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Author SHA1 Message Date
Sanjay Bhadra 57fdb64a08 Merge branch 'master' into rewrite-tevx 2020-07-31 11:03:53 -04:00
Sanjay Bhadra ca16ccbd55 Implement PlayerScripts ChatSystem 2020-07-31 10:55:21 -04:00
Jay 376831e2bb WIP Skinned Shader 2020-07-29 17:56:30 +01:00
Teverse 068b85d5f3
Update README.md 2020-07-23 17:31:38 +01:00
9 changed files with 222 additions and 2 deletions

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@ -18,7 +18,7 @@ For those that have contributed, we thank you for your time and service to make
# Copyright
Copyright (c) 2020 teverse.com
Copyright (c) 2020 [teverse.com](https://teverse.com/)
# Acknowledgements
- sound/click.ogg sourced from http://soundbible.com/1705-Click2.html

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@ -0,0 +1,130 @@
-- Copyright 2020- Teverse
-- This script constructs (or builds) the default in-game chat system on the client
local globals = require("tevgit:workshop/library/globals.lua") -- globals; variables or instances that can be shared between files
-- Load the networking debug UI from the teverse/teverse github
--local debugContainer = require("tevgit:utilities/networkDebug.lua")()
--debugContainer.parent = teverse.interface
local clientLocal = teverse.networking.localClient
local chatContainer = teverse.construct("guiFrame", {
parent = teverse.interface,
size = guiCoord(0, 300, 0, 200),
position = guiCoord(0, 0, 0, 0),
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0.3,
clip = true,
visible = false
})
local chatInputField = teverse.construct("guiTextBox", {
parent = teverse.interface,
size = guiCoord(1, 0, 0, 20),
position = guiCoord(0, 0, 0.9, 0),
textAlign = "middleLeft",
textSize = 16,
text = " Click to chat",
textColour = globals.defaultColours.black,
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0.3,
textEditable = true,
textMultiline = false,
visible = false
})
function chatShift()
if #chatContainer.children == 0 then return end
for _, message in pairs(chatContainer.children) do
message.position = message.position + guiCoord(0, 0, 0, -15)
end
end
function message(client, text)
-- Should add a pcall here to determine if the message was sent successfully
-- If not, display that the message was never sent
teverse.networking:sendToServer("chat", text)
local Message = teverse.construct("guiFrame", {
parent = chatContainer,
size = guiCoord(1, 0, 0, 15),
position = guiCoord(0, 0, 0, 185),
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0
})
teverse.construct("guiTextBox", {
parent = Message,
size = guiCoord(1, 0, 1, 0),
position = guiCoord(0, 0, 0, 0),
textSize = 16,
text = "["..client.name.."] "..text,
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0,
textColour = globals.defaultColours.black,
textAlign = enums.align.middleLeft
})
end
function serverMessage(client, message, color)
local joinMessage = teverse.construct("guiFrame", {
parent = chatContainer,
size = guiCoord(1, 0, 0, 15),
position = guiCoord(0, 0, 0, 185),
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0
})
teverse.construct("guiTextBox", {
parent = joinMessage,
size = guiCoord(1, 0, 1, 0),
position = guiCoord(0, 0, 0, 0),
textSize = 16,
text = "[SERVER] "..client.name..message,
backgroundColour = globals.defaultColours.white,
backgroundAlpha = 0,
textColour = color,
textAlign = enums.align.middleLeft
})
end
function clientAddMessage(client, text)
chatShift()
message(client, text)
end
-- On the fence about this, will reconsider.
--function clientRemoveMessage() end
chatInputField:on("keyDown", function(key)
if key == "KEY_RETURN" then
chatContainer.visible = true
clientAddMessage(clientLocal, chatInputField.text)
chatInputField.text = " "
sleep(10)
chatContainer.visible = false
chatInputField.visible = false
end
end)
chatInputField:on("mouseLeftDown", function(position)
chatInputField.text = " "
end)
teverse.input:on("keyDown", function(key)
if key == "KEY_SLASH" then
chatInputField.visible = true
end
end)
-- Networking Events
teverse.networking:on("ChatMessage", message)
teverse.networking:on("_clientConnected", function(client) serverMessage(client, " has joined the server.", globals.defaultColours.green) end)
teverse.networking:on("_clientDisconnected", function(client) serverMessage(client, " has left the server.", globals.defaultColours.red) end)
teverse.networking:on("_disconnected", function(client) serverMessage(client, " has disconnected from the server.", globals.defaultColours.yellow) end)
teverse.networking:on("_connected", function(client) serverMessage(client, " has connected to the server.", globals.defaultColours.yellow) end)

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@ -0,0 +1,17 @@
{
"schema": 1,
"id": "ChatSystem",
"networked": true,
"version": "0.0.1",
"permissions": {
"client": {
"networking": true,
"interface": true,
"construct": true,
"input": true
},
"server": {
"networking": true
}
}
}

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@ -0,0 +1,16 @@
-- Copyright 2020- Teverse
-- This script constructs (or builds) the default in-game chat system on the server
teverse.networking:on("ChatMessage", function(client, message)
teverse.networking:broadcast("ChatMessage", client, message)
end)
--[[
teverse.networking:on("_clientConnected", function(client)
teverse.networking:broadcast("ChatClientAdd", "Server", client.name .. " joined the chat")
end)
teverse.networking:on("_clientDisconnected", function(client)
teverse.networking:broadcast("ChatClientRemoved", "Server", client.name .. " left the chat")
end)
]]--

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@ -0,0 +1,12 @@
$input v_normal, v_colour, v_position, v_pbr
#include <teverse.sh>
uniform vec4 uniformCameraPosition;
void main()
{
gl_FragData[0] = vec4(v_colour.xyz, v_pbr.x);
gl_FragData[1] = vec4(v_normal, v_pbr.y);
//gl_FragData[2] = vec4(v_position, 0.0);
}

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@ -0,0 +1,10 @@
vec3 v_view : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_position : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
vec4 v_colour : TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
vec4 v_pbr : TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_weight : BLENDWEIGHT;
vec4 a_indices : BLENDINDICES;

34
shaders/skinned/vertex.sc Normal file
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@ -0,0 +1,34 @@
$input a_position, a_normal, a_weight, a_indices
$output v_normal, v_colour, v_position, v_pbr
#include <teverse.sh>
#include <teverse_compute.sh>
uniform mat3 normalMatrix;
uniform vec4 colour;
uniform vec4 pbr;
uniform mat4 jointMatrix[90];
void main()
{
// metalness, roughness, 0, 0
v_pbr = pbr;
mat4 model = (
a_weight.x * jointMatrix[int(a_indices.x)] +
a_weight.y * jointMatrix[int(a_indices.y)] +
a_weight.z * jointMatrix[int(a_indices.z)] +
a_weight.w * jointMatrix[int(a_indices.w)]
);
vec4 wpos = mul(model, vec4(a_position, 1.0));
gl_Position = mul(u_modelViewProj, wpos);
//gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0));
vec3 normal = a_normal.xyz * 2.0 - 1.0;
vec3 wnormal = instMul(normalMatrix, normal.xyz);
v_normal = encodeNormalUint(normalize(wnormal.xyz));
v_colour = colour;
v_position = gl_Position.xyz;
}

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@ -1,6 +1,5 @@
-- Copyright 2020- Teverse
-- This script constructs (or builds) the baseline (or default) environment
return {
default = function()
teverse.scene.simulate = true
@ -17,5 +16,7 @@ return {
scale = vector3(30, 1, 30),
colour = colour(1, 1, 1)
})
-- Load Default PlayerScripts
end
}