This commit is contained in:
maverickdgg 2023-03-04 03:17:20 +08:00
commit 3a60eee32f
73 changed files with 4850 additions and 658 deletions

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IsActive: true
Scripts: ~
- EID: 451
Name: PreviewLevel3
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.5, y: 1.5, z: -7.5}
Rotate: {x: 0, y: 4.71238899, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Camera Component:
Position: {x: 2.5, y: 1.5, z: -7.5}
Pitch: 0
Yaw: 270
Roll: 0
Width: 1920
Near: 0.00999999978
Far: 10000
Perspective: true
FOV: 90
IsActive: true
Scripts: ~
- EID: 458
Name: PauseCanvas
IsActive: false
NumberOfChildren: 4
Components:
Canvas Component:
Canvas Width: 1920
Canvas Height: 1080
Scale by canvas width: false
IsActive: false
Scripts: ~
- EID: 457
Name: ResumeButton
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 100, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 300, y: 200, z: 500}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Button Component:
Default Texture: 63979907
Hovered Texture: 51379325
Clicked Texture: 66788278
IsActive: true
UI Component:
Canvas ID: 458
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 456
Name: QuitButton
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -300, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 300, y: 200, z: 500}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Button Component:
Default Texture: 61602036
Hovered Texture: 58910810
Clicked Texture: 57786063
IsActive: true
UI Component:
Canvas ID: 458
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 455
Name: RetryButton
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -100, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 300, y: 200, z: 500}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Button Component:
Default Texture: 64806384
Hovered Texture: 58347825
Clicked Texture: 63234380
IsActive: true
UI Component:
Canvas ID: 458
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 454
Name: GamePauseText
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -250, y: 300, z: 0.100000001}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 100, y: 100, z: 100}
IsActive: true
Text Renderer Component:
Text: Game Pause
Font: 176667660
Color: {x: 1, y: 1, z: 1, w: 1}
IsActive: false
UI Component:
Canvas ID: 458
Hovered: false
Clicked: false
IsActive: true
Scripts: ~
- EID: 450
Name: TransitionCanvas
IsActive: true
NumberOfChildren: 1
@ -5301,22 +5320,22 @@
Scale by canvas width: false
IsActive: true
Scripts: ~
- EID: 459
- EID: 65982
Name: Transition
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Translate: {x: 0, y: 0, z: 0.100000001}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1920, y: 1080, z: 1}
Scale: {x: 2500, y: 1080, z: 1}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 120016136
IsActive: true
UI Component:
Canvas ID: 461
Canvas ID: 450
Hovered: false
Clicked: false
IsActive: true

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -113,7 +113,8 @@ public partial class LeafChase : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
//AudioHandler.audioClipHandlers["BGMAdpative"].SetParameter("Detected", 0.0f);
Audio.SetParameter("Detected", 0.0f);
//Audio.SetParameter("Detected", 0.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
AudioHandler.audioClipHandlers["SFXHumming"].Play();
}
SetNodeData("isAlert", false);

View File

@ -245,7 +245,8 @@ public partial class LeafPatrol : BehaviourTreeNode
AudioHandler.audioClipHandlers["SFXHumming"].Play();
//AudioHandler.audioClipHandlers["BGMUnalert"].Play();
//AudioHandler.audioClipHandlers["BGMAdaptive"].SetParameter("Detected", 0.0f);
Audio.SetParameter("Detected", 0.0f);
//Audio.SetParameter("Detected", 0.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
}
SetNodeData("isAlert", false);
}

View File

@ -26,6 +26,7 @@ public partial class LeafSearch : BehaviourTreeNode
private Vector3 eyeOffset;
private float sightDistance;
private GameObject? player; //To be searched for and marked
private bool screamOnce;
}
//FUNCTIONS HERE
@ -67,7 +68,8 @@ public partial class LeafSearch : BehaviourTreeNode
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == true)
{
//AudioHandler.audioClipHandlers["BGMAdaptive"].SetParameter("Detected", 0.0f);
Audio.SetParameter("Detected", 0.0f);
//Audio.SetParameter("Detected", 0.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
AudioHandler.audioClipHandlers["SFXHumming"].Play();
reevaluateWaypoint();
}
@ -97,6 +99,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Search for player
player = GameObject.Find("Player");
screamOnce = false;
//Automatically fail if no player is found
if (player == null)
@ -188,31 +191,41 @@ public partial class LeafSearch : BehaviourTreeNode
if (GetNodeData("isAlert") == null)
{
SetNodeData("isAlert", true);
screamOnce = true;
//Audio.StopAllSounds();
AudioHandler.audioClipHandlers["SFXDetectAh"].Play();
//AudioHandler.audioClipHandlers["SFXDetectAh"].Play();
AudioHandler.audioClipHandlers["SFXDetectSting"].Play();
//AudioHandler.audioClipHandlers["BGMAlert"].Play();
AudioHandler.audioClipHandlers["SFXHumming"].Stop(false);
//AudioHandler.audioClipHandlers["BGMUnalert"].Stop(true);
//AudioHandler.audioClipHandlers["BGMAdaptive"].SetParameter("Detected", 1.0f);
Audio.SetParameter("Detected", 1.0f);
//Audio.SetParameter("Detected", 1.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Detected");
}
else
{
if (GetNodeData("isAlert") != null && (bool)GetNodeData("isAlert") == false)
{
//Audio.StopAllSounds();
AudioHandler.audioClipHandlers["SFXDetectAh"].Play();
screamOnce = true;
//AudioHandler.audioClipHandlers["SFXDetectAh"].Play();
AudioHandler.audioClipHandlers["SFXDetectSting"].Play();
//AudioHandler.audioClipHandlers["BGMAlert"].Play();
AudioHandler.audioClipHandlers["SFXHumming"].Stop(false);
//AudioHandler.audioClipHandlers["BGMUnalert"].Stop(true);
//AudioHandler.audioClipHandlers["BGMAdaptive"].SetParameter("Detected", 1.0f);
Audio.SetParameter("Detected", 1.0f);
//Audio.SetParameter("Detected", 1.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Detected");
}
SetNodeData("isAlert", true);
}
if (screamOnce)
{
screamOnce = false;
AudioHandler.audioClipHandlers["SFXDetectAh"].Play();
}
status = BehaviourTreeNodeStatus.SUCCESS;
onExit(BehaviourTreeNodeStatus.SUCCESS);
return status;

View File

@ -28,11 +28,6 @@ public class PickAndThrow : Script
public bool throwItem = false;
private Vector3 prevTargetOffSet;
public GameObject silhouettePlayer;
public Renderable silhouettePlayerRend;
public GameObject silhouetteBag;
public Renderable silhouetteBagRend;
[Tooltip("Lenght of ray")]
public float rayDistance = 1;
@ -58,41 +53,17 @@ public class PickAndThrow : Script
if(!tpc)
Debug.LogError("TPC EMPTY");
if(!silhouettePlayer)
Debug.LogError("silhouettePlayer EMPTY");
else
silhouettePlayerRend = silhouettePlayer.GetComponent<Renderable>();
if (!silhouetteBag)
Debug.LogError("silhouetteBag EMPTY");
else
silhouetteBagRend = silhouetteBag.GetComponent<Renderable>();
AudioHandler.audioClipHandlers["SFXThrow"] = Audio.CreateAudioClip("event:/Raccoon/raccoon_throw");
timer = delayTimer;
}
protected override void update()
{
if (GameManager.Instance.GamePause)
if (GameManager.Instance.GamePause || !GameManager.Instance.stealFoodPopUpDone)
{
return;
}
if (silhouettePlayerRend && silhouetteBagRend)
{
//wait for daniel
//0.00075f;
Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
float disSqr = dis.GetSqrMagnitude();
float ratio = System.Math.Clamp(1 - (disSqr / (1 + disSqr)), 0, 1.0f);
float temp = (1 - ratio) * 0.00075f;
if (temp <= 0.0006f)
temp = 0.1f;
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
}
if (timer <= delayTimer)
timer += Time.DeltaTimeF;
@ -171,7 +142,7 @@ public class PickAndThrow : Script
protected override void fixedUpdate()
{
if (GameManager.Instance.GamePause)
if (GameManager.Instance.GamePause || !GameManager.Instance.stealFoodPopUpDone)
{
return;
}

View File

@ -17,15 +17,6 @@ public class PlayerController : Script
TOTAL
}
/* public enum WalkingState
{
CARRY,
AIMING,
THROW,
WALK,
TOTAL
}*/
public RigidBody rb { get; set; }
public Transform tranform { get; set; }
public Camera cam { get; set; }
@ -85,6 +76,12 @@ public class PlayerController : Script
[Tooltip("How heavy item will affect player jump")]
public float heavyMultiper = 0.25f;
//silhouette=====================================================================
public GameObject silhouettePlayer;
public Renderable silhouettePlayerRend;
public GameObject silhouetteBag;
public Renderable silhouetteBagRend;
protected override void awake()
{
//default setup
@ -119,6 +116,21 @@ public class PlayerController : Script
dictionary.Add(typeof(PlayerCaughtState), new PlayerCaughtState(stateMachine));
stateMachine.InitStateMachine(dictionary);
if (!silhouettePlayer)
Debug.LogError("silhouettePlayer EMPTY");
else
{
silhouettePlayerRend = silhouettePlayer.GetComponent<Renderable>();
silhouettePlayerRend.Material.SetProperty<float>("data.offset", 0.1f);
}
if (!silhouetteBag)
Debug.LogError("silhouetteBag EMPTY");
else
{
silhouetteBagRend = silhouetteBag.GetComponent<Renderable>();
silhouetteBagRend.Material.SetProperty<float>("data.offset", 0.1f);
}
}
protected override void lateUpdate()
@ -127,26 +139,23 @@ public class PlayerController : Script
protected override void update()
{
if (GameManager.Instance.GamePause)
if (GameManager.Instance.GamePause || !GameManager.Instance.stealFoodPopUpDone)
{
return;
}
if (delayTimer <= 1)
delayTimer += Time.DeltaTimeF;
if (silhouettePlayerRend && silhouetteBagRend)
{
Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
float disSqr = dis.GetSqrMagnitude();
float ratio = System.Math.Clamp(1 - (disSqr / (1 + disSqr)), 0, 1.0f);
float temp = (1 - ratio) * 0.00075f;
if (temp <= 0.0006f)
temp = 0.1f;
silhouettePlayerRend.Material.SetProperty<float>("data.offset", temp);
silhouetteBagRend.Material.SetProperty<float>("data.offset", temp);
}
if (delayTimer < 1)
{
if (tranform && respawnPoint && rb)
{
rb.LinearVelocity = Vector3.Zero;
tranform.LocalPosition = respawnPoint.GetComponent<Transform>().LocalPosition;
}
}
else
{
rb.FreezePositionY = false;
}
//PickAndThrow check
if (!pat)
{
@ -156,13 +165,15 @@ public class PlayerController : Script
}
if (!cam)
{
cam = GetComponentInChildren<Camera>();
if(pat)
cam.FOV = pat.defaultFOV;
}
if(!camArm)
camArm = GetComponentInChildren<CameraArm>();
//tempFix
if (tranform)
tranform.LocalEulerAngles = new Vector3(0.0f, tranform.LocalEulerAngles.y, 0.0f);
GotCaught();
Rotation();
@ -178,7 +189,7 @@ public class PlayerController : Script
protected override void fixedUpdate()
{
if (GameManager.Instance.GamePause)
if (GameManager.Instance.GamePause || !GameManager.Instance.stealFoodPopUpDone)
{
return;
}
@ -333,10 +344,11 @@ public class PlayerController : Script
private void Rotation()
{
tranform.LocalEulerAngles = new Vector3(0.0f, tranform.LocalEulerAngles.y, 0.0f);
if (isMoveKeyPress && tranform && !isAiming)
{
Quaternion currentRotation = tranform.LocalRotation;
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), new Vector3(0.0f, 1.0f, 0.0f));
Quaternion targetRotation = Quaternion.LookRotation(new Vector3(axisMove.x, 0.0f, axisMove.y), Vector3.Up);
tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
}
else if (camArm && tranform && isAiming)
@ -345,6 +357,7 @@ public class PlayerController : Script
Quaternion targetRotation = Quaternion.Euler(0.0f, SHADE.Math.DegreesToRadians(camArm.Yaw + 180.0f), 0.0f);
tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.FixedDeltaTime);
}
}
private void Gravity()

