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openrw/rwgame/RWGame.cpp

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#include "RWGame.hpp"
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#include "DrawUI.hpp"
#include "State.hpp"
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#include "states/BenchmarkState.hpp"
#include "states/IngameState.hpp"
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#include "states/LoadingState.hpp"
#include "states/MenuState.hpp"
#include <core/Profiler.hpp>
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#include <core/Logger.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <engine/SaveGame.hpp>
#include <objects/GameObject.hpp>
#include <render/DebugDraw.hpp>
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#include <render/GameRenderer.hpp>
#include <script/ScriptMachine.hpp>
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#include <script/modules/GTA3Module.hpp>
#include <ai/PlayerController.hpp>
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#include <data/CutsceneData.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
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#include <boost/algorithm/string/predicate.hpp>
#include <boost/program_options.hpp>
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#include <functional>
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#include "GitSHA1.h"
// Use first 8 chars of git hash as the build string
const std::string kBuildStr(kGitSHA1Hash, 8);
const std::string kWindowTitle = "RWGame";
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std::map<GameRenderer::SpecialModel, std::string> kSpecialModels = {
{GameRenderer::ZoneCylinderA, "zonecyla.dff"},
{GameRenderer::ZoneCylinderB, "zonecylb.dff"},
{GameRenderer::Arrow, "arrow.dff"}};
#define MOUSE_SENSITIVITY_SCALE 2.5f
DebugDraw* debug = nullptr;
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RWGame::RWGame(Logger& log, int argc, char* argv[]) : log(log) {
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if (!config.isValid()) {
throw std::runtime_error("Invalid configuration file at: " +
config.getConfigFile());
}
size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
bool fullscreen = false;
bool newgame = false;
bool test = false;
bool help = false;
std::string startSave;
std::string benchFile;
// Define and parse command line options
namespace po = boost::program_options;
po::options_description desc("Available options");
desc.add_options()("help", "Show this help message")(
"width,w", po::value<size_t>(), "Game resolution width in pixel")(
"height,h", po::value<size_t>(), "Game resolution height in pixel")(
"fullscreen,f", "Enable fullscreen mode")("newgame,n",
"Directly start a new game")(
"test,t", "Starts a new game in a test location")(
"load,l", po::value<std::string>(), "Load save file")(
"benchmark,b", po::value<std::string>(), "Run benchmark from file");
po::variables_map vm;
try {
po::store(po::parse_command_line(argc, argv, desc), vm);
po::notify(vm);
} catch (po::error& ex) {
help = true;
std::cout << "Error parsing arguments: " << ex.what() << std::endl;
}
if (help || vm.count("help")) {
std::cout << desc;
throw std::invalid_argument("");
}
if (vm.count("width")) {
w = vm["width"].as<size_t>();
}
if (vm.count("height")) {
h = vm["height"].as<size_t>();
}
if (vm.count("fullscreen")) {
fullscreen = true;
}
if (vm.count("newgame")) {
newgame = true;
}
if (vm.count("test")) {
test = true;
}
if (vm.count("load")) {
startSave = vm["load"].as<std::string>();
}
if (vm.count("benchmark")) {
benchFile = vm["benchmark"].as<std::string>();
}
if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("Failed to initialize SDL2!");
window = new GameWindow();
window->create(kWindowTitle + " [" + kBuildStr + "]", w, h, fullscreen);
work = new WorkContext();
log.info("Game", "Game directory: " + config.getGameDataPath());
log.info("Game", "Build: " + kBuildStr);
if (!GameData::isValidGameDirectory(config.getGameDataPath())) {
throw std::runtime_error("Invalid game directory path: " +
config.getGameDataPath());
}
data = new GameData(&log, work, config.getGameDataPath());
data->load();
// Initialize renderer
renderer = new GameRenderer(&log, data);
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for (const auto& p : kSpecialModels) {
auto model = data->loadClump(p.second);
renderer->setSpecialModel(p.first, model);
}
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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(config.getGameDataPath() + "/data/object.dat");
data->loadGXT("text/" + config.getGameLanguage() + ".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 (!benchFile.empty()) {
loading->setNextState(new BenchmarkState(this, benchFile));
} else if (test) {
