mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 18:32:44 +01:00
Copied viewer into game folder
This commit is contained in:
parent
ffea4964e3
commit
afd85c8d15
@ -6,6 +6,7 @@ SET(CMAKE_CXX_FLAGS "-g -std=c++11")
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add_subdirectory(datadump)
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add_subdirectory(viewer)
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add_subdirectory(game)
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add_subdirectory(framework2)
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add_subdirectory(analyzer)
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7
game/CMakeLists.txt
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7
game/CMakeLists.txt
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@ -0,0 +1,7 @@
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add_executable(game main.cpp)
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include_directories(../framework2/include /usr/include/bullet)
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target_link_libraries(game renderware sfml-graphics sfml-window sfml-system GL GLEW BulletDynamics BulletCollision LinearMath )
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install(TARGETS game RUNTIME DESTINATION bin)
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385
game/main.cpp
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385
game/main.cpp
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@ -0,0 +1,385 @@
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <renderwure/engine/GTAEngine.hpp>
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#include <renderwure/loaders/LoaderDFF.hpp>
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#include <renderwure/render/DebugDraw.hpp>
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#include <renderwure/ai/GTAAIController.hpp>
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#include <renderwure/ai/GTAPlayerAIController.hpp>
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#include <renderwure/objects/GTACharacter.hpp>
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#include <renderwure/objects/GTAVehicle.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include <sstream>
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#include <getopt.h>
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
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sf::RenderWindow window;
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GTAEngine* gta = nullptr;
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GTAPlayerAIController* player = nullptr;
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GTACharacter* playerCharacter = nullptr;
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DebugDraw* debugDrawer = nullptr;
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glm::vec3 plyPos;
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glm::vec2 plyLook;
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float moveSpeed = 20.0f;
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bool inFocus = false;
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bool mouseGrabbed = true;
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int debugMode = 0;
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sf::Font font;
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void handleEvent(sf::Event &event)
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{
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switch (event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::Escape:
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window.close();
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break;
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case sf::Keyboard::Space:
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moveSpeed = 60.f;
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break;
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case sf::Keyboard::M:
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mouseGrabbed = ! mouseGrabbed;
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break;
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case sf::Keyboard::P:
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debugMode = debugMode++;
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while(debugMode > 2) debugMode -= 3;
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break;
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default: break;
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}
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break;
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case sf::Event::KeyReleased:
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switch(event.key.code) {
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case sf::Keyboard::Space:
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moveSpeed = 20.f;
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break;
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}
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break;
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case sf::Event::GainedFocus:
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inFocus = true;
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break;
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case sf::Event::LostFocus:
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inFocus = false;
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break;
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default: break;
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}
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}
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void init(std::string gtapath)
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{
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// GTA GET
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gta = new GTAEngine(gtapath);
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// This is harcoded in GTA III for some reason
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gta->gameData.loadIMG("/models/gta3");
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gta->load();
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// Test out a known IPL.
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/*gta->placeItems(gtapath + "/data/maps/industsw/industSW.ipl");
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gta->placeItems(gtapath + "/data/maps/industnw/industNW.ipl");
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gta->placeItems(gtapath + "/data/maps/industse/industSE.ipl");
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gta->placeItems(gtapath + "/data/maps/industne/industNE.ipl");*/
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plyPos = gta->itemCentroid / (float) gta->itemCount + glm::vec3(0, 0, 2);
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glm::vec3 spawnPos = plyPos + glm::vec3(-5, -20, 0.0);
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size_t k = 1;
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// Spawn every vehicle, cause why not.
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for(std::map<uint16_t, std::shared_ptr<LoaderIDE::CARS_t>>::iterator it = gta->vehicleTypes.begin();
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it != gta->vehicleTypes.end(); ++it) {
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if(it->first == 140) continue; // get this plane out of here.
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gta->createVehicle(it->first, spawnPos);
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spawnPos += glm::vec3(5, 0, 0);
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if((k++ % 4) == 0) { spawnPos += glm::vec3(-20, -15, 0); }
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}
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spawnPos = plyPos + glm::vec3(-5, 20 + (2.5 * gta->pedestrianTypes.size()/4), 0);
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k = 1;
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// Spawn every pedestrian.
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for(auto it = gta->pedestrianTypes.begin();
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it != gta->pedestrianTypes.end(); ++it) {
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gta->createPedestrian(it->first, spawnPos);
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spawnPos += glm::vec3(2.5, 0, 0);
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if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
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}
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debugDrawer = new DebugDraw;
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debugDrawer->setShaderProgram(gta->renderer.worldProgram);
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debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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gta->dynamicsWorld->setDebugDrawer(debugDrawer);
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std::cout << "Loaded "
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<< gta->gameData.models.size() << " models, "
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<< gta->gameData.textures.size() << " textures" << std::endl;
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}
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void update(float dt)
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{
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if (inFocus) {
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if (mouseGrabbed) {
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sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
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sf::Vector2i mousePos = sf::Mouse::getPosition(window);
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sf::Vector2i deltaMouse = mousePos - screenCenter;
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sf::Mouse::setPosition(screenCenter, window);
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plyLook.x += deltaMouse.x / 10.0;
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plyLook.y += deltaMouse.y / 10.0;
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if (plyLook.y > 90)
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plyLook.y = 90;
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else if (plyLook.y < -90)
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plyLook.y = -90;
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}
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glm::vec3 movement;
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
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movement.z = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
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movement.z = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
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movement.x = -1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
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movement.x = 1;
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::H)) {
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if( player == nullptr ) {
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playerCharacter = gta->createPedestrian(1, plyPos);
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player = new GTAPlayerAIController(playerCharacter);
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}
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}
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if (sf::Keyboard::isKeyPressed(sf::Keyboard::K)) {
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if( player == nullptr ) {
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playerCharacter = gta->createPedestrian(1, plyPos+glm::vec3(0.f,10.f,0.f));
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player = new GTAPlayerAIController(playerCharacter);
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto vehicle = gta->createVehicle(it->first, plyPos, glm::quat(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180)));
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playerCharacter->setCurrentVehicle(vehicle);
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}
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}
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if(sf::Keyboard::isKeyPressed(sf::Keyboard::U)) {
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auto ped = gta->createPedestrian(2, plyPos+glm::vec3(0.f,10.f,0.f));
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// Pick random vehicle.
