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openrw/rwgame/RWGame.cpp

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#include "RWGame.hpp"
#include "State.hpp"
#include "loadingstate.hpp"
#include "DrawUI.hpp"
#include "ingamestate.hpp"
#include "menustate.hpp"
#include "debug/HttpServer.hpp"
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#include <objects/GameObject.hpp>
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#include <engine/GameState.hpp>
#include <engine/SaveGame.hpp>
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#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
#include <render/DebugDraw.hpp>
#include <script/ScriptMachine.hpp>
#include <script/modules/VMModule.hpp>
#include <script/modules/GameModule.hpp>
#include <script/modules/ObjectModule.hpp>
#include <data/CutsceneData.hpp>
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
DebugDraw* debug;
StdOutReciever logPrinter;
RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
: state(nullptr), world(nullptr), renderer(nullptr), script(nullptr), inFocus(true),
showDebugStats(false), showDebugPaths(false), showDebugPhysics(false),
accum(0.f), timescale(1.f)
{
size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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bool fullscreen = false;
bool newgame = false;
bool test = false;
bool debugscript = false;
for( int i = 1; i < argc; ++i )
{
if( strcasecmp( "-w", argv[i] ) == 0 && i+1 < argc )
{
w = std::atoi(argv[i+1]);
}
if( strcasecmp( "-h", argv[i] ) == 0 && i+1 < argc )
{
h = std::atoi(argv[i+1]);
}
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if( strcasecmp( "-f", argv[i] ) == 0 )
{
fullscreen = true;
}
if( strcmp( "--newgame", argv[i] ) == 0 )
{
newgame = true;
}
if( strcmp( "--test", argv[i] ) == 0 )
{
test = true;
}
if( strcmp( "--debug", argv[i] ) == 0 )
{
debugscript = true;
}
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}
sf::Uint32 style = sf::Style::Default;
if( fullscreen )
{
style |= sf::Style::Fullscreen;
}
sf::ContextSettings cs;
cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "", style, cs);
window.setVerticalSyncEnabled(true);
window.setMouseCursorVisible(false);
glewExperimental = GL_TRUE;
glewInit();
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log.addReciever(&logPrinter);
log.info("Game", "Game directory: " + gamepath);
if(! GameData::isValidGameDirectory(gamepath) )
{
std::string envname(ENV_GAME_PATH_NAME);
throw std::runtime_error("Invalid game directory path, is " +envname+ " set?");
}
data = new GameData(&log, &work, gamepath);
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// Initalize all the archives.
data->loadIMG("/models/gta3");
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//engine->data.loadIMG("/models/txd");
data->loadIMG("/anim/cuts");
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data->load();
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// Initialize renderer
renderer = new GameRenderer(&log, data);
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// Set up text renderer
renderer->text.setFontTexture(0, "pager");
renderer->text.setFontTexture(1, "font1");
renderer->text.setFontTexture(2, "font2");
debug = new DebugDraw;
debug->setDebugMode(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits);
debug->setShaderProgram(renderer->worldProg);
data->loadDynamicObjects(gamepath + "/data/object.dat");
/// @TODO language choices.