loading->setNextState(new IngameState(this, true, "test"));
} else if (newgame) {
loading->setNextState(new IngameState(this, true));
} else if (!startSave.empty()) {
loading->setNextState(new IngameState(this, true, startSave));
} else {
loading->setNextState(new MenuState(this));
}
StateManager::get().enter(loading);
log.info("Game", "Started");
}
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RWGame::~RWGame() {
log.info("Game", "Beginning cleanup");
log.info("Game", "Stopping work queue");
work->stop();
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log.info("Game", "Cleaning up scripts");
delete script;
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log.info("Game", "Cleaning up renderer");
delete renderer;
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log.info("Game", "Cleaning up world");
delete world;
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log.info("Game", "Cleaning up state");
delete state;
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log.info("Game", "Cleaning up window");
delete window;
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log.info("Game", "Cleaning up work queue");
delete work;
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SDL_Quit();
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log.info("Game", "Done cleaning up");
}
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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);
}
}
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void RWGame::saveGame(const std::string& savename) {
RW_UNUSED(savename);
}
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void RWGame::loadGame(const std::string& savename) {
delete state->world;
delete state->script;
state = nullptr;
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log.info("Game", "Loading game " + savename);
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newGame();
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startScript("data/main.scm");
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if (!SaveGame::loadGame(*state, savename)) {
log.error("Game", "Failed to load game");
}
}
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void RWGame::startScript(const std::string& name) {
SCMFile* f = world->data->loadSCM(name);
if (f) {
if (script) delete script;
SCMOpcodes* opcodes = new SCMOpcodes;
opcodes->modules.push_back(new GTA3Module);
script = new ScriptMachine(state, f, opcodes);
state->script = script;
} else {
log.error("Game", "Failed to load SCM: " + name);
}
}
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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;
}
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// Modifiers for GTA3 we try to recreate
#define RW_GAME_VERSION 1100
#define RW_GAME_GTA3_GERMAN 0
#define RW_GAME_GTA3_ANNIVERSARY 0
void RWGame::handleCheatInput(char symbol) {
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cheatInputWindow = cheatInputWindow.substr(1) + symbol;
// Helper to check for cheats
auto checkForCheat = [this](std::string cheat,
std::function<void()> action) {
RW_CHECK(cheatInputWindow.length() >= cheat.length(), "Cheat too long");
size_t offset = cheatInputWindow.length() - cheat.length();
if (cheat == cheatInputWindow.substr(offset)) {
log.info("Game", "Cheat triggered: '" + cheat + "'");
if (action) {
action();
}
}
};
// Player related cheats
{
auto player = static_cast<CharacterObject*>(
world->pedestrianPool.find(state->playerObject));
#ifdef RW_GAME_GTA3_GERMAN // Germans got their own cheat
std::string health_cheat = "GESUNDHEIT";
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#else
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std::string health_cheat = "HEALTH";
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#endif
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checkForCheat(health_cheat, [&] {
player->getCurrentState().health = 100.f;
// @todo ShowHelpMessage("CHEAT3"); // III / VC: Inputting health
// cheat.
});
#if RW_GAME_VERSION >= 1100 // Changed cheat name in version 1.1
std::string armor_cheat = "TORTOISE";
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#else
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std::string armor_cheat = "TURTOISE";
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#endif
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checkForCheat(armor_cheat, [&] {
player->getCurrentState().armour = 100.f;
// @todo ShowHelpMessage("CHEAT4"); // III / VC: Inputting armor
// cheat.
});
checkForCheat("GUNSGUNSGUNS", [&] {
// @todo give player weapons
// @todo ShowHelpMessage("CHEAT2"); // III / VC: Inputting weapon
// cheats.
});
checkForCheat("IFIWEREARICHMAN", [&] {
world->state->playerInfo.money += 250000;
// @todo ShowHelpMessage("CHEAT6"); // III: Inputting money cheat.