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auto it = gta->vehicleTypes.begin();
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std::uniform_int_distribution<int> uniform(0, 9);
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for(size_t i = 0, n = uniform(gta->randomEngine); i != n; i++) {
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it++;
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}
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auto vehicle = gta->createVehicle(it->first, plyPos, glm::quat(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180)));
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ped->setCurrentVehicle(vehicle);
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}
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
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if( player != nullptr ) {
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glm::quat playerCamera(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180));
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movement.y = -movement.z;
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movement.z = 0.f;
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player->updateCameraDirection(playerCamera);
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player->updateMovementDirection(movement);
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player->setRunning(moveSpeed > 21.f);
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float viewDistance = playerCharacter->getCurrentVehicle() ? -3.5f : -2.5f;
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glm::vec3 localView = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, -0.5f, viewDistance);
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if(playerCharacter->getCurrentVehicle()) {
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plyPos = playerCharacter->getCurrentVehicle()->getPosition();
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}
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else {
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plyPos = playerCharacter->getPosition();
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}
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view = glm::translate(view, -plyPos + localView);
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}
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else {
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if (glm::length(movement) > 0.f) {
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plyPos += dt * moveSpeed * (glm::inverse(glm::mat3(view)) * movement);
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}
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view = glm::translate(view, -plyPos);
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}
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gta->gameTime += dt;
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gta->renderer.camera.worldPos = plyPos;
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gta->renderer.camera.frustum.view = view;
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// TODO: move this inside the engine
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for( size_t p = 0; p < gta->pedestrians.size(); ++p ) {
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gta->pedestrians[p]->tick(dt);
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}
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for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
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gta->vehicleInstances[v]->tick(dt);
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}
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gta->dynamicsWorld->stepSimulation(dt, 1, dt);
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}
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}
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void render()
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{
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// Update aspect ratio..
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gta->renderer.camera.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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//glEnable(GL_CULL_FACE);
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switch( debugMode ) {
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case 0:
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gta->renderer.renderWorld();
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break;
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case 1: {
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gta->renderer.renderWorld();
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glUseProgram(gta->renderer.worldProgram);
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glm::mat4 proj = gta->renderer.camera.frustum.projection();
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glm::mat4 view = gta->renderer.camera.frustum.view;
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glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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gta->renderer.renderPaths();
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break;
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}
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case 2: {
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glUseProgram(gta->renderer.worldProgram);
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glm::mat4 proj = gta->renderer.camera.frustum.projection();
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glm::mat4 view = gta->renderer.camera.frustum.view;
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glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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gta->dynamicsWorld->debugDrawWorld();
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debugDrawer->drawAllLines();
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break;
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}
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}
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window.resetGLStates();
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std::stringstream ss;
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ss << fmod(floor(gta->gameTime), 24.f) << ":" << (floor(fmod(gta->gameTime, 1.f) * 60.f)) << " (" << gta->gameTime << ")";
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sf::Text text(ss.str(), font, 15);
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text.setPosition(10, 10);
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window.draw(text);
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while( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
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gta->log.pop_front();
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}
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sf::Vector2f tpos(10.f, 40.f);
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text.setCharacterSize(15);
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for(auto it = gta->log.begin(); it != gta->log.end(); ++it) {
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text.setString(it->message);
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switch(it->type) {
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case GTAEngine::LogEntry::Error:
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text.setColor(sf::Color::Red);
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break;
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case GTAEngine::LogEntry::Warning:
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text.setColor(sf::Color::Yellow);
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break;
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default:
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text.setColor(sf::Color::White);
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break;
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}
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// Interpolate the color
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auto c = text.getColor();
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c.a = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
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text.setColor(c);
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text.setPosition(tpos);
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window.draw(text);
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tpos.y += text.getLocalBounds().height;
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}
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static size_t fc = 0;
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if(fc++ == 60)
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{
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std::cout << "Rendered: " << gta->renderer.rendered << " / Culled: " << gta->renderer.culled << std::endl;
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fc = 0;
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}
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}
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int main(int argc, char *argv[])
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{
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if (argc < 2) {
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std::cout << "Usage: " << argv[0] << " <path to GTA3 root folder>" << std::endl;
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exit(1);
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}
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if(! font.loadFromFile("DejaVuSansMono.ttf")) {
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std::cerr << "Failed to load font" << std::endl;
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}
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glewExperimental = GL_TRUE;
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glewInit();
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size_t w = WIDTH, h = HEIGHT;
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int c;
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while( (c = getopt(argc, argv, "w:h:")) != -1) {
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switch(c) {
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case 'w':
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w = atoi(optarg);
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break;
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case 'h':
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h = atoi(optarg);
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break;
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}
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}
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sf::ContextSettings cs;
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cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "GTA3 Viewer", sf::Style::Close, cs);
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window.setVerticalSyncEnabled(true);
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init(argv[optind]);
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sf::Clock clock;
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float accum = 0.f;
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float ts = 1.f / 20.f;
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while (window.isOpen()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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handleEvent(event);
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}
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accum += clock.restart().asSeconds();
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while ( accum >= ts ) {
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update(ts);
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accum -= ts;
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}
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render();
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window.display();
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}
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return 0;
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}
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