glm::vec4(0.1f);
glm::vec4 lightColor = glm::vec4(g_sceneManager->getAmbientColor(), 1.0f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
}

View File

@@ -20,6 +20,7 @@
extern int g_NumModels;
static bool g_debugRenderScene = false;
glm::vec3 g_ambientColor = glm::vec3(0.0f);
static std::string getFileExtension(const std::string& filename)
{
@@ -218,6 +219,9 @@ void SceneManager::loadScene(const char* filename)
{
unloadIfScenePresent();
// Reset ambient color
setAmbientColor(glm::vec3(0.0f));
char filenameBuffer[kMaxPathLength];
snprintf(filenameBuffer, kMaxPathLength, "data/levels/%s/%s.xml", filename, filename);
@@ -243,6 +247,16 @@ void SceneManager::loadScene(const char* filename)
pugi::xml_node root = doc.document_element();
const char* scenefilename = root.child("LevelDescription").child("SceneFile").attribute("filename").value();
pugi::xml_node ambientnode = root.child("LevelDescription").child("AmbientColor");
if (ambientnode)
{
glm::vec3 color = glm::vec3(0.0f);
color.r = ambientnode.attribute("r").as_float();
color.g = ambientnode.attribute("g").as_float();
color.b = ambientnode.attribute("b").as_float();
setAmbientColor(color);
}
m_sceneName = getFileNameWithoutExtension(scenefilename);
sprintf(filenameBuffer, "data/levels/%s/%s", filename, scenefilename);
@@ -497,6 +511,16 @@ void SceneManager::toggleDebugRender()
g_debugRenderScene = !g_debugRenderScene;
}
void SceneManager::setAmbientColor(const glm::vec3& color)
{
g_ambientColor = color;
}
const glm::vec3& SceneManager::getAmbientColor()
{
return g_ambientColor;
}
// SceneStaticMesh
SceneStaticMesh::SceneStaticMesh() :
@@ -856,7 +880,7 @@ void R_SceneStaticMesh_BindShader(const glm::mat4& worldMatrix, Texture2D* albed
if (shader->HasUniform(UNIFORM_SUN_AMBIENT))
{
glm::vec4 lightColor = glm::vec4(0.1f);
glm::vec4 lightColor = glm::vec4(g_sceneManager->getAmbientColor(), 1.0f);
g_shaderSystem->SetUniformFloat4(shader, UNIFORM_SUN_AMBIENT, &lightColor);
}

View File

@@ -56,15 +56,21 @@ public:
SceneManager();
~SceneManager();
// \brief Load an static scene.
// \brief Load a static scene.
void loadScene(const char*);
// \brief Get current scene name.
const char* getSceneName();
// \brief Toggle an debug rendering.
// \brief Toggle a debug rendering.
void toggleDebugRender();
// \brief Set an ambient color.
void setAmbientColor(const glm::vec3& color);
// \brief Get an ambient color.
const glm::vec3& getAmbientColor();
private:
void LoadSceneXML(const char* filename);
void loadSkybox(const char*);

View File

@@ -89,6 +89,7 @@ void SoundSystem::Play(SoundHandle handle, bool bLoop)
assert(handle <= -1 || handle <= m_dwSoundsNum);
ma_sound_start(&m_sounds[handle]);
ma_sound_set_spatialization_enabled(&m_sounds[handle], false);
if ( bLoop )
ma_sound_set_looping(&m_sounds[handle], true);
@@ -100,6 +101,9 @@ void SoundSystem::Play3D(SoundHandle handle, float x, float y, float z, bool bLo
return;
Play(handle, bLoop);
// enable 3d
ma_sound_set_spatialization_enabled(&m_sounds[handle], true);
ma_sound_set_position(&m_sounds[handle], x, y, z);
}