});
checkForCheat("MOREPOLICEPLEASE", [&] {
// @todo raise to next wanted level
// @todo ShowHelpMessage("CHEAT5"); // III / VC: Inputting wanted
// level cheats.
});
checkForCheat("NOPOLICEPLEASE", [&] {
// @todo lower to next lower wanted level
// @todo ShowHelpMessage("CHEAT5"); // III / VC: Inputting wanted
// level cheats.
});
}
// Misc cheats.
{
checkForCheat("BANGBANGBANG", [&] {
// @todo Explode nearby vehicles
// @todo What radius?
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("GIVEUSATANK", [&] {
// The iPod / Android version of the game (10th year anniversary) spawns random
// (?) vehicles instead of always rhino
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#ifdef RW_GAME_GTA3_ANNIVERSARY
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uint16_t vehicleModel = 110; // @todo Which cars are spawned?!
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#else
uint16_t vehicleModel = 122;
#endif
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// @todo Spawn rhino
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("CORNERSLIKEMAD", [&] {
// @todo Weird car handling
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("ANICESETOFWHEELS", [&] {
// @todo Hide car bodies
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("CHITTYCHITTYBB", [&] {
// @todo Cars can fly
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("NASTYLIMBCHEAT", [&] {
// @todo Makes it possible to shoot limbs off, iirc?
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("ILIKEDRESSINGUP", [&] {
// @todo Which skins will be chosen?
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
}
// Pedestrian cheats
{
checkForCheat("WEAPONSFORALL", [&] {
// @todo Give all pedestrians weapons.. this is also saved in the
// savegame?!
// @todo Which weapons do they get?
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("NOBODYLIKESME", [&] {
// @todo Set all pedestrians hostile towards player.. this is also
// saved in the savegame?!
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("ITSALLGOINGMAAAD", [&] {
// @todo Set all pedestrians to fighting each other.. this is also
// saved in the savegame?!
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
// Game speed cheats
checkForCheat("TIMEFLIESWHENYOU", [&] {
// @todo Set fast gamespeed
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
checkForCheat("BOOOOORING", [&] {
// @todo Set slow gamespeed
// @todo ShowHelpMessage("CHEAT1"); // III / VC: Inputting most
// cheats.
});
}
// Weather cheats
{
checkForCheat("ILIKESCOTLAND", [&] {
// @todo Set weather to cloudy
// @todo ShowHelpMessage("CHEAT7"); // III / VC: Inputting weather
// cheats.
});
checkForCheat("SKINCANCERFORME", [&] {
// @todo Set sunny / normal weather
// @todo ShowHelpMessage("CHEAT7"); // III / VC: Inputting weather
// cheats.
});
checkForCheat("MADWEATHER", [&] {
// @todo Set bad weather
// @todo ShowHelpMessage("CHEAT7"); // III / VC: Inputting weather
// cheats.
});
checkForCheat("ILOVESCOTLAND", [&] {
// @todo Set weather to rainy
// @todo ShowHelpMessage("CHEAT7"); // III / VC: Inputting weather
// cheats.
});
checkForCheat("PEASOUP", [&] {
// @todo Set weather to foggy
// @todo ShowHelpMessage("CHEAT7"); // III / VC: Inputting weather
// cheats.
});
}
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}
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int RWGame::run() {
last_clock_time = clock.now();
// Loop until we run out of states.
while (StateManager::get().states.size()) {
State* state = StateManager::get().states.back();
RW_PROFILE_FRAME_BOUNDARY();
RW_PROFILE_BEGIN("Input");
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
StateManager::get().clear();
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
inFocus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
inFocus = false;
break;
}
break;
case SDL_KEYDOWN:
globalKeyEvent(event);
break;
case SDL_MOUSEMOTION:
event.motion.xrel *= MOUSE_SENSITIVITY_SCALE;
event.motion.yrel *= MOUSE_SENSITIVITY_SCALE;
break;
}
RW_PROFILE_BEGIN("State");
state->handleEvent(event);
RW_PROFILE_END()
}
RW_PROFILE_END();
auto now = clock.now();
float timer =
std::chrono::duration<float>(now - last_clock_time).count();
last_clock_time = now;
accum += timer * timescale;
RW_PROFILE_BEGIN("Update");
if (accum >= GAME_TIMESTEP) {
if (StateManager::get().states.size() == 0) {
break;
}
RW_PROFILE_BEGIN("state");
StateManager::get().tick(GAME_TIMESTEP);
RW_PROFILE_END();
RW_PROFILE_BEGIN("engine");
tick(GAME_TIMESTEP);
RW_PROFILE_END();
accum -= GAME_TIMESTEP;
// Throw away time if the accumulator reaches too high.