data->loadGXT("english.gxt");
getRenderer()->water.setWaterTable(data->waterHeights, 48, data->realWater, 128*128);
for(int m = 0; m < MAP_BLOCK_SIZE; ++m)
{
std::string num = (m < 10 ? "0" : "");
std::string name = "radar" + num + std::to_string(m);
data->loadTXD(name + ".txd");
}
auto loading = new LoadingState(this);
if( newgame )
{
loading->setNextState(new IngameState(this,true,test));
}
else
{
loading->setNextState(new MenuState(this));
}
StateManager::get().enter(loading);
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log.info("Game", "Started");
}
RWGame::~RWGame()
{
delete script;
delete renderer;
delete world;
delete state;
}
void RWGame::newGame()
{
if( state != nullptr )
{
log.error("Game", "Cannot start a new game: game is already running.");
return;
}
state = new GameState;
world = new GameWorld(&log, &work, data);
world->dynamicsWorld->setDebugDrawer(debug);
// Associate the new world with the new state and vice versa
state->world = world;
world->state = state;
for(std::map<std::string, std::string>::iterator it = world->data->iplLocations.begin();
it != world->data->iplLocations.end();
++it) {
world->data->loadZone(it->second);
world->placeItems(it->second);
}
}
void RWGame::saveGame(const std::string& savename)
{
}
void RWGame::loadGame(const std::string& savename)
{
delete state->world;
delete state->script;
state = nullptr;
newGame();
startScript("data/main.scm");
if(! SaveGame::loadGame(*state, savename) )
{
log.error("Game", "Failed to load game");
}
}
void RWGame::startScript(const std::string& name)
{
SCMFile* f = world->data->loadSCM(name);
if( f ) {
if( script ) delete script;
if ( ! httpserver) {
httpserver_thread = new std::thread([&](){
httpserver = new HttpServer(this, world);
httpserver->run();
});
}
SCMOpcodes* opcodes = new SCMOpcodes;
opcodes->modules.push_back(new VMModule);
opcodes->modules.push_back(new GameModule);
opcodes->modules.push_back(new ObjectModule);
script = new ScriptMachine(state, f, opcodes);
// Set up breakpoint handler
script->setBreakpointHandler(
[&](const SCMBreakpoint& bp)
{
log.info("Script", "Breakpoint hit!");
std::stringstream ss;
ss << " " << bp.function->description << ".";
ss << " Args:";
for(int a = 0; a < bp.args->getParameters().size(); a++)
{
auto& arg = bp.args->getParameters()[a];
ss << " " << arg.integerValue();
if( a != bp.args->getParameters().size()-1 )
{
ss << ",";
}
}
log.info("Script", ss.str());
});
script->addBreakpoint(0);
state->script = script;
}
else {
log.error("Game", "Failed to load SCM: " + name);
}
}
PlayerController *RWGame::getPlayer()
{
auto object = world->pedestrianPool.find(state->playerObject);
if( object )
{
auto controller = static_cast<CharacterObject*>(object)->controller;
return static_cast<PlayerController*>(controller);
}
return nullptr;
}
int RWGame::run()
{
clock.restart();
// Loop until the window is closed or we run out of state.
while (window.isOpen() && StateManager::get().states.size()) {
State* state = StateManager::get().states.back();
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);
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break;
case sf::Event::Closed:
return 0;
default: break;
}
state->handleEvent(event);
}
if(! window.isOpen() )
{
break;
}
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float timer = clock.restart().asSeconds();
accum += timer * timescale;
while ( accum >= GAME_TIMESTEP ) {
StateManager::get().tick(GAME_TIMESTEP);
tick(GAME_TIMESTEP);
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accum -= GAME_TIMESTEP;
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// Throw away time if the accumulator reaches too high.
if ( accum > GAME_TIMESTEP * 5.f )
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{
accum = 0.f;
}
}
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float alpha = fmod(accum, GAME_TIMESTEP) / GAME_TIMESTEP;
if( ! state->shouldWorldUpdate() )
{
alpha = 1.f;
}
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render(alpha, timer);
StateManager::get().draw(renderer);
window.display();
}
return 0;
}
void RWGame::tick(float dt)
{
// Process the Engine's background work.
world->_work->update();
State* currState = StateManager::get().states.back();
static float clockAccumulator = 0.f;
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if ( currState->shouldWorldUpdate() ) {
// Clear out any per-tick state.