View File

@ -41,7 +41,7 @@ namespace SHADE_Scripting
protected override void update()
{
if (GameManager.Instance.GamePause)
if (GameManager.Instance.GamePause || !GameManager.Instance.stealFoodPopUpDone)
{
return;
}

View File

@ -41,6 +41,8 @@ public class GameManager : Script
public static GameManager Instance { get; private set; }
public bool GamePause { get; set; }
public bool stealFoodPopUpDone { get; set; }
public bool PreviewLevelDone { get; set; }
public bool itemShatter { get; set; }
@ -63,20 +65,28 @@ public class GameManager : Script
currMultiplierDuration = 0;
fontScalar = new Vector3(multiplierFont / maxMultiplierDuration, multiplierFont / maxMultiplierDuration , multiplierFont / maxMultiplierDuration);
itemShatter = false;
GamePause = false;
stealFoodPopUpDone = false;
PreviewLevelDone = false;
AudioHandler.audioClipHandlers["BGMWin"] = Audio.CreateAudioClip("event:/Music/stingers/game_win");
AudioHandler.audioClipHandlers["BGMLose"] = Audio.CreateAudioClip("event:/Music/stingers/game_lose");
goingToWin = false;
goingToLose = false;
if (scoreText)
scoreText.GetComponent<TextRenderable>().Text = $"{Score}";
if (timeText)
timeText.GetComponent<TextRenderable>().Text = $"{timer.ToString("0")}";
}
protected override void start()
{
AudioHandler.audioClipHandlers["BGMAdaptive"] = Audio.CreateAudioClip("event:/Music/bgm_adaptive");
AudioHandler.audioClipHandlers["BGMAdaptive"] = Audio.CreateAudioClip("event:/Music/bgm_adaptive_new");
AudioHandler.audioClipHandlers["BGMAdaptive"].Play();
Audio.SetParameter("Detected", 0.0f);
Audio.SetParameterWithLabel("PlayerDetection", "Undetected");
AudioHandler.audioClipHandlers["KitchenAmbience"] = Audio.CreateAudioClip("event:/Ambience/roomtone_kitchen");
AudioHandler.audioClipHandlers["KitchenAmbience"].Play();
@ -85,23 +95,24 @@ public class GameManager : Script
AudioHandler.audioClipHandlers["SFXHumming"].SetVolume(0.15f);
AudioHandler.audioClipHandlers["SFXHumming"].Play();
SceneFadeInOut.Instance.CallFadeOut();
if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeOut();
Application.IsCursorVisible = false;
}
protected override void update()
{
if (Input.GetKeyDown(Input.KeyCode.G))
ItemScored();
if (GamePause)
if (GamePause || !stealFoodPopUpDone)
{
Input.SetMouseCentering(false);
Application.IsCursorVisible = true;
return;
}
if (currGameState == GameState.START)
{
Input.SetMouseCentering(true);
timer -= Time.DeltaTimeF;
if(scoreText)
scoreText.GetComponent<TextRenderable>().Text = $"{Score}";
@ -131,7 +142,8 @@ public class GameManager : Script
AudioHandler.StopAllSounds(false);
AudioHandler.audioClipHandlers["BGMWin"].Play();
goingToWin = true;
SceneFadeInOut.Instance.CallFadeIn();
if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn();
}
else if(!goingToWin && (timer < 0 || Input.GetKeyDown(Input.KeyCode.F2)))
{
@ -139,12 +151,27 @@ public class GameManager : Script
AudioHandler.StopAllSounds(false);
AudioHandler.audioClipHandlers["BGMLose"].Play();
goingToLose = true;
SceneFadeInOut.Instance.CallFadeIn();
if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn();
}
}
//Handling transitions
if (SceneFadeInOut.Instance.FadeInFinished())
if (SceneFadeInOut.Instance != null)
{
if (SceneFadeInOut.Instance.FadeInFinished())
{
if (goingToWin)
{
SceneManager.ChangeScene(winScene);
}
if (goingToLose)
{
SceneManager.ChangeScene(loseScene);
}
}
}
else
{
if (goingToWin)
{

View File

@ -0,0 +1,158 @@
using SHADE;
using System;
using System.Collections.Generic;
using System.Linq;
namespace SHADE_Scripting.UI
{
public class PreviewLevel : Script
{
private List<Camera> listOfCamera;
public Vector3 endPoint1;
public Vector3 endPoint2;
public Vector3 endPoint3;
public GameObject playerCamera;
public float duration = 3.0f;
private bool point1Done = false;
private bool point2Done = false;
private bool point3Done = false;
private bool reset2 = true;
private bool reset3 = true;
private bool skip = false;
[NonSerialized]
private TweenThreadVec3 moveToEndPoint1;
[NonSerialized]
private TweenThreadVec3 moveToEndPoint2;
[NonSerialized]
private TweenThreadVec3 moveToEndPoint3;
protected override void awake()
{
listOfCamera = GameObject.GetComponentsInChildren<Camera>().ToList();
if (listOfCamera.Count == 0)
Debug.LogError("EMPTY PREVIEW POINTS");
listOfCamera[0].SetMainCamera();
moveToEndPoint1 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[0].GetComponent<Transform>().LocalPosition, endPoint1, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint2 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[1].GetComponent<Transform>().LocalPosition, endPoint2, EASING_METHOD.EASE_IN_SINE);
moveToEndPoint3 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[2].GetComponent<Transform>().LocalPosition, endPoint3, EASING_METHOD.EASE_IN_SINE);
}
protected override void update()
{
if (!SceneFadeInOut.Instance.FadeOutFinished() && !point1Done)
{
moveToEndPoint1.Reset();
return;
}
if (Input.GetKeyUp(Input.KeyCode.Space))
{
skip = true;
point1Done = true;
SceneFadeInOut.Instance.CallFadeIn();
SceneFadeInOut.Instance.alphaValue = 0.01f;
}
if (skip && SceneFadeInOut.Instance.FadeInFinished())
{
playerCamera.GetComponent<Camera>().SetMainCamera();
SceneFadeInOut.Instance.CallFadeOut();
}
if (skip && SceneFadeInOut.Instance.FadeOutFinished())
{
GameManager.Instance.PreviewLevelDone = true;
}
if (!skip)
{
if (!point1Done)
{
listOfCamera[0].GetComponent<Transform>().LocalPosition = moveToEndPoint1.GetValue();
if (moveToEndPoint1.IsCompleted())
{
point1Done = true;
SceneFadeInOut.Instance.CallFadeIn();
SceneFadeInOut.Instance.alphaValue = 0.01f;
}
}
if (SceneFadeInOut.Instance.FadeInFinished() && point1Done)
{
listOfCamera[1].SetMainCamera();
SceneFadeInOut.Instance.CallFadeOut();
}
if (SceneFadeInOut.Instance.FadeOutFinished() && point1Done)
{
if (!point2Done)
{
if (reset2)
{
moveToEndPoint2.Reset();
reset2 = false;
}
listOfCamera[1].GetComponent<Transform>().LocalPosition = moveToEndPoint2.GetValue();
if (moveToEndPoint2.IsCompleted())
{
point2Done = true;
SceneFadeInOut.Instance.CallFadeIn();
SceneFadeInOut.Instance.alphaValue = 0.01f;
}
}
}
if (SceneFadeInOut.Instance.FadeInFinished() && point2Done)
{
listOfCamera[2].SetMainCamera();
SceneFadeInOut.Instance.CallFadeOut();
}
if (SceneFadeInOut.Instance.FadeOutFinished() && point2Done)
{
if (!point3Done)
{
if (reset3)
{
moveToEndPoint3 = TweenManager.CreateTweenThreadVec3(duration, listOfCamera[2].GetComponent<Transform>().LocalPosition, endPoint3, EASING_METHOD.EASE_IN_SINE);
reset3 = false;
}
listOfCamera[2].GetComponent<Transform>().LocalPosition = moveToEndPoint3.GetValue();
if (moveToEndPoint3.IsCompleted())
{
point3Done = true;
SceneFadeInOut.Instance.CallFadeIn();
SceneFadeInOut.Instance.alphaValue = 0.01f;
}
}
}
if (SceneFadeInOut.Instance.FadeInFinished() && point3Done)
{
playerCamera.GetComponent<Camera>().SetMainCamera();
SceneFadeInOut.Instance.CallFadeOut();
}
if (SceneFadeInOut.Instance.FadeOutFinished() && point3Done)
{
GameManager.Instance.PreviewLevelDone = true;
}
}
}
}
}

View File

@ -0,0 +1,3 @@
Name: SC_PreviewLevel
ID: 155897609
Type: 9

View File

@ -52,12 +52,15 @@ namespace SHADE_Scripting.UI
private static float EaseInSine(float value)
{
return (float)(1.0f - Math.Cos((value * Math.PI / 2.0f) ));
}
private static float EaseOutSine(float value)
{
return (float)(Math.Sin(value * Math.PI / 2.0f) );
}

View File

@ -22,22 +22,19 @@ public class ChangeSceneButton : Script
{
ui.OnRelease.RegisterAction(() =>
{
if (sceneID != 0)
{
Audio.PlaySFXOnce2D("event:/UI/success");
Audio.StopAllSounds();
Audio.PlaySFXOnce2D("event:/UI/success");
Audio.StopAllSounds();
if (SceneFadeInOut.Instance != null)
SceneFadeInOut.Instance.CallFadeIn();
clickedFlag = true;
clickedFlag = true;
}
});
}
else
{
Debug.LogError("Failed to register button action for ChangeSceneButton.");
}
}
protected override void update()