if (accum > GAME_TIMESTEP * 5.f) {
accum = 0.f;
}
}
RW_PROFILE_END();
float alpha = fmod(accum, GAME_TIMESTEP) / GAME_TIMESTEP;
if (!state->shouldWorldUpdate()) {
alpha = 1.f;
}
RW_PROFILE_BEGIN("Render");
RW_PROFILE_BEGIN("engine");
render(alpha, timer);
RW_PROFILE_END();
RW_PROFILE_BEGIN("state");
if (StateManager::get().states.size() > 0) {
StateManager::get().draw(renderer);
}
RW_PROFILE_END();
RW_PROFILE_END();
renderProfile();
window->swap();
}
return 0;
}
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void RWGame::tick(float dt) {
// Process the Engine's background work.
world->_work->update();
State* currState = StateManager::get().states.back();
world->chase.update(dt);
static float clockAccumulator = 0.f;
if (currState->shouldWorldUpdate()) {
// Clear out any per-tick state.
world->clearTickData();
state->gameTime += dt;
clockAccumulator += dt;
while (clockAccumulator >= 1.f) {
world->state->basic.gameMinute++;
while (state->basic.gameMinute >= 60) {
state->basic.gameMinute = 0;
state->basic.gameHour++;
while (state->basic.gameHour >= 24) {
state->basic.gameHour = 0;
}
}
clockAccumulator -= 1.f;
}
// Clean up old VisualFX
for (int i = 0; i < static_cast<int>(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->text.tick(dt);
world->dynamicsWorld->stepSimulation(dt, 2, dt);
if (script) {
try {
script->execute(dt);
} catch (SCMException& ex) {
std::cerr << ex.what() << std::endl;
log.error("Script", ex.what());
throw;
}
}
/// @todo this doesn't make sense as the condition
if (state->playerObject) {
nextCam.frustum.update(nextCam.frustum.projection() *
nextCam.getView());
// Use the current camera position to spawn pedestrians.
world->cleanupTraffic(nextCam);
world->createTraffic(nextCam);
}
}
// 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) {
lastDraws = getRenderer()->getRenderer()->getDrawCount();
getRenderer()->getRenderer()->swap();
glm::ivec2 windowSize = window->getSize();
renderer->setViewport(windowSize.x, windowSize.y);
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) {
viewCam.position = state->cameraPosition;
viewCam.rotation = state->cameraRotation;
} 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 =
windowSize.x / static_cast<float>(windowSize.y);
if (state->isCinematic) {
viewCam.frustum.fov *= viewCam.frustum.aspectRatio;
}
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
renderer->getRenderer()->pushDebugGroup("World");
RW_PROFILE_BEGIN("world");
renderer->renderWorld(world, viewCam, alpha);
RW_PROFILE_END();
renderer->getRenderer()->popDebugGroup();
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RW_PROFILE_BEGIN("debug");
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switch (debugview_) {
case DebugViewMode::General:
renderDebugStats(time);
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break;
case DebugViewMode::Physics:
if (world) {
world->dynamicsWorld->debugDrawWorld();
debug->flush(renderer);
}
break;
case DebugViewMode::Navigation:
renderDebugPaths(time);
break;
case DebugViewMode::Objects:
renderDebugObjects(time, viewCam);
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break;
default:
break;
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}
RW_PROFILE_END();
drawOnScreenText(world, renderer);
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}
void RWGame::renderDebugStats(float time) {
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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;
times[times_index++] = time_ms;
if (times_index >= average_every_frame) {
times_index = 0;
time_average = 0;
for (size_t i = 0; i < average_every_frame; ++i) {
