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mirror of https://github.com/rwengine/openrw.git synced 2024-09-03 09:09:47 +02:00

Move game code into RWGame class and refactor

This commit is contained in:
Daniel Evans 2014-09-16 19:22:43 +01:00
parent c3956ac888
commit f47fad4bc2
17 changed files with 438 additions and 513 deletions

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@ -1,6 +1,8 @@
add_executable(rwgame
main.cpp
RWGame.cpp
State.cpp
loadingstate.cpp

292
rwgame/RWGame.cpp Normal file
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@ -0,0 +1,292 @@
#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),
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);
}
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;
}
}

79
rwgame/RWGame.hpp Normal file
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@ -0,0 +1,79 @@
#ifndef _RWGAME_HPP_
#define _RWGAME_HPP_
#include <engine/GameWorld.hpp>
#include "game.hpp"
#include <SFML/Graphics.hpp>
class RWGame
{
GameWorld* engine;
sf::RenderWindow window;
sf::Clock clock;
bool inFocus;
ViewCamera lastCam, nextCam;
float accum;
float timescale;
sf::Font font;
public:
RWGame(const std::string& gamepath);
~RWGame();
int run();
GameWorld* getWorld() const
{
return engine;
}
sf::RenderWindow& getWindow()
{
return window;
}
sf::Font& getFont()
{
return font;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
{
auto vc = nextCam;
glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
return hitWorldRay(from, tmp, hit, normal, object);
}
bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object = nullptr)
{
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
engine->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
private:
void tick(float dt);
void render(float alpha);
void globalKeyEvent(const sf::Event& event);
};
#endif

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@ -1,4 +1,5 @@
#include "State.hpp"
#include "RWGame.hpp"
// This serves as the "initial" camera position.
ViewCamera defaultView({-250.f, -550.f, 75.f}, glm::angleAxis(glm::radians(5.f), glm::vec3(0.f, 1.f, 0.f)));
@ -7,3 +8,13 @@ const ViewCamera& State::getCamera()
{
return defaultView;
}
GameWorld* State::getWorld()
{
return game->getWorld();
}
sf::RenderWindow& State::getWindow()
{
return game->getWindow();
}

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@ -7,14 +7,19 @@
#include "MenuSystem.hpp"
#include <glm/gtc/quaternion.hpp>
class RWGame;
class GameWorld;
struct State
{
// Helper for global menu behaviour
Menu* currentMenu;
Menu* nextMenu;
RWGame* game;
State()
: currentMenu(nullptr), nextMenu(nullptr) {}
State(RWGame* game)
: currentMenu(nullptr), nextMenu(nullptr), game(game) {}
virtual void enter() = 0;
virtual void exit() = 0;
@ -80,6 +85,9 @@ struct State
}
virtual const ViewCamera& getCamera();
GameWorld* getWorld();
sf::RenderWindow& getWindow();
};
struct StateManager

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@ -1,13 +1,13 @@
#include "debugstate.hpp"
#include "game.hpp"
#include "RWGame.hpp"
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
: _freeLook( false ), _sonicMode( false )
DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
: State(game), _freeLook( false ), _sonicMode( false )
{
Menu *m = new Menu(getFont());
Menu *m = new Menu(game->getFont());
m->offset = glm::vec2(50.f, 100.f);
float entryHeight = 24.f;
m->addEntry(Menu::lambda("Random Vehicle", [this] {
@ -18,7 +18,7 @@ DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
}
spawnVehicle(it->first);
}, entryHeight));
m->addEntry(Menu::lambda("Open All Doors/Flaps", [this] {
m->addEntry(Menu::lambda("Open All Doors/Flaps", [=] {
auto pc = getWorld()->state.player->getCharacter();
auto pv = pc->getCurrentVehicle();
if( pv ) {
@ -28,9 +28,9 @@ DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
}
}, entryHeight));
m->addEntry(Menu::lambda("Spawn Pedestrians", [this] {
m->addEntry(Menu::lambda("Spawn Pedestrians", [=] {
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
if(game->hitWorldRay(hit, normal)) {
glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
size_t k = 1;
// Spawn every pedestrian.
@ -175,7 +175,7 @@ void DebugState::spawnVehicle(unsigned int id)
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
glm::vec3 hit, normal;
if(hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) {
if(game->hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) {
auto spawnpos = hit + normal;
getWorld()->createVehicle(id, spawnpos, glm::quat());
}

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@ -11,7 +11,7 @@ class DebugState : public State
bool _freeLook;
bool