View File

@ -409,7 +409,11 @@ public class Cutscene : Script
private void initCutscene1()
{
listOfCutscene1Points = cutscene1Points.GetComponentsInChildren<Transform>().ToList();
if(cutscene1Points)
listOfCutscene1Points = cutscene1Points.GetComponentsInChildren<Transform>().ToList();
else
Debug.LogError("Cutscene1Points Missing");
if (listOfCutscene1Points.Count == 0)
Debug.LogError("Cutscene1Points Empty");
@ -455,7 +459,11 @@ public class Cutscene : Script
private void initCutscene2()
{
listOfCutscene2Points = cutscene2Points.GetComponentsInChildren<Transform>().ToList();
if(cutscene2Points)
listOfCutscene2Points = cutscene2Points.GetComponentsInChildren<Transform>().ToList();
else
Debug.LogError("cutscene2Points Missing");
if (listOfCutscene2Points.Count == 0)
Debug.LogError("Cutscene2Points Empty");
@ -503,7 +511,11 @@ public class Cutscene : Script
private void initCutscene3()
{
listOfCutscene3Points = cutscene3Points.GetComponentsInChildren<Transform>().ToList();
if(cutscene3Points)
listOfCutscene3Points = cutscene3Points.GetComponentsInChildren<Transform>().ToList();
else
Debug.LogError("cutscene3Points Missing");
if (listOfCutscene3Points.Count == 0)
Debug.LogError("Cutscene3Points Empty");

View File

@ -1,6 +1,7 @@
using System;
using SHADE;
using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;
public class EndScene : Script
{
@ -12,6 +13,15 @@ public class EndScene : Script
AudioHandler.audioClipHandlers["SFXMouseDownElement"] = Audio.CreateAudioClip("event:/UI/mouse_down_element");
AudioHandler.audioClipHandlers["SFXUISuccess"] = Audio.CreateAudioClip("event:/UI/success");
}
protected override void start()
{
Debug.Log("EndScene::Start():");
//Input.SetMouseCentering(false);
//Application.IsCursorVisible = true;
SceneFadeInOut.Instance.CallFadeOut();
}
protected override void update()
{
if (Input.GetKeyDown(Input.KeyCode.R))

View File

@ -1,6 +1,7 @@
using System;
using SHADE;
using SHADE_Scripting.Audio;
using SHADE_Scripting.UI;
public class MainMenu : Script
{
@ -23,6 +24,9 @@ public class MainMenu : Script
protected override void start()
{
//Input.SetMouseCentering(false);
//Application.IsCursorVisible = true;
SceneFadeInOut.Instance.CallFadeOut();
}
protected override void update()
{

View File

@ -8,16 +8,19 @@ public class PauseMenu : Script
public GameObject retryBtn;
public GameObject quitBtn;
public GameObject gamePauseText;
private TextRenderable gamePauseText;
public GameObject canvas;
protected override void awake()
{
GameManager.Instance.GamePause = false;
if (gamePauseText)
gamePauseText.GetComponent<TextRenderable>().Enabled = false;
if (GameManager.Instance != null)
GameManager.Instance.GamePause = false;
if (canvas)
{
gamePauseText = canvas.GetComponentInChildren<TextRenderable>();
canvas.SetActive(false);
}
if (!resumeBtn)
Debug.LogError("Resume Btn missing");
@ -39,9 +42,11 @@ public class PauseMenu : Script
if (GameManager.Instance.GamePause)
{
GameManager.Instance.GamePause = false;
Input.SetMouseCentering(true);
Application.IsCursorVisible = false;
AudioHandler.PauseAllSounds(false);
if (gamePauseText)
gamePauseText.GetComponent<TextRenderable>().Enabled = false;
gamePauseText.Enabled = false;
if (canvas)
canvas.SetActive(false);
}
@ -86,12 +91,14 @@ public class PauseMenu : Script
protected override void update()
{
if (Input.GetKeyDown(Input.KeyCode.Escape) && !GameManager.Instance.GamePause)
if (Input.GetKeyDown(Input.KeyCode.Escape) && !GameManager.Instance.GamePause && GameManager.Instance.stealFoodPopUpDone)
{
GameManager.Instance.GamePause = true;
Input.SetMouseCentering(false);
Application.IsCursorVisible = true;
AudioHandler.PauseAllSounds(true);
if (gamePauseText)
gamePauseText.GetComponent<TextRenderable>().Enabled = true;
gamePauseText.Enabled = true;
if (canvas)
canvas.SetActive(true);
}

View File

@ -43,7 +43,6 @@ namespace SHADE_Scripting.UI
protected override void start()
{
}
protected override void update()
@ -56,7 +55,6 @@ namespace SHADE_Scripting.UI
if (fadeInTime == 0.0f)
{
alphaValue = 1.0f;
}
else
{
@ -64,8 +62,8 @@ namespace SHADE_Scripting.UI
}
if (alphaValue >= 1.0f)
{
alphaValue = 1.0f;
GameObject.Parent.SetActive(false);
alphaValue = 1.0f;
//GameObject.Parent.SetActive(false);
}
}
@ -83,8 +81,10 @@ namespace SHADE_Scripting.UI
}
if (alphaValue <= 0.0f)
{
alphaValue = 0.0f;
GameObject.Parent.SetActive(false);
alphaValue = 0.0f;
//This line is to be added so that (because the fade in and out item is usually the front-most UI element)
//the fade in and out UI element does not block functionality of other UI elements
GameObject.Parent.SetActive(false);
}
}

View File

@ -0,0 +1,3 @@
Name: SC_ScrollingCredits
ID: 159139676
Type: 9

View File

@ -51,6 +51,13 @@ namespace SHADE_Scripting.UI
//538x377
protected override void update()
{
if (!GameManager.Instance.PreviewLevelDone)
{
rot.Reset();
scaleX.Reset();
scaleY.Reset();
return;
}
if (!popInDone)
{
@ -79,11 +86,11 @@ namespace SHADE_Scripting.UI
if (scaleOutX.IsCompleted() && scaleOutY.IsCompleted())
{
GameObject.SetActive(false);
GameManager.Instance.stealFoodPopUpDone = true;
}
}
}
}
}

View File

@ -0,0 +1,117 @@
#version 450
layout(local_size_x = 128) in;
struct EmitterParameters
{
vec4 angularMin;
vec4 angularMax;
vec4 lifeAndSizeRange; // min life, max life, min size, max size
}
struct ParticleData
{
vec4 position;
vec4 rotation;
vec4 velocity;
vec4 acceleration;
vec4 scaleAndDecay;
float life;
uint textureIndex;
}
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (std430, set = 2, binding = 0) readonly buffer EmitterBuffer
{
EmitterParameters data;
} emitterParams;
layout (std430, set = 2, binding = 1) coherent restrict buffer ParticlesInputBuffer
{
ParticleData data[];
} inputParticles;
// output buffer not needed
// layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
// {
// ParticleData data[];
// } outputParticles;
layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
{
int freeCount;
int freeIndices[];
} freelist;
// push constants
layout(std140, push_constant) uniform EmitterPushConstant
{
vec4 emitterPosition;
uint emissionCount;
} emitterPushConstant;
uint pcg_hash(uint seed)
{
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Used to advance the PCG state.
uint rand_pcg(inout uint rng_state)
{
uint state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Advances the prng state and returns the corresponding random float.
float rand(inout uint state)
{
uint x = rand_pcg(state);
state = x;
return float(x)*uintBitsToFloat(0x2f800004u);
}
void main()
{
uint emitterInvocationIndex = gl_GlobalInvocationID.x;
if (emitterInvocationIndex >= emitterPushConstant.emissionCount)
return;
int freelistIndex = atomicAdd (freelist.freeCount, -1) - 1;
if (freelistIndex < 0)
atomicAdd (freelist.freeCount, 1);
ParticleData particle;
int index = freelist.freeIndices[freelistIndex];
particle.position = emitterPosition;
particle.life = emitterParams.10.0f;
particles[index] = particle;
}

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@ -0,0 +1,141 @@
#version 450
layout(local_size_x = 128) in;
struct DrawArraysIndirectArgs
{
uint count;
uint instanceCount;
uint first;
uint baseInstance;
};
struct ParticleData
{
vec4 position;
vec4 rotation;
vec4 velocity;
vec4 acceleration;
vec4 scaleAndDecay;
float life;
uint textureIndex;
}
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (std430, set = 2, binding = 1) coherent restrict readonly buffer ParticlesInputBuffer
{
ParticleData data[];
} inputParticles;
// output buffer not needed
layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
{
ParticleData data[];
} outputParticles;
layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
{
int freeCount;
int freeIndices[];
} freelist;
layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
{
uint indices[];
};
layout (std140, set = 2, binding = 5) coherent restrict uniform IndirectDrawArgs
{
DrawArraysIndirectArgs indirectArgs;
};
// push constants
layout(std140, push_constant) uniform EmitterPushConstant
{
vec4 emitterPosition;
uint emissionCount;
} emitterPushConstant;
uint pcg_hash(uint seed)
{
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Used to advance the PCG state.
uint rand_pcg(inout uint rng_state)
{
uint state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Advances the prng state and returns the corresponding random float.
float rand(inout uint state)
{
uint x = rand_pcg(state);
state = x;
return float(x)*uintBitsToFloat(0x2f800004u);
}
void main()
{
uint index = gl_GlobalInvocationID.x;
ParticleData particle = inputParticles.data[index];
if (particle.lifetime > 0.0f)
{
// particle.position += particle.velocity * dt;
// particle.lifetime -= dt;
// particle.size -= 1.2f * dt;
// particle.color += 1.0f * dt;
if (particle.lifetime < 0.0f || particle.size < 0.0f)
{
particle.lifetime = 0.0f;
particle.position.x = 99999.0f;
outputParticles.data[index] = particle;
freelist.freeIndices[atomicAdd(freelist.freeCount, 1)] = int (index);
return;
}
outputParticles.data[index] = particle;
uint drawIndex = atomicAdd (indirectArgs.instanceCount, 1);
indices[drawIndex] = index;
}
}

View File

@ -32,5 +32,5 @@ void main()
Out.uv = aUV;
Out.color = aColor;
gl_Position = cameraData.projMat * aTransform * vec4(aPos, 1.0f);
gl_Position = cameraData.vpMat * aTransform * vec4(aPos, 1.0f);
}

View File

@ -37,7 +37,7 @@ layout(location = 1) out uint outEntityID;
void main()
{
fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (fragColor.a < 0.01f)
if (fragColor.a < 0.1f)
{
discard;
}

Binary file not shown.