time_average += times[i];
}
time_average /= average_every_frame;
}
std::stringstream ss;
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ss << "FPS: " << (1000.f / time_average) << " (" << time_average << "ms)\n"
<< "Frame: " << time_ms << "ms\n"
<< "Draws/Textures/Buffers: " << lastDraws << "/"
<< renderer->getRenderer()->getTextureCount() << "/"
<< renderer->getRenderer()->getBufferCount() << "\n";
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TextRenderer::TextInfo ti;
ti.text = GameStringUtil::fromString(ss.str());
ti.font = 2;
ti.screenPosition = glm::vec2(10.f, 10.f);
ti.size = 15.f;
ti.baseColour = glm::u8vec3(255);
renderer->text.renderText(ti);
/*while( engine->log.size() > 0 && engine->log.front().time + 10.f <
engine->gameTime ) {
engine->log.pop_front();
}
ti.screenPosition = glm::vec2( 10.f, 500.f );
ti.size = 15.f;
for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
ti.text = it->message;
switch(it->type) {
case GameWorld::LogEntry::Error:
ti.baseColour = glm::vec3(1.f, 0.f, 0.f);
break;
case GameWorld::LogEntry::Warning:
ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
break;
default:
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
break;
}
// Interpolate the color
// c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime
- it->time) - 5.f)/5.f) * 255 : 255;
// text.setColor(c);
engine->renderer.text.renderText(ti);
ti.screenPosition.y -= ti.size;
}*/
}
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void RWGame::renderDebugPaths(float time) {
RW_UNUSED(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);
}
// Draw vehicle generators
for (size_t v = 0; v < state->vehicleGenerators.size(); ++v) {
auto& generator = state->vehicleGenerators[v];
btVector3 color(1.f, 0.f, 0.f);
btVector3 position(generator.position.x, generator.position.y,
generator.position.z);
float heading = glm::radians(generator.heading);
auto back =
btVector3(0.f, -1.f, 0.f).rotate(btVector3(0.f, 0.f, 1.f), heading);
auto right = btVector3(0.15f, -0.15f, 0.f)
.rotate(btVector3(0.f, 0.f, 1.f), heading);
auto left = btVector3(-0.15f, -0.15f, 0.f)
.rotate(btVector3(0.f, 0.f, 1.f), heading);
debug->drawLine(position, position + back, color);
debug->drawLine(position, position + right, color);
debug->drawLine(position, position + left, color);
}
debug->flush(renderer);
}
void RWGame::renderDebugObjects(float time, ViewCamera& camera) {
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RW_UNUSED(time);
std::stringstream ss;
ss << "Models: " << data->modelinfo.size() << "\n"
<< "Dynamic Objects:\n"
<< " Vehicles: " << world->vehiclePool.objects.size() << "\n"
<< " Peds: " << world->pedestrianPool.objects.size() << "\n";
TextRenderer::TextInfo ti;
ti.text = GameStringUtil::fromString(ss.str());
ti.font = 2;
ti.screenPosition = glm::vec2(10.f, 10.f);
ti.size = 15.f;
ti.baseColour = glm::u8vec3(255);
renderer->text.renderText(ti);
// Render worldspace overlay for nearby objects
constexpr float kNearbyDistance = 25.f;
const auto& view = camera.position;
const auto& model = camera.getView();
const auto& proj = camera.frustum.projection();
const auto& size = getWindow().getSize();
glm::vec4 viewport(0.f, 0.f, size.x, size.y);
auto isnearby = [&](GameObject* o) {
return glm::distance2(o->getPosition(), view) <
kNearbyDistance * kNearbyDistance;
};
auto showdata = [&](GameObject* o, std::stringstream& ss) {
auto screen = glm::project(o->getPosition(), model, proj, viewport);
if (screen.z >= 1.f) {
return;
}
ti.text = GameStringUtil::fromString(ss.str());
screen.y = viewport.w - screen.y;
ti.screenPosition = glm::vec2(screen);
ti.size = 10.f;