world->clearTickData();
state->gameTime += dt;
clockAccumulator += dt;
while( clockAccumulator >= 1.f ) {
world->state->minute ++;
while( state->minute >= 60 ) {
state->minute = 0;
state->hour ++;
while( state->hour >= 24 ) {
state->hour = 0;
}
}
clockAccumulator -= 1.f;
}
// Clean up old VisualFX
for( int i = 0; i < world->effects.size(); ++i )
{
VisualFX* effect = world->effects[i];
if( effect->getType() == VisualFX::Particle )
{
auto& part = effect->particle;
if( part.lifetime < 0.f ) continue;
if( world->getGameTime() >= part.starttime + part.lifetime )
{
world->destroyEffect( effect );
--i;
}
}
}
for( auto& object : world->allObjects ) {
object->_updateLastTransform();
object->tick(dt);
}
world->destroyQueuedObjects();
state->texts.clear();
for( int i = 0; i < state->text.size(); )
{
auto& text = state->text[i];
if( world->getGameTime() > text.osTextStart + text.osTextTime )
{
state->text.erase(state->text.begin() + i);
}
else
{
i++;
}
}
world->dynamicsWorld->stepSimulation(dt, 2, dt);
if( script ) {
try {
script->execute(dt);
}
catch( SCMException& ex ) {
std::cerr << ex.what() << std::endl;
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log.error( "Script", ex.what() );
throw;
}
}
if ( state->playerObject )
{
// Use the current camera position to spawn pedestrians.
auto p = nextCam.position;
world->cleanupTraffic(p);
world->createTraffic(p);
}
}
// render() needs two cameras to smoothly interpolate between ticks.
lastCam = nextCam;
nextCam = currState->getCamera();
}
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void RWGame::render(float alpha, float time)
{
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lastDraws = getRenderer()->getRenderer()->getDrawCount();
getRenderer()->getRenderer()->swap();
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auto size = getWindow().getSize();
renderer->setViewport(size.x, size.y);
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ViewCamera viewCam;
viewCam.frustum.fov = glm::radians(90.f);
if( state->currentCutscene != nullptr && state->cutsceneStartTime >= 0.f )
{
auto cutscene = state->currentCutscene;
float cutsceneTime = std::min(world->getGameTime() - 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 if( state->cameraFixed )
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{
viewCam.position = state->cameraPosition;
viewCam.rotation = state->cameraRotation;
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}
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;
if ( state->isCinematic )
{
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viewCam.frustum.fov *= viewCam.frustum.aspectRatio;
}
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
renderer->getRenderer()->pushDebugGroup("World");
renderer->renderWorld(world, viewCam, alpha);
auto rendertime = renderer->getRenderer()->popDebugGroup();
if( showDebugPaths )
{
renderDebugPaths(time);
}
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if ( showDebugStats )
{
renderDebugStats(time, rendertime);
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}
if( showDebugPhysics )
{
if( world )
{
world->dynamicsWorld->debugDrawWorld();
debug->flush(renderer);
}
}
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drawOnScreenText(world, renderer);
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}
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void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime)
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{
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// Turn time into milliseconds
float time_ms = time * 1000.f;
constexpr size_t average_every_frame = 15;
static float times[average_every_frame];
static size_t times_index = 0;
static float time_average = 0;
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times[times_index++] = time_ms;
if (times_index >= average_every_frame) {
times_index = 0;
time_average = 0;
for (int i = 0; i < average_every_frame; ++i) {
time_average += times[i];
}
time_average /= average_every_frame;
}
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std::map<std::string, Renderer::ProfileInfo*> profGroups {
{"Objects", &renderer->profObjects},
{"Effects", &renderer->profEffects},
{"Sky", &renderer->profSky},
{"Water", &renderer->profWater},
};
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std::stringstream ss;
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ss << "Frametime: " << time_ms << " (FPS " << (1.f/time) << ")\n";
ss << "Average (per " << average_every_frame << " frames); Frametime: " << time_average << " (FPS " << (1000.f/time_average) << ")\n";
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ss << "Draws: " << lastDraws << " (" << renderer->culled << " Culls)\n";
ss << " Texture binds: " << renderer->getRenderer()->getTextureCount() << "\n";
ss << " Buffer binds: " << renderer->getRenderer()->getBufferCount() << "\n";
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ss << " World time: " << (worldRenderTime.duration/1000000) << "ms\n";
for(auto& perf : profGroups)
{
ss << " " << perf.first << ": "
<< perf.second->draws << " draws " << perf.second->primitives << " prims "
<< (perf.second->duration/1000000) << "ms\n";
}
// Count the number of interesting objects.