View File

@ -656,6 +656,15 @@ namespace SHADE
}
}
void SHAudioSystem::SetParameterWithLabel(const char* path, const char* label)
{
result = fmodStudioSystem->setParameterByNameWithLabel(path, label);
if (result != FMOD_OK)
{
ErrorCheck();
}
}
void AudioClip::Play()
{
if(!instance)
@ -734,12 +743,16 @@ namespace SHADE
}
}
//void AudioClip::SetParameterLabel(const char* paramName, const char* label)
//{
// if (!instance)
// return;
// instance->setParameterByNameWithLabel(paramName, label);
//}
void AudioClip::SetParameterWithLabel(const char* paramName, const char* label)
{
if (!instance)
return;
FMOD_RESULT result = instance->setParameterByNameWithLabel(paramName, label);
if (result != FMOD_OK)
{
SHLOG_ERROR("Audio system error: {}", FMOD_ErrorString(result))
}
}
float AudioClip::GetParameterValue(const char* paramName)
{

View File

@ -33,7 +33,7 @@ namespace SHADE
void SetPause(bool pause);
bool IsPaused();
void SetParameter(const char* paramName, float value);
//void SetParameterLabel(const char* paramName, const char* label);
void SetParameterWithLabel(const char* paramName, const char* label);
float GetParameterValue(const char* paramName);
float GetVolume();
void SetVolume(float volume);
@ -94,6 +94,7 @@ namespace SHADE
float GetParameterValue(const char* path);
void SetParameter(const char* path, float value);
void SetParameterWithLabel(const char* path, const char* label);
private:
FMOD::Studio::System* fmodStudioSystem;

View File

@ -1,6 +1,6 @@
#include "SHpch.h"
#include "SHCameraArmComponent.h"
#include "Math/SHMathHelpers.h"
namespace SHADE
@ -16,6 +16,11 @@ namespace SHADE
SHVec3 const& SHCameraArmComponent::GetOffset() const noexcept
{
SHVec3 result = offset;
result = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(GetPitch())));
result = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(GetYaw())));
return offset;
}

View File

@ -172,11 +172,6 @@ namespace SHADE
void SHCameraSystem::UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept
{
SHVec3 offset{ 0.0f,0.0f, 1.0f };
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
@ -212,12 +207,18 @@ namespace SHADE
}
//Camera Collision stuff
SHVec3 cameraPos = camera->position + pivot.offset;
SHVec3 cameraTarget = camera->position;
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
SHRaycaster::RaycastInfo info;
//info.layers = (SHCollisionTagMatrix::GetTag("7")->GetMask());
info.layers = (uint16_t)(SHCollisionTagMatrix::GetTag("Camera")->GetMask());
info.distance = pivot.armLength;
info.continuous = false;
@ -235,38 +236,10 @@ namespace SHADE
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
newOffset = SHVec3::Normalise(newOffset) * (hitResult.distance * 0.95f);
pivot.offset = newOffset;
//cameraPos = camera->position + pivot.offset;
//SHLOG_INFO("CAMERA COLLISION HIT, {} armlength: {}, true armlength: {}", hitResult.distance, hitResult.distance, (cameraPos - camera->position).Length());
//SHLOG_INFO("Racoon Position {}, {}, {}, Camera Position: {}, {}, {}, Distance {}", cameraTarget.x, cameraTarget.y, cameraTarget.z, cameraPos.x, cameraPos.y, cameraPos.z, SHVec3::Distance(cameraTarget, cameraPos));
//SHLOG_INFO("Camera Position: {}, {}, {}", cameraPos.x, cameraPos.y, cameraPos.z);
//auto otherTransform = SHComponentManager::GetComponent_s<SHTransformComponent>(hitResult.entityHit);
//SHVec3 otherPos = hitResult.position;
//SHLOG_INFO("hit distance{} other pos: {},{},{}, distance between: {}", hitResult.distance, otherPos.x, otherPos.y, otherPos.z, SHVec3::Distance(cameraTarget,otherPos));
break;
}
}
////auto result = physicsSystem->Raycast(pivot.ray);
//if (result && result.distance < pivot.GetArmLength())
//{
//
// SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
// newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
// newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
// pivot.offset = newOffset;
// //SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
//}
//else
//{
// //SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
//}
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
}

View File

@ -13,4 +13,5 @@
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Physics/Interface/SHColliderComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "AudioSystem/SHAudioListenerComponent.h"
#include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"

View File

@ -376,7 +376,9 @@ namespace SHADE
{
if(editor->LoadScene(asset->id))
{
#ifdef SHEDITOR
editor->editorConfig->workingSceneID = asset->id;
#endif
}
}
break;

View File

@ -27,6 +27,8 @@
#include "Physics/Collision/Shapes/SHSphere.h"
#include "../SHEditorWindowManager.h"
#include "../AssetBrowser/SHAssetBrowser.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
namespace SHADE
{
template<typename T>
@ -599,8 +601,8 @@ namespace SHADE
component->SetText(val);
}
);
SHEditorWidgets::ColorPicker("Color", [&textComp = component]() {return textComp->GetColour(); }, [&textComp = component](SHVec4 const& newColor) {textComp->SetColour(newColor); });
SHEditorWidgets::DragVec3("Text Size", { "X", "Y", "Z" }, [&textComp = component]() {return textComp->GetTextSize();}, [&textComp = component](SHVec3 const& size) {textComp->SetTextSize(size); });
SHEditorWidgets::ColorPicker("Color", [&textComp = component]() {return textComp->GetColor(); }, [&textComp = component](SHVec4 const& newColor) {textComp->SetColor(newColor); });
}
else
{
@ -679,4 +681,95 @@ namespace SHADE
ImGui::PopID();
}
template<>
static void DrawComponent(SHTrajectoryRenderableComponent* component)
{
if (!component)
return;
ImGui::PushID(SHFamilyID<SHComponent>::GetID<SHTrajectoryRenderableComponent>());
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
Handle<SHMesh> const& mesh = component->GetMesh();
const auto MESH_NAME = SHResourceManager::GetAssetName<SHMesh>(mesh).value_or("");
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", MESH_NAME, [component]()
{
Handle<SHMesh> const& mesh = component->GetMesh();
return SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0);
},
[component](AssetID const& id)
{
if (SHAssetManager::GetType(id) != AssetType::MESH)
{
SHLOG_WARNING("Attempted to assign non mesh asset to Renderable Mesh property!")
return;
}
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
if (Handle<SHMesh> const& mesh = component->GetMesh())
{
AssetID assetID = SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0);
SHEditorWindowManager::GetEditorWindow<SHAssetBrowser>()->SetScrollTo(assetID);
}
}
SHEditorWidgets::ColorPicker("Start Color",
[comp = component]()
{
SHVec4 newColor(comp->GetStartColor());
newColor.w = comp->GetStartAlpha();
return newColor;
},
[comp = component](SHVec4 vec)
{
SHVec3 temp{vec.x, vec.y, vec.z};
float a = vec.w;
comp->SetStartColor(temp);
comp->SetStartAlpha(a);
});
SHEditorWidgets::ColorPicker("End Color",
[comp = component]()
{
SHVec4 newColor(comp->GetEndColor());
newColor.w = comp->GetEndAlpha();
return newColor;
},
[comp = component](SHVec4 vec)
{
SHVec3 temp{ vec.x, vec.y, vec.z };
float a = vec.w;
comp->SetEndColor(temp);
comp->SetEndAlpha(a);
});
SHEditorWidgets::DragFloat("Color Evolve Rate",
[comp = component]()
{
return comp->GetColorEvolveRate();
},
[comp = component](float rate)
{
return comp->SetColorEvolveRate(rate);
});
}
else
{
DrawContextMenu(component);
}
ImGui::PopID();
}
}

View File

@ -180,6 +180,10 @@ namespace SHADE
{
DrawComponent(listenerComponent);
}
if (auto trajectoryComponent = SHComponentManager::GetComponent_s<SHTrajectoryRenderableComponent>(eid))
{
DrawComponent(trajectoryComponent);
}
ImGui::Separator();
// Render Scripts
SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -195,6 +199,7 @@ namespace SHADE
DrawAddComponentButton<SHButtonComponent>(eid);
DrawAddComponentButton<SHToggleButtonComponent>(eid);
DrawAddComponentButton<SHSliderComponent>(eid);
DrawAddComponentButton<SHTrajectoryRenderableComponent>(eid);
// Components that require Transforms

View File

@ -592,8 +592,10 @@ namespace SHADE
{
//Load the scene
sceneToLoad = 0;
#ifdef SHEDITOR
editorConfig->workingSceneID = assetID;
SHConfigurationManager::SaveEditorConfig();
#endif
SHSceneManager::RestartScene(assetID);
return true;
}

View File

@ -262,7 +262,7 @@ namespace SHADE
copyRegions[i].imageSubresource.baseArrayLayer = 0; // TODO: Array textures not supported yet
copyRegions[i].imageSubresource.layerCount = layerCount;
copyRegions[i].imageOffset = vk::Offset3D{ 0,0,0 };
copyRegions[i].imageExtent = vk::Extent3D{ width >> i, height >> i, 1 };
copyRegions[i].imageExtent = vk::Extent3D{ std::max (1u, width >> i), std::max (1u, height >> i), 1 };
}
cmdBufferHdl->CopyBufferToImage(stagingBuffer, vkImage, copyRegions);

View File

@ -59,6 +59,13 @@ namespace SHADE
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::PARTICLE_RENEDERING)].descMappings.AddMappings
({
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PARTICLES, 2},
});
}
void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
@ -194,6 +201,73 @@ namespace SHADE
Handle<SHVkDescriptorSetLayout> materialBoneDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding, boneDataBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, materialBoneDataPerInstanceLayout->GetVkHandle(), "[Descriptor Set Layout] Material and Bone Globals");
// particle emitter binding
SHVkDescriptorSetLayout::Binding emitterDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_EMITTER_DATA,
.DescriptorCount = 1,
};
// particle input binding
SHVkDescriptorSetLayout::Binding particleInputDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INPUT_DATA,
.DescriptorCount = 1,
};
// particle output binding
SHVkDescriptorSetLayout::Binding particleOutputDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute | vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_OUTPUT_DATA,
.DescriptorCount = 1,
};
// particle freelist binding
SHVkDescriptorSetLayout::Binding particleFreelistBinding
{
.Type = vk::DescriptorType::eStorageBuffer, // non dynamic because we only need 1 copy for all frames
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_FREELIST_DATA,
.DescriptorCount = 1,
};
// particle indices binding
SHVkDescriptorSetLayout::Binding particleIndicesBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic, // dynamic because we have multiple copies.
.Stage = vk::ShaderStageFlagBits::eCompute | vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INDICES_DATA,
.DescriptorCount = 1,
};
// particle draw call binding
SHVkDescriptorSetLayout::Binding particleDrawDataBinding
{
.Type = vk::DescriptorType::eUniformBufferDynamic, // UBO (Because lesser data), dynamic (1 set for each frame)
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_DRAW_DATA,
.DescriptorCount = 1,
};
Handle<SHVkDescriptorSetLayout> particleDescSetLayout = logicalDevice->CreateDescriptorSetLayout(
{
emitterDataBinding,
particleInputDataBinding,
particleOutputDataBinding,
particleFreelistBinding,
particleIndicesBinding,
particleDrawDataBinding
});
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, particleDescSetLayout->GetVkHandle(), "[Descriptor Set Layout] Particle System Data");
predefinedLayouts.push_back(staticGlobalLayout);
predefinedLayouts.push_back(lightDataDescSetLayout);
predefinedLayouts.push_back(cameraDataGlobalLayout);
@ -201,6 +275,7 @@ namespace SHADE
predefinedLayouts.push_back(fontDataDescSetLayout);
predefinedLayouts.push_back(shadowMapDescLayout);
predefinedLayouts.push_back(materialBoneDataPerInstanceLayout);
predefinedLayouts.push_back(particleDescSetLayout);
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts = GetPredefinedDescSetLayouts
(
@ -235,6 +310,13 @@ namespace SHADE
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA
);
perSystemData[SHUtilities::ConvertEnum(SystemType::PARTICLE_RENEDERING)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::PARTICLES
);
}
void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept

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@ -29,7 +29,8 @@ namespace SHADE
MATERIALS = 0b00001000,
FONT = 0b00010000,
SHADOW = 0b00100000,
MATERIAL_AND_BONES = 0b01000000
MATERIAL_AND_BONES = 0b01000000,
PARTICLES = 0b10000000
};
enum class SystemType
@ -39,6 +40,7 @@ namespace SHADE
TEXT_RENDERING,
RENDER_GRAPH_NODE_COMPUTE,
TRAJECTORY_RENDERING,
PARTICLE_RENEDERING,
NUM_TYPES
};
static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);

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@ -16,5 +16,6 @@ namespace SHADE
FONT,
RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
RENDER_GRAPH_RESOURCE,
PARTICLES,
};
}

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@ -130,7 +130,7 @@ namespace SHADE
static constexpr std::string_view GBUFFER_WRITE_VFX_SUBPASS = "G-Buffer Write With VFX";
static constexpr std::string_view UI_SUBPASS = "UI";
static constexpr std::string_view UI_TRANSLUCENT_SUBPASS = "UI Translucent";
static constexpr std::string_view VFX_SUBPASS = "VFX";
static constexpr std::string_view VFX_SUBPASS = "VFX Subpass";
static constexpr std::string_view OBJ_VFX_SUBPASS = "Object VFX Subpass No Depth";
static constexpr std::array USABLE_SUBPASSES =
@ -233,6 +233,61 @@ namespace SHADE
*/
/***************************************************************************/
static constexpr uint32_t BONE_MATRIX_DATA = 1;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle emitter data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_EMITTER_DATA = 0;
/***************************************************************************/
/*!
\brief
Descriptor set binding for input particle data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_INPUT_DATA = 1;
/***************************************************************************/
/*!
\brief
Descriptor set binding for output particle data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_OUTPUT_DATA = 2;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle freelist data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_FREELIST_DATA = 3;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle indices data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_INDICES_DATA = 4;
/***************************************************************************/
/*!
\brief
Descriptor set binding for bone matrix data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_DRAW_DATA = 5;
};
struct VertexBufferBindings
@ -307,6 +362,7 @@ namespace SHADE
*/
/***************************************************************************/
static constexpr uint32_t TRAJECTORY_COLOR = 2;
static constexpr uint32_t TRAJECTORY_TRANSFORM = 3;
static constexpr uint32_t CALCULATED_GLYPH_POSITION = 0;
static constexpr uint32_t GLYPH_INDEX = 1;

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@ -337,7 +337,7 @@ namespace SHADE
/* VFX PASS */
/*-----------------------------------------------------------------------*/
auto vfxPass = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data(), { "Scene", "Depth Buffer" }, { SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data() });
auto vfxSubpass = vfxPass->AddSubpass("Vfx Subpass", worldViewport, worldRenderer);
auto vfxSubpass = vfxPass->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::VFX_SUBPASS.data(), worldViewport, worldRenderer);
vfxSubpass->AddColorOutput("Scene");
vfxSubpass->AddDepthOutput("Depth Buffer");
vfxSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
@ -485,8 +485,8 @@ namespace SHADE
trajectoryRenderingSubSystem = resourceManager.Create<SHTrajectoryRenderingSubSystem>();
auto vfxNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
trajectoryRenderingSubSystem->Init(device, vfxNode->GetRenderpass(), vfxNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), trajectoryVS, trajectoryFS);
auto vfxNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::VFX_PASS.data());
trajectoryRenderingSubSystem->Init(device, vfxNode->GetRenderpass(), vfxNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::VFX_SUBPASS), trajectoryVS, trajectoryFS);
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);

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@ -0,0 +1,23 @@
#include "SHpch.h"
#include "SHParticleEmitterComponent.h"
namespace SHADE
{
void SHParticleEmitterComponent::OnCreate(void)
{
timeBeforeEmission = emissionInterval;
}
void SHParticleEmitterComponent::OnDestroy(void)
{
}
void SHParticleEmitterComponent::Emit(void) noexcept
{
toEmit = true;
}
}

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@ -0,0 +1,111 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Math/Vector/SHVec4.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
namespace SHADE
{
class SHVkBuffer;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHParticleEmitterComponent : public SHComponent
{
private:
struct GPUEmitterStruct
{
//! Minimum emitting angular range
SHVec4 angularMin;
//! Maximum emitting angular range
SHVec4 angularMax;
//! Spawn lifetime and size range (min and max)
SHVec4 lifeAndSizeRange;
};
struct GPUParticleStruct
{
//! Position of the particle
SHVec4 position;
//! Rotation of the particle
SHVec4 rotation;
//! Velocity of the particle
SHVec4 velocity;
//! Acceleration of the particle
SHVec4 acceleration;
//! x scale, x scale decay, y scale and y scale decay
SHVec4 scaleAndDecay;
//! Life of the particle
float life;
//! Texture into the desc array that the particle is using
uint32_t textureIndex;
};
//! Max number of particles of this emitter
uint32_t maxParticles;
//! num bytes of all particles in 1 chunk (1 frame)
uint32_t chunkSize;
//! emission count per emit
uint32_t emissionCount;
//! emission interval of the emitter
float emissionInterval;
//! Counter that decreases to 0 from emissionInterval. When 0, emit particles.
float timeBeforeEmission;
//! Data for the emitter
Handle<SHVkBuffer> emitterData;
//! GPU Particle data
Handle<SHVkBuffer> particleData;
//! Freelist data
Handle<SHVkBuffer> freelistData;
//! Indices data
Handle<SHVkBuffer> indicesData;
//! draw call data
Handle<SHVkBuffer> drawCallData;
//! We need more descriptor sets because the operations on a frame's particle data needs to rely on the previous frame's. Each set
//! will contain 2 bindings that point to 2 buffers (input and output).
Handle<SHVkDescriptorSetGroup> particleDescriptorSet;
//! Emitter's data on the CPU side. To be copied to GPU.
GPUEmitterStruct cpuEmitterData;
//! If passive, emitter emits particles based on timer above.
bool isPassive;
//! Have the particle system initialize variables in this component when this is false
bool initialized;
//! If true, particle system will emit particles in Run function. Sets to false every frame.
bool toEmit;
//! For all the dynamic SSBOs in the descriptor set
std::array<std::array<uint32_t, 5>, SHGraphicsConstants::NUM_FRAME_BUFFERS> dynamicOffsets{};
public:
void OnCreate(void) override final;
void OnDestroy(void) override final;
void Emit (void) noexcept;
friend class SHParticleSubSystem;
};
}

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@ -1,41 +0,0 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Graphics/Pipeline/SHPipelineState.h"
#include "Math/SHMatrix.h"
namespace SHADE
{
class SHVkLogicalDevice;
class SHVkDescriptorPool;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHVkPipeline;
class SHVkPipelineLayout;
class SHVkRenderpass;
class SHSubpass;
class SHVkShaderModule;
class SHRenderer;
class SHParticleSubSystem
{
private:
Handle<SHVkLogicalDevice> logicalDevice;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass) noexcept;
void Run(uint32_t frameIndex) noexcept;
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
void Exit(void) noexcept;
};
}

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@ -1,7 +1,309 @@
#include "SHpch.h"
#include "SHParticleSubSustem.h"
#include "SHParticleSubSystem.h"
#include "Graphics/Pipeline/SHPipelineLayoutParams.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Particles/SHParticleEmitterComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Descriptors/SHVkDescriptorSetLayout.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
void SHParticleSubSystem::InitializeComponent(SHParticleEmitterComponent& comp) noexcept
{
uint32_t emitterStructAligned = logicalDevice->PadSSBOSize(sizeof (SHParticleEmitterComponent::GPUEmitterStruct));
uint32_t particleStructAligned = logicalDevice->PadUBOSize(sizeof (SHParticleEmitterComponent::GPUParticleStruct));
uint32_t sizeofIndirectCmd = static_cast<uint32_t>(sizeof(vk::DrawIndirectCommand));
uint32_t sizeofUint = static_cast<uint32_t>(sizeof(uint32_t));
// TODO: temporary only.
static constexpr uint32_t NUM_PARTICLES = 500;
comp.maxParticles = NUM_PARTICLES;
// offset into the buffer for input and output
uint32_t const PARTICLE_FRAME_CHUNK_SIZE = (particleStructAligned * comp.maxParticles);
// Buffer Initialization
{
// count, value
std::vector<uint32_t> freelistInit(comp.maxParticles + 1, 0);
freelistInit[0] = comp.maxParticles;
// Particle emitter buffer. Multiple copies, Host-visible mapped. We want multiple copies because we'll be writing to it from the CPU. We don't want to do that while the GPU
// is using it during compute operations so we write to another portion.
comp.emitterData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * emitterStructAligned, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// buffer for particle data: pure GPU memory, no transfers, no flags. We want to triple buffer this so that we can submit work to the GPU
// without having to wait for rendering to finish reading the data
comp.particleData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * particleStructAligned * NUM_PARTICLES, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, {});
// Buffer for freelist data. 1 copy only, host-visible mapped. We only need 1 copy because it is only required in compute. If it was used or read in another
// stage we would need more copies.
comp.freelistData = logicalDevice->CreateBuffer(sizeofUint * (comp.maxParticles + 1), freelistInit.data(), sizeofUint * (comp.maxParticles + 1), vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// Buffer for indices. NUM_FRAME_BUFFERS copies since it's used in rendering. host-visible mapped.
comp.indicesData = logicalDevice->CreateBuffer(sizeofUint * comp.maxParticles, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// Draw call data will not be tampered with after this initialization except for one variable: instanceCount, which will be modified from compute shader
std::array<vk::DrawIndirectCommand, SHGraphicsConstants::NUM_FRAME_BUFFERS> indirectCommands{};
for (auto& cmd : indirectCommands)
{
cmd.vertexCount = 4;
cmd.firstVertex = 0;
cmd.firstInstance = 0;
cmd.instanceCount = 0;
}
// buffer to store draw call data. Non-indexed, host-visible mapped, triple buffered.
comp.drawCallData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * sizeofIndirectCmd, indirectCommands.data(), SHGraphicsConstants::NUM_FRAME_BUFFERS * sizeofIndirectCmd, vk::BufferUsageFlagBits::eUniformBuffer | vk::BufferUsageFlagBits::eIndirectBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
}
// Descriptor set initialization
{
// Get particle desc set layout
auto descSetLayout = SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::PARTICLES);
// Since we are populating the set as is, the set index will be 0
static constexpr uint32_t PARTICLE_DATA_SET_INDEX = 0;
// Variable desc counts, all ignored anyway (This is required but its a dumb interface. You can only blame yourself, Brandon. )
std::vector const VARIABLE_COUNTS = {0u,0u,0u,0u,0u};
// allocate new desc set
comp.particleDescriptorSet = descPool->Allocate(descSetLayout, VARIABLE_COUNTS);
// convenience handle
auto set = comp.particleDescriptorSet;
// After buffers are created, we want to populate all bindings(6) with the buffers
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_EMITTER_DATA, { &comp.emitterData, 1 }, 0, emitterStructAligned);
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INPUT_DATA, { &comp.particleData, 1 }, 0, PARTICLE_FRAME_CHUNK_SIZE); // input and output will be th same until we bind using dynamic offsets
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_OUTPUT_DATA, { &comp.particleData, 1 }, 0, PARTICLE_FRAME_CHUNK_SIZE);
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_FREELIST_DATA, { &comp.freelistData, 1 }, 0, sizeofUint * (comp.maxParticles + 1));
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INDICES_DATA, { &comp.indicesData, 1 }, 0, sizeofUint * (comp.maxParticles));
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_DRAW_DATA, { &comp.drawCallData, 1 }, 0, sizeofIndirectCmd);
}
comp.initialized = true;
comp.timeBeforeEmission = comp.emissionInterval;
comp.toEmit = false;
comp.chunkSize = PARTICLE_FRAME_CHUNK_SIZE;
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
auto& offsets = comp.dynamicOffsets[i];
uint32_t inputOffset = PARTICLE_FRAME_CHUNK_SIZE * ((i + SHGraphicsConstants::NUM_FRAME_BUFFERS - 1) % SHGraphicsConstants::NUM_FRAME_BUFFERS); // take previous frame's data
uint32_t outputOffset = PARTICLE_FRAME_CHUNK_SIZE * i;
// In the order of:
// 1. Emitter data
// 2. Particle input
// 3. Particle output
// 4. Particle draw data
offsets[DYOFF_INDEX_EMITTER] = i * emitterStructAligned;
offsets[DYOFF_INDEX_PARTICLE_INPUT] = inputOffset;
offsets[DYOFF_INDEX_PARTICLE_OUTPUT] = outputOffset;
offsets[DYOFF_INDEX_INDICES_DATA] = i * sizeofUint * comp.maxParticles;
offsets[DYOFF_INDEX_DRAW_DATA] = i * sizeofIndirectCmd;
}
}
void SHParticleSubSystem::EmitComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());
// bind the descriptor sets required for emitting particles
cmdBuffer->BindDescriptorSet(comp.particleDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::PARTICLES), comp.dynamicOffsets[frameIndex]);
cmdBuffer->SetPushConstantVariable("EmitterPushConstant.emitterPosition", transform->GetWorldPosition(), SH_PIPELINE_TYPE::COMPUTE);
cmdBuffer->SetPushConstantVariable("EmitterPushConstant.emissionCount", comp.emissionCount, SH_PIPELINE_TYPE::COMPUTE);
// emit particles
cmdBuffer->ComputeDispatch((comp.emissionCount / EMITTER_WORKGROUP_SIZE) + 1, 1, 1);
}
void SHParticleSubSystem::UpdateCompoennt(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
uint32_t instanceCountOffset = sizeof (vk::DrawIndirectCommand) * frameIndex + offsetof(vk::DrawIndirectCommand, instanceCount);
uint32_t ZERO = 0;
// reset instance count to 0
comp.drawCallData->WriteToMemory (&ZERO, sizeof(uint32_t), 0, instanceCountOffset);
// bind the descriptor sets required for emitting particles
cmdBuffer->BindDescriptorSet(comp.particleDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::PARTICLES), comp.dynamicOffsets[frameIndex]);
// dispatch the compute shaders to update particles
cmdBuffer->ComputeDispatch((comp.maxParticles / EMITTER_WORKGROUP_SIZE) + 1, 1, 1);
}
void SHParticleSubSystem::RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
}
void SHParticleSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept
{
descPool = inDescPool;
logicalDevice = device;
/*-----------------------------------------------------------------------*/
/* INITIALIZE ALL PIPELINES */
/*-----------------------------------------------------------------------*/
SHPipelineLayoutParams plParams
{
.shaderModules = {VS, FS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
renderingPipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
renderingPipelineData.pipeline = logicalDevice->CreateGraphicsPipeline(renderingPipelineData.pipelineLayout, nullptr, compatibleRenderpass, subpass);
SHPipelineLayoutParams emitPlParams
{
.shaderModules = {emitCS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
emittingPipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(emitPlParams);
emittingPipelineData.pipeline = logicalDevice->CreateComputePipeline(emittingPipelineData.pipelineLayout);
SHPipelineLayoutParams defaultUpdatePlParams
{
.shaderModules = {defaultUpdateCS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
defaultUpdatePipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(defaultUpdatePlParams);
defaultUpdatePipelineData.pipeline = logicalDevice->CreateComputePipeline(defaultUpdatePipelineData.pipelineLayout);
/*-----------------------------------------------------------------------*/
/* OTHER INITIALIZATION */
/*-----------------------------------------------------------------------*/
SHComponentManager::CreateComponentSparseSet<SHParticleEmitterComponent>();
}
void SHParticleSubSystem::Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, float dt) noexcept
{
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
// Get offset into GPU emitter data (for updating)
uint32_t emitterDataOffset = frameIndex * sizeof (SHParticleEmitterComponent::GPUEmitterStruct);
// Barriers to make sure emitting shader is done completely before update is run.
// Every emitter will have its own barrier.
std::vector<vk::BufferMemoryBarrier> preUpdateBarriers{};
preUpdateBarriers.resize(emitters.size());
// If we wanted to be VERY safe, a barrier would be good here to make sure output particles have finish reading input particles in
// the update compute. HOWEVER since a NUM_FRAME_BUFFERS frames would have passed by then, we will not insert 1 here.
/*-----------------------------------------------------------------------*/
/* BEGIN EMITTING PARTICES */
/*-----------------------------------------------------------------------*/
// TODO: Might need to issue a barrier here for input particle data
// bind the pipeline for emitting particles
cmdBuffer->BindPipeline(emittingPipelineData.pipeline);
// Generic data
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
uint32_t i = 0;
for (auto& emitter : emitters)
{
if (!emitter.initialized)
InitializeComponent(emitter);
// Set emitter emit flag to true here if there are ready to be emitted
if (emitter.isPassive)
{
// decrement emission timer
emitter.timeBeforeEmission -= dt;
// Check if time to emit
if (emitter.timeBeforeEmission <= 0.0f)
{
// reset timer
emitter.timeBeforeEmission = emitter.emissionInterval;
// Emit later
emitter.toEmit = true;
}
}
if (emitter.toEmit) // take note that if emitter is not passive, this can also be set to true outside of this function
{
// Copy data to host visible buffer of emitter
emitter.emitterData->WriteToMemory (&emitter.cpuEmitterData, sizeof (SHParticleEmitterComponent::GPUEmitterStruct), 0, emitterDataOffset);
// Call emit function here
EmitComponent(cmdBuffer, emitter, frameIndex);
}
// make new barrier on stack...
vk::BufferMemoryBarrier barrier
{
.srcAccessMask = vk::AccessFlagBits::eShaderWrite,
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
.buffer = emitter.particleData->GetVkBuffer(),
.offset = emitter.dynamicOffsets[frameIndex][DYOFF_INDEX_PARTICLE_INPUT],
.size = emitter.chunkSize
};
// ...copy assign barrier on heap
preUpdateBarriers[i] = barrier;
emitter.toEmit = false;
++i;
}
// issue the barrier to wait
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eComputeShader, {}, {}, preUpdateBarriers, {});
/*-----------------------------------------------------------------------*/
/* EMITTING PARTICLES DONE, BEGIN UPDATES.... */
/*-----------------------------------------------------------------------*/
// bind the pipeline for updating
cmdBuffer->BindPipeline(defaultUpdatePipelineData.pipeline);
for (auto& emitter : emitters)
{
UpdateCompoennt(cmdBuffer, emitter, frameIndex);
}
}
void SHParticleSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
{
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
for (auto& emitter : emitters)
{
}
}
void SHParticleSubSystem::Exit(void) noexcept
{
}
}

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@ -0,0 +1,93 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Graphics/Pipeline/SHPipelineState.h"
#include "Math/SHMatrix.h"
namespace SHADE
{
class SHVkLogicalDevice;
class SHVkDescriptorPool;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHVkPipeline;
class SHVkPipelineLayout;
class SHVkRenderpass;
class SHSubpass;
class SHVkShaderModule;
class SHRenderer;
class SHParticleEmitterComponent;
class SHParticleSubSystem
{
private:
static constexpr uint32_t EMITTER_WORKGROUP_SIZE = 128;
static constexpr uint32_t DYOFF_INDEX_EMITTER = 0;
static constexpr uint32_t DYOFF_INDEX_PARTICLE_INPUT = 1;
static constexpr uint32_t DYOFF_INDEX_PARTICLE_OUTPUT = 2;
static constexpr uint32_t DYOFF_INDEX_INDICES_DATA = 3;
static constexpr uint32_t DYOFF_INDEX_DRAW_DATA = 4;
// To hold data for a pipeline and pipeline layout.
// We want this here because particles require 3 pipeline sets:
// - Rendering
// - Emit Compute
// - Update Compute
struct PipelineData
{
//! Pipeline
Handle<SHVkPipeline> pipeline;
//! Pipeline layout for pipeline creation
Handle<SHVkPipelineLayout> pipelineLayout;
};
#if 0 // not used, mainly for convenience to show what shaders use
// Push constant data for emitters
struct EmitterShaderPC
{
//! Emitter position
SHVec4 emitterPosition;
//! emission count for 1 single emission
uint32_t emissionCount;
};
#endif
//! Logical device for creation and destruction
Handle<SHVkLogicalDevice> logicalDevice;
//! Pipeline data for rendering particles
PipelineData renderingPipelineData;
//! Pipeline data for emitting particles
PipelineData emittingPipelineData;
//! Pipeline data for updating particles
PipelineData defaultUpdatePipelineData;
//! Desc pool for particle component desc set allocation
Handle<SHVkDescriptorPool> descPool;
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
void EmitComponent (Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void UpdateCompoennt(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept;
void Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, float dt) noexcept;
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
void Exit(void) noexcept;
};
}

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@ -29,6 +29,8 @@ namespace SHADE
// Default white color.
color = SHColour::WHITE;
textSize = SHVec3::One;
}
void SHTextRenderableComponent::OnDestroy(void)
@ -61,11 +63,16 @@ namespace SHADE
MakeDirty();
}
void SHTextRenderableComponent::SetColour(SHColour const& newColor) noexcept
void SHTextRenderableComponent::SetColor(SHColour const& newColor) noexcept
{
color = newColor;
}
void SHTextRenderableComponent::SetTextSize(SHVec3 const& size) noexcept
{
textSize = size;
}
/***************************************************************************/
/*!
@ -87,11 +94,16 @@ namespace SHADE
return fontHandle;
}
SHADE::SHColour const& SHTextRenderableComponent::GetColour(void) const noexcept
SHADE::SHColour const& SHTextRenderableComponent::GetColor(void) const noexcept
{
return color;
}
SHVec3 const& SHTextRenderableComponent::GetTextSize(void) const noexcept
{
return textSize;
}
}
namespace rttr

View File

@ -40,6 +40,9 @@ namespace SHADE
//! character position data for each letter in the text
Handle<SHVkBuffer> charPositionDataBuffer;
//! Text size. Multiplied to TRS.
SHVec3 textSize;
void MakeDirty (void) noexcept;
void Clean (void) noexcept;
@ -52,11 +55,13 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
void SetText (std::string_view newText) noexcept;
void SetFont(Handle<SHFont> font) noexcept;
void SetColour(SHColour const& newColor) noexcept;
void SetColor(SHColour const& newColor) noexcept;
void SetTextSize (SHVec3 const& size) noexcept;
std::string const& GetText (void) const noexcept;
Handle<SHFont> GetFont (void) const noexcept;
SHColour const& GetColour (void) const noexcept;
SHColour const& GetColor (void) const noexcept;
SHVec3 const& GetTextSize (void) const noexcept;
friend class SHTextRenderingSubSystem;

View File

@ -210,10 +210,13 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0);
auto const& textSize = comp.textSize;
SHMatrix textSizeScale{textSize.x, 0.0f, 0.0f, 0.0f, 0.0f, textSize.y, 0.0f, 0.0f, 0.0f, 0.0f, textSize.z, 0.0f};
if (auto* uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(comp.GetEID()))
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", uiComp->GetMatrix(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", textSizeScale * uiComp->GetMatrix(), SH_PIPELINE_TYPE::GRAPHICS);
else
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", textSizeScale * transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS);

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@ -71,7 +71,7 @@ namespace SHADE
//! of the texture library would mean the recreation of the desc set that also
//! involves the generic data, which is bad bad bad. Solution is to separate the
//! 2 desc sets.
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 2000;
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 1000;
/*-----------------------------------------------------------------------------*/
/* Usage Functions */

View File

@ -42,16 +42,26 @@ namespace SHADE
return mesh;
}
SHVec4 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
SHVec3 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
{
return startColor;
}
SHVec4 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
SHVec3 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
{
return endColor;
}
float SHTrajectoryRenderableComponent::GetStartAlpha(void) const noexcept
{
return startAlpha;
}
float SHTrajectoryRenderableComponent::GetEndAlpha(void) const noexcept
{
return endAlpha;
}
float SHTrajectoryRenderableComponent::GetColorEvolveRate(void) const noexcept
{
return colorEvolveRate;
@ -67,17 +77,27 @@ namespace SHADE
positions = inPositions;
}
void SHTrajectoryRenderableComponent::SetStartColor(SHVec4 color) noexcept
void SHTrajectoryRenderableComponent::SetStartColor(SHVec3 color) noexcept
{
startColor = color;
}
void SHTrajectoryRenderableComponent::SetEndColor(SHVec4 color) noexcept
void SHTrajectoryRenderableComponent::SetEndColor(SHVec3 color) noexcept
{
endColor = color;
}
void SHTrajectoryRenderableComponent::SetStartAlpha(float a) noexcept
{
startAlpha = a;
}
void SHTrajectoryRenderableComponent::SetEndAlpha(float a) noexcept
{
endAlpha = a;
}
void SHTrajectoryRenderableComponent::SetColorEvolveRate(float rate) noexcept
{
colorEvolveRate = rate;

View File

@ -10,7 +10,7 @@ namespace SHADE
{
class SHMesh;
class SHTrajectoryRenderableComponent : public SHComponent
class SH_API SHTrajectoryRenderableComponent : public SHComponent
{
private:
@ -21,10 +21,16 @@ namespace SHADE
std::vector<SHVec3> positions;
//! Starting color of the trajectory
SHVec4 startColor;
SHVec3 startColor;
//! Color the trajectory should evolve to the longer it is
SHVec4 endColor;
SHVec3 endColor;
//! Starting alpha of the trajectory
float startAlpha;
//! end alpha of the trajectory
float endAlpha;
//! evolving rate of the color
float colorEvolveRate;
@ -35,14 +41,18 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
void SetMesh(Handle<SHMesh> newMesh) noexcept;
void SetPositions (std::vector<SHVec3> const& inPositions) noexcept;
void SetStartColor(SHVec4 startColor) noexcept;
void SetEndColor (SHVec4 endColor) noexcept;
void SetColorEvolveRate (float rate) noexcept;
void SetStartColor(SHVec3 startColor) noexcept;
void SetEndColor (SHVec3 endColor) noexcept;
void SetStartAlpha(float a) noexcept;
void SetEndAlpha (float a) noexcept;
void SetColorEvolveRate(float rate) noexcept;
std::vector<SHVec3> GetPositions (void) const noexcept;
Handle<SHMesh> GetMesh (void) const noexcept;
SHVec4 const& GetStartColor (void) const noexcept;
SHVec4 const& GetEndColor (void) const noexcept;
SHVec3 const& GetStartColor (void) const noexcept;
SHVec3 const& GetEndColor (void) const noexcept;
float GetStartAlpha (void) const noexcept;
float GetEndAlpha (void) const noexcept;
float GetColorEvolveRate (void) const noexcept;
void OnCreate(void) override final;

View File

@ -59,8 +59,8 @@ namespace SHADE
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.colorBlendOp = vk::BlendOp::eAdd,
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
.srcAlphaBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.alphaBlendOp = vk::BlendOp::eAdd,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
}
@ -68,6 +68,8 @@ namespace SHADE
}
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
pipeline->ConstructPipeline();
}
void SHTrajectoryRenderingSubSystem::Run(uint32_t frameIndex) noexcept
@ -75,21 +77,31 @@ namespace SHADE
auto& comps = SHComponentManager::GetDense<SHTrajectoryRenderableComponent>();
for (auto& comp : comps)
{
comp.SetPositions(std::vector
{
SHVec3 {},
SHVec3 {}
});
//std::vector<SHVec3> test{};
//test.resize(10);
//float x = 0.0f;
//for (auto& vec : test)
//{
// vec = SHVec3(x, 5.0f, 0.0f);
// x += 0.5f;
//}
//comp.SetPositions (test);
// If has positions, feed data to buffer.
if (comp.HasPositions())
{
auto meshHandle = comp.GetMesh();
// dont do anything if no mesh
if (!meshHandle)
continue;
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
if (transform)
{
// convenient variable
SHVec4 const& startColor = comp.GetStartColor();
SHVec4 const& endColor = comp.GetEndColor();
SHVec3 const& startColor = comp.GetStartColor();
SHVec3 const& endColor = comp.GetEndColor();
float colorEvolveRate = comp.GetColorEvolveRate();
// trs to be reused
@ -104,7 +116,6 @@ namespace SHADE
// Will be used for baseInstance later
uint32_t oldTransformDataSize = transformData.size();
auto meshHandle = comp.GetMesh();
auto const& positions = comp.GetPositions();
for (auto& pos : positions)
@ -117,11 +128,13 @@ namespace SHADE
transformData.push_back(trs);
colorData.push_back(currentColor);
// evolve color
currentColor = SHVec4::Lerp(startColor, endColor, lerpValue);
// evolve lerp value and clamp to 1
lerpValue = std::max (1.0f, lerpValue + colorEvolveRate);
lerpValue = std::min (1.0f, lerpValue + colorEvolveRate);
// evolve color
currentColor = SHVec3::Lerp(startColor, endColor, lerpValue);
currentColor.w = SHMath::Lerp (comp.GetStartAlpha(), comp.GetEndAlpha(), lerpValue);
}
// add draw data for this trajectory
@ -172,6 +185,9 @@ namespace SHADE
// Bind color vertex buffer
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRAJECTORY_COLOR, colorBuffer, 0);
// Bind transform data
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRAJECTORY_TRANSFORM, transformBuffer, 0);
// call draw call
cmdBuffer->DrawMultiIndirect(drawDataBuffer, drawData.size());

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@ -198,7 +198,8 @@ namespace SHADE
void SHWindow::SetMouseVisible(bool show)
{
ShowCursor(show);
while(GetMouseVisible() != show)
ShowCursor(show);
}
void SHWindow::SetMousePosition(int x, int y)

View File

@ -247,6 +247,7 @@ namespace SHADE
AddComponentToComponentNode<SHAnimatorComponent>(components, eid);
AddComponentToComponentNode<SHUIComponent>(components, eid);
AddComponentToComponentNode<SHAudioListenerComponent>(components, eid);
AddComponentToComponentNode<SHTrajectoryRenderableComponent>(components, eid);
node[ComponentsNode] = components;
@ -308,6 +309,7 @@ namespace SHADE
AddComponentID<SHAnimatorComponent>(componentIDList, componentsNode);
AddComponentID<SHUIComponent>(componentIDList, componentsNode);
AddComponentID<SHAudioListenerComponent>(componentIDList, componentsNode);
AddComponentID<SHTrajectoryRenderableComponent>(componentIDList, componentsNode);
return componentIDList;
}
@ -395,5 +397,6 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHAnimatorComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHUIComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHAudioListenerComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHTrajectoryRenderableComponent>(componentsNode, eid);
}
}

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@ -207,10 +207,10 @@ namespace SHADE
if constexpr (YAML::HasYAMLConv<ComponentType>())
{
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
if (componentsNode.IsNull() || !component)
if (!component)
return false;
auto componentNode = GetComponentNode<ComponentType>(componentsNode, eid);
if (componentNode.IsNull() || !componentNode.IsDefined())
if (!componentNode.IsDefined())
return false;
if (componentNode[IsActive.data()].IsDefined())
component->isActive = componentNode[IsActive.data()].as<bool>();
@ -220,7 +220,7 @@ namespace SHADE
else
{
ComponentType* component = SHComponentManager::GetComponent_s<ComponentType>(eid);
if (componentsNode.IsNull() && !component)
if (!component)
return false;
auto rttrType = rttr::type::get<ComponentType>();
auto componentNode = componentsNode[rttrType.get_name().data()];

View File

@ -15,6 +15,7 @@
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Animation/SHAnimatorComponent.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
namespace YAML
{
@ -31,6 +32,8 @@ namespace YAML
struct HasYAMLConv<SHTextRenderableComponent> : std::true_type {};
template<>
struct HasYAMLConv<SHAnimatorComponent> : std::true_type {};
template<>
struct HasYAMLConv<SHTrajectoryRenderableComponent> : std::true_type {};
template<>
struct convert<SHVec4>
@ -353,12 +356,15 @@ namespace YAML
{
static constexpr std::string_view TEXT_YAML_TAG = "Text";
static constexpr std::string_view FONT_YAML_TAG = "Font";
static constexpr std::string_view COLOR_YAML_TAG = "Color";
static constexpr std::string_view TEXT_SIZE_YAML_TAG = "Text Size";
static YAML::Node encode(SHTextRenderableComponent const& rhs)
{
YAML::Node node;
node[TEXT_YAML_TAG.data()] = rhs.GetText();
auto font = rhs.GetFont();
SHColour const& textColor = rhs.GetColor();
if (font)
{
node[FONT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHFont>(rhs.GetFont()).value_or(0);
@ -367,6 +373,8 @@ namespace YAML
{
node[FONT_YAML_TAG.data()] = 0;
}
node[COLOR_YAML_TAG.data()] = SHVec4(textColor);
node[TEXT_SIZE_YAML_TAG.data()] = rhs.GetTextSize();
return node;
}
static bool decode(YAML::Node const& node, SHTextRenderableComponent& rhs)
@ -385,11 +393,19 @@ namespace YAML
rhs.SetFont(SHResourceManager::LoadOrGet<SHFont>(node[FONT_YAML_TAG.data()].as<AssetID>()));
}
if (node[COLOR_YAML_TAG.data()].IsDefined())
{
rhs.SetColor(node[COLOR_YAML_TAG.data()].as<SHVec4>());
}
if (node[TEXT_SIZE_YAML_TAG.data()].IsDefined())
{
rhs.SetTextSize(node[TEXT_SIZE_YAML_TAG.data()].as<SHVec3>());
}
return true;
}
};
template<>
struct convert<SHAnimatorComponent>
{
@ -417,4 +433,50 @@ namespace YAML
}
};
template<>
struct convert<SHTrajectoryRenderableComponent>
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view START_COLOR_YAML_TAG = "Start Color";
static constexpr std::string_view END_COLOR_YAML_TAG = "End Color";
static constexpr std::string_view START_ALPHA_YAML_TAG = "Start Alpha";
static constexpr std::string_view END_ALPHA_YAML_TAG = "End Alpha";
static constexpr std::string_view COLOR_EVAL_RATE_YAML_TAG = "Color Eval Rate ";
static YAML::Node encode(SHTrajectoryRenderableComponent const& rhs)
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[START_COLOR_YAML_TAG.data()] = SHVec3(rhs.GetStartColor());
node[START_ALPHA_YAML_TAG.data()] = rhs.GetStartAlpha();
node[END_COLOR_YAML_TAG.data()] = SHVec3(rhs.GetEndColor());
node[END_ALPHA_YAML_TAG.data()] = rhs.GetEndAlpha();
node[COLOR_EVAL_RATE_YAML_TAG.data()] = rhs.GetColorEvolveRate();
return node;
}
static bool decode(YAML::Node const& node, SHTrajectoryRenderableComponent& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
if (node[START_COLOR_YAML_TAG.data()].IsDefined())
rhs.SetStartColor(node[START_COLOR_YAML_TAG.data()].as<SHVec3>());
if (node[START_ALPHA_YAML_TAG.data()].IsDefined())
rhs.SetStartAlpha(node[START_ALPHA_YAML_TAG.data()].as<float>());
if (node[END_COLOR_YAML_TAG.data()].IsDefined())
rhs.SetEndColor(node[END_COLOR_YAML_TAG.data()].as<SHVec3>());
if (node[END_ALPHA_YAML_TAG.data()].IsDefined())
rhs.SetEndAlpha(node[END_ALPHA_YAML_TAG.data()].as<float>());
if (node[COLOR_EVAL_RATE_YAML_TAG.data()].IsDefined())
rhs.SetColorEvolveRate(node[COLOR_EVAL_RATE_YAML_TAG.data()].as<float>());
return true;
}
};
}

View File

@ -124,6 +124,12 @@ namespace SHADE
audioSys->SetParameter(Convert::ToNative(path).data(), value);
}
void Audio::SetParameterWithLabel(System::String^ path, System::String^ label)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();
audioSys->SetParameterWithLabel(Convert::ToNative(path).data(), Convert::ToNative(label).data());
}
AudioClipHandler Audio::CreateAudioClip(System::String^ path)
{
auto audioSys = SHSystemManager::GetSystem<SHAudioSystem>();

View File

@ -105,6 +105,7 @@ namespace SHADE
static void SetVCAVolume(System::String^ path, float volume);
static float GetParameterValue(System::String^ path);
static void SetParameter(System::String^ path, float value);
static void SetParameterWithLabel(System::String^ path, System::String^ label);
//to comment ltr
static AudioClipHandler CreateAudioClip(System::String^ path);

View File

@ -79,6 +79,11 @@ namespace SHADE
NativeObject->SetParameter(Convert::ToNative(paramName).data(), value);
}
void AudioClipHandler::SetParameterWithLabel(System::String^ paramName, System::String^ label)
{
NativeObject->SetParameterWithLabel(Convert::ToNative(paramName).data(), Convert::ToNative(label).data());
}
float AudioClipHandler::GetParameterValue(System::String^ paramName)
{
return NativeObject->GetParameterValue(Convert::ToNative(paramName).data());

View File

@ -71,6 +71,7 @@ namespace SHADE
void SetPause(bool pause);
bool IsPaused();
void SetParameter(System::String^ paramName, float value);
void SetParameterWithLabel(System::String^ paramName, System::String^ label);
float GetParameterValue(System::String^ paramName);
float GetVolume();
void SetVolume(float volume);

View File

@ -59,12 +59,12 @@ namespace SHADE
Color TextRenderable::TextColor::get()
{
return Convert::ToCLI(GetNativeComponent()->GetColour());
return Convert::ToCLI(GetNativeComponent()->GetColor());
}
void TextRenderable::TextColor::set(Color value)
{
GetNativeComponent()->SetColour(Convert::ToNative(value));
GetNativeComponent()->SetColor(Convert::ToNative(value));
}

View File

@ -0,0 +1,83 @@
#include "SHpch.h"
#include "TrajectoryRenderable.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE
{
TrajectoryRenderable::TrajectoryRenderable(Entity entity)
:Component(entity)
{
}
MeshAsset TrajectoryRenderable::Mesh::get()
{
auto mesh = GetNativeComponent()->GetMesh();
return mesh ? MeshAsset(mesh) : MeshAsset();
}
void TrajectoryRenderable::Mesh::set(MeshAsset value)
{
if (value)
{
GetNativeComponent()->SetMesh(Handle<SHMesh>());
}
else
{
GetNativeComponent()->SetMesh(value.NativeObject);
}
}
void TrajectoryRenderable::StartColor::set(Vector3 val)
{
GetNativeComponent()->SetStartColor(Convert::ToNative(val));
}
Vector3 TrajectoryRenderable::StartColor::get()
{
return Convert::ToCLI(GetNativeComponent()->GetStartColor());
}
void TrajectoryRenderable::EndColor::set(Vector3 val)
{
GetNativeComponent()->SetEndColor(Convert::ToNative(val));
}
Vector3 TrajectoryRenderable::EndColor::get()
{
return Convert::ToCLI(GetNativeComponent()->GetEndColor());
}
void TrajectoryRenderable::StartAlpha::set(float val)
{
GetNativeComponent()->SetStartAlpha(val);
}
float TrajectoryRenderable::StartAlpha::get()
{
return GetNativeComponent()->GetStartAlpha();
}
void TrajectoryRenderable::EndAlpha::set(float val)
{
GetNativeComponent()->SetEndAlpha(val);
}
float TrajectoryRenderable::EndAlpha::get()
{
return GetNativeComponent()->GetEndAlpha();
}
void TrajectoryRenderable::ColorEvolveRate::set(float val)
{
GetNativeComponent()->SetColorEvolveRate(val);
}
float TrajectoryRenderable::ColorEvolveRate::get()
{
return GetNativeComponent()->GetColorEvolveRate();
}
}

View File

@ -0,0 +1,87 @@
/************************************************************************************//*!
\file TrajectoryRenderable.hxx
\author Brandon Mak, brandon.hao,
\par email: brandon.hao\@digipen.edu
\date 1st March, 2023
\brief Contains the definition of the managed Renderable class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
#include "Graphics/Color.hxx"
#include "Assets/MeshAsset.hxx"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHRenderableComponent.
/// </summary>
public ref class TrajectoryRenderable : public Component<SHTrajectoryRenderableComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Trajectory Renderable Component that represents a native Trajectory Renderable
/// component tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
TrajectoryRenderable(Entity entity);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Mesh used to render this Renderable.
/// </summary>
property MeshAsset Mesh
{
MeshAsset get();
void set(MeshAsset value);
}
property Vector3 StartColor
{
Vector3 get();
void set (Vector3 val);
}
property Vector3 EndColor
{
Vector3 get();
void set(Vector3 val);
}
property float StartAlpha
{
float get();
void set (float val);
}
property float EndAlpha
{
float get();
void set(float val);
}
property float ColorEvolveRate
{
float get();
void set(float val);
}
};
}

View File

@ -77,7 +77,7 @@ namespace SHADE
}
void Application::IsCursorVisible::set(bool value)
{
SHWindow::SetMouseVisible(value);
//SHWindow::SetMouseVisible(value);
}
/*---------------------------------------------------------------------------------*/
/* Usage Functions */

View File

@ -46,6 +46,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Components\UIElement.hxx"
#include "Components\Canvas.hxx"
#include "Components\Slider.hxx"
#include "Components\TrajectoryRenderable.hxx"
#include "Graphics\MiddleEnd\TrajectoryRendering\SHTrajectoryRenderableComponent.h"
@ -335,6 +337,7 @@ namespace SHADE
componentMap.Add(createComponentSet<SHUIComponent, UIElement>());
componentMap.Add(createComponentSet<SHCanvasComponent, Canvas>());
componentMap.Add(createComponentSet<SHSliderComponent, Slider>());
componentMap.Add(createComponentSet<SHTrajectoryRenderableComponent, TrajectoryRenderable>());
}
/*---------------------------------------------------------------------------------*/

View File

@ -149,7 +149,7 @@ namespace SHADE
void Input::SetMouseCentering(bool state)
{
SHInputManager::SetMouseCentering(state);
//SHInputManager::SetMouseCentering(state);
}
bool Input::GetMouseCentering()