renderer->text.renderText(ti);
};
for (auto& p : world->vehiclePool.objects) {
if (!isnearby(p.second)) continue;
auto v = static_cast<VehicleObject*>(p.second);
std::stringstream ss;
ss << v->getVehicle()->vehiclename_ << "\n"
<< (v->isFlipped() ? "Flipped" : "Upright") << "\n"
<< (v->isStopped() ? "Stopped" : "Moving") << "\n"
<< v->getVelocity() << "m/s\n";
showdata(v, ss);
}
for (auto& p : world->pedestrianPool.objects) {
if (!isnearby(p.second)) continue;
auto c = static_cast<CharacterObject*>(p.second);
const auto& state = c->getCurrentState();
auto act = c->controller->getCurrentActivity();
std::stringstream ss;
ss << "Health: " << state.health << " (" << state.armour << ")\n"
<< (c->isAlive() ? "Alive" : "Dead") << "\n"
<< "Activity: " << (act ? act->name() : "Idle") << "\n";
showdata(c, ss);
}
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}
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void RWGame::renderProfile() {
#if RW_PROFILER
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auto& frame = perf::Profiler::get().getFrame();
constexpr float upperlimit = 30000.f;
constexpr float lineHeight = 15.f;
static std::vector<glm::vec4> perf_colours;
if (perf_colours.size() == 0) {
float c = 8.f;
for (int r = 0; r < c; ++r) {
for (int g = 0; g < c; ++g) {
for (int b = 0; b < c; ++b) {
perf_colours.push_back({r / c, g / c, b / c, 1.f});
}
}
}
}
float xscale = renderer->getRenderer()->getViewport().x / upperlimit;
TextRenderer::TextInfo ti;
ti.align = TextRenderer::TextInfo::Left;
ti.font = 2;
ti.size = lineHeight - 2.f;
ti.baseColour = glm::u8vec3(255);
std::function<void(const perf::ProfileEntry&, int)> renderEntry = [&](
const perf::ProfileEntry& entry, int depth) {
int g = 0;
for (auto& event : entry.childProfiles) {
auto duration = event.end - event.start;
float y = 60.f + (depth * (lineHeight + 5.f));
renderer->drawColour(
perf_colours[(std::hash<std::string>()(entry.label) * (g++)) %
perf_colours.size()],
{xscale * event.start, y, xscale * duration, lineHeight});
ti.screenPosition.x = xscale * (event.start);
ti.screenPosition.y = y + 2.f;
ti.text = event.label + " " + std::to_string(duration) + " us ";
renderer->text.renderText(ti);
renderEntry(event, depth + 1);
}
};
renderEntry(frame, 0);
ti.screenPosition = glm::vec2(xscale * (16000), 40.f);
ti.text = ".16 ms";
renderer->text.renderText(ti);
#endif
}
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void RWGame::globalKeyEvent(const SDL_Event& event) {
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const auto toggle_debug = [&](DebugViewMode m) {
debugview_ = debugview_ == m ? DebugViewMode::Disabled : m;
};
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switch (event.key.keysym.sym) {
case SDLK_LEFTBRACKET:
world->offsetGameTime(-30);
break;
case SDLK_RIGHTBRACKET:
world->offsetGameTime(30);
break;
case SDLK_9:
timescale *= 0.5f;
break;
case SDLK_0:
timescale *= 2.0f;
break;
case SDLK_F1:
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toggle_debug(DebugViewMode::General);
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break;
case SDLK_F2:
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toggle_debug(DebugViewMode::Navigation);
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break;
case SDLK_F3:
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toggle_debug(DebugViewMode::Physics);
break;
case SDLK_F4:
toggle_debug(DebugViewMode::Objects);
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break;
default:
break;
}
std::string keyName = SDL_GetKeyName(event.key.keysym.sym);
if (keyName.length() == 1) {
char symbol = keyName[0];
handleCheatInput(symbol);
}
}