int peds = 0, cars = 0;
for( auto& object : world->allObjects )
{
switch ( object->type() )
{
case GameObject::Character: peds++; break;
case GameObject::Vehicle: cars++; break;
default: break;
}
}
ss << "P " << peds << " V " << cars << "\n";
if( state->playerObject ) {
ss << "Player (" << state->playerObject << ")\n";
auto object = world->pedestrianPool.find(state->playerObject);
auto player = static_cast<CharacterObject*>(object)->controller;
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ss << "Player Activity: ";
if( player->getCurrentActivity() ) {
ss << player->getCurrentActivity()->name();
}
else {
ss << "Idle";
}
ss << std::endl;
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}
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TextRenderer::TextInfo ti;
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ti.text = ss.str();
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ti.font = 2;
ti.screenPosition = glm::vec2( 10.f, 10.f );
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ti.size = 15.f;
renderer->text.renderText(ti);
/*while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
engine->log.pop_front();
}
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ti.screenPosition = glm::vec2( 10.f, 500.f );
ti.size = 15.f;
for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
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ti.text = it->message;
switch(it->type) {
case GameWorld::LogEntry::Error:
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ti.baseColour = glm::vec3(1.f, 0.f, 0.f);
break;
case GameWorld::LogEntry::Warning:
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ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
break;
default:
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ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
break;
}
// Interpolate the color
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// c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
// text.setColor(c);
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engine->renderer.text.renderText(ti);
ti.screenPosition.y -= ti.size;
}*/
}
void RWGame::renderDebugPaths(float time)
{
btVector3 roadColour(1.f, 0.f, 0.f);
btVector3 pedColour(0.f, 0.f, 1.f);
for( AIGraphNode* n : world->aigraph.nodes )
{
btVector3 p( n->position.x, n->position.y, n->position.z );
auto& col = n->type == AIGraphNode::Pedestrian ? pedColour : roadColour;
debug->drawLine( p - btVector3(0.f, 0.f, 1.f), p + btVector3(0.f, 0.f, 1.f), col);
debug->drawLine( p - btVector3(1.f, 0.f, 0.f), p + btVector3(1.f, 0.f, 0.f), col);
debug->drawLine( p - btVector3(0.f, 1.f, 0.f), p + btVector3(0.f, 1.f, 0.f), col);
for( AIGraphNode* c : n->connections )
{
btVector3 f( c->position.x, c->position.y, c->position.z );
debug->drawLine( p, f, col);
}
}
// Draw Garage bounds
for(size_t g = 0; g < state->garages.size(); ++g) {
auto& garage = state->garages[g];
btVector3 minColor(1.f, 0.f, 0.f);
btVector3 maxColor(0.f, 1.f, 0.f);
btVector3 min(garage.min.x,garage.min.y,garage.min.z);
btVector3 max(garage.max.x,garage.max.y,garage.max.z);
debug->drawLine(min, min + btVector3(0.5f, 0.f, 0.f), minColor);
debug->drawLine(min, min + btVector3(0.f, 0.5f, 0.f), minColor);
debug->drawLine(min, min + btVector3(0.f, 0.f, 0.5f), minColor);
debug->drawLine(max, max - btVector3(0.5f, 0.f, 0.f), maxColor);
debug->drawLine(max, max - btVector3(0.f, 0.5f, 0.f), maxColor);
debug->drawLine(max, max - btVector3(0.f, 0.f, 0.5f), maxColor);
}
debug->flush(renderer);
}
void RWGame::globalKeyEvent(const sf::Event& event)
{
switch (event.key.code) {
case sf::Keyboard::LBracket:
state->minute -= 30.f;
break;
case sf::Keyboard::RBracket:
state->minute += 30.f;
break;
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case sf::Keyboard::Num9:
timescale *= 0.5f;
break;
case sf::Keyboard::Num0:
timescale *= 2.0f;
break;
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case sf::Keyboard::F1:
showDebugStats = ! showDebugStats;
break;
case sf::Keyboard::F2:
showDebugPaths = ! showDebugPaths;
break;
case sf::Keyboard::F3:
showDebugPhysics = ! showDebugPhysics;
break;
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default: break;
}
}