1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-11-07 11:22:45 +01:00
openrw/rwgame/RWGame.cpp

304 lines
7.5 KiB
C++
Raw Normal View History

#include "RWGame.hpp"
#include "State.hpp"
#include "loadingstate.hpp"
#include <engine/GameObject.hpp>
#include <render/GameRenderer.hpp>
#include <script/ScriptMachine.hpp>
#include <data/CutsceneData.hpp>
#include <ai/PlayerController.hpp>
RWGame::RWGame(const std::string& gamepath)
: engine(nullptr), inFocus(true),
2014-12-16 04:30:51 +01:00
accum(0.f), timescale(1.f)
{
if(! font.loadFromFile(gamepath + "/DejaVuSansMono.ttf")) {
std::cerr << "Failed to load font" << std::endl;
}
size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
sf::ContextSettings cs;
cs.depthBits = 32;
window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
window.setVerticalSyncEnabled(true);
window.setMouseCursorVisible(false);
glewExperimental = GL_TRUE;
glewInit();
engine = new GameWorld(gamepath);
// Initalize all the archives.
engine->gameData.loadIMG("/models/gta3");
engine->gameData.loadIMG("/models/txd");
engine->gameData.loadIMG("/anim/cuts");
/// @TODO expand this here.
engine->load();
engine->gameData.loadDynamicObjects(gamepath + "/data/object.dat");
/// @TODO language choices.
engine->gameData.loadGXT("english.gxt");
StateManager::get().enter(new LoadingState(this));
engine->logInfo("Started");
}
RWGame::~RWGame()
{
delete engine;
}
int RWGame::run()
{
clock.restart();
// Loop until the window is closed or we run out of state.
while (window.isOpen() && StateManager::get().states.size()) {
sf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case sf::Event::GainedFocus:
inFocus = true;
break;
case sf::Event::LostFocus:
inFocus = false;
break;
case sf::Event::KeyPressed:
globalKeyEvent(event);
default: break;
}
StateManager::get().states.back()->handleEvent(event);
}
if(! window.isOpen() )
{
break;
}
accum += clock.restart().asSeconds() * timescale;
while ( accum >= GAME_TIMESTEP ) {
StateManager::get().tick(GAME_TIMESTEP);
tick(GAME_TIMESTEP);
accum -= GAME_TIMESTEP;
}
float alpha = accum / GAME_TIMESTEP;
render(alpha);
StateManager::get().draw(window);
window.display();
}
return 0;
}
void RWGame::tick(float dt)
{
// Process the Engine's background work.
engine->_work->update();
static float clockAccumulator = 0.f;
if (inFocus) {
engine->gameTime += dt;
clockAccumulator += dt;
while( clockAccumulator >= 1.f ) {
engine->state.minute ++;
if( engine->state.minute >= 60 ) {
engine->state.minute = 0;
engine->state.hour ++;
if( engine->state.hour >= 24 ) {
engine->state.hour = 0;
}
}
clockAccumulator -= 1.f;
}
for( GameObject* object : engine->objects ) {
object->_updateLastTransform();
object->tick(dt);
}
engine->destroyQueuedObjects();
engine->state.texts.clear();
engine->dynamicsWorld->stepSimulation(dt, 2, dt);
if( engine->script ) {
try {
engine->script->execute(dt);
}
catch( SCMException& ex ) {
std::cerr << ex.what() << std::endl;
engine->logError( ex.what() );
throw;
}
}
}
// render() needs two cameras to smoothly interpolate between ticks.
lastCam = nextCam;
nextCam = StateManager::get().states.back()->getCamera();
}
void RWGame::render(float alpha)
{
ViewCamera viewCam;
if( engine->state.currentCutscene != nullptr && engine->state.cutsceneStartTime >= 0.f )
{
auto cutscene = engine->state.currentCutscene;
float cutsceneTime = std::min(engine->gameTime - engine->state.cutsceneStartTime,
cutscene->tracks.duration);
cutsceneTime += GAME_TIMESTEP * alpha;
glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
viewCam.frustum.fov = glm::radians(zoom);
float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
auto direction = glm::normalize(targetPos - cameraPos);
auto right = glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
auto up = glm::normalize(glm::cross(direction, right));
glm::mat3 m;
m[0][0] = direction.x;
m[0][1] = right.x;
m[0][2] = up.x;
m[1][0] = direction.y;
m[1][1] = right.y;
m[1][2] = up.y;
m[2][0] = direction.z;
m[2][1] = right.z;
m[2][2] = up.z;
auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
cameraPos += cutscene->meta.sceneOffset;
targetPos += cutscene->meta.sceneOffset;
viewCam.position = cameraPos;
viewCam.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
}
else
{
// There's no cutscene playing - use the camera returned by the State.
viewCam.position = glm::mix(lastCam.position, nextCam.position, alpha);
viewCam.rotation = glm::slerp(lastCam.rotation, nextCam.rotation, alpha);
}
viewCam.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
engine->renderer.renderWorld(viewCam, alpha);
window.resetGLStates();
std::stringstream ss;
ss << std::setfill('0') << "Time: " << std::setw(2) << engine->getHour()
<< ":" << std::setw(2) << engine->getMinute() << " (" << engine->gameTime << "s)\n";
ss << "View: " << viewCam.position.x << " " << viewCam.position.y << " " << viewCam.position.z << "\n";
ss << "Drawn " << engine->renderer.rendered << " / " << engine->renderer.culled << " Culled " << " " << engine->renderer.frames << " " << engine->renderer.geoms << "\n";
if( engine->state.player ) {
ss << "Activity: ";
if( engine->state.player->getCurrentActivity() ) {
ss << engine->state.player->getCurrentActivity()->name();
}
else {
ss << "Idle";
}
ss << std::endl;
}
sf::Text text(ss.str(), font, 14);
text.setPosition(10, 10);
window.draw(text);
while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
engine->log.pop_front();
}
sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
text.setCharacterSize(14);
for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
text.setString(it->message);
switch(it->type) {
case GameWorld::LogEntry::Error:
text.setColor(sf::Color::Red);
break;
case GameWorld::LogEntry::Warning:
text.setColor(sf::Color::Yellow);
break;
default:
text.setColor(sf::Color::White);
break;
}
// Interpolate the color
auto c = text.getColor();
c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
text.setColor(c);
text.setPosition(tpos);
window.draw(text);
tpos.y -= text.getLocalBounds().height;
}
/// @todo this should be done by GameRenderer? but it doesn't have any font support yet
if( engine->gameTime < engine->state.osTextStart + engine->state.osTextTime ) {
sf::Text messageText(engine->state.osTextString, font, 15);
auto sz = window.getSize();
auto b = messageText.getLocalBounds();
float lowerBar = sz.y - sz.y * 0.1f;
messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
window.draw(messageText);
}
for(auto& t : engine->state.texts) {
sf::Text messageText(t.text, font, 15);
glm::vec2 scpos(t.position.x, t.position.y);
auto s = window.getSize();
scpos /= glm::vec2(640.f, 480.f);
scpos *= glm::vec2(s.x, s.y);
messageText.setPosition(scpos.x, scpos.y);
window.draw(messageText);
}
}
void RWGame::globalKeyEvent(const sf::Event& event)
{
switch (event.key.code) {
case sf::Keyboard::LBracket:
engine->state.minute -= 30.f;
break;
case sf::Keyboard::RBracket:
engine->state.minute += 30.f;
break;
2014-12-13 01:59:09 +01:00
case sf::Keyboard::Num9:
timescale *= 0.5f;
break;
case sf::Keyboard::Num0:
timescale *= 2.0f;
break;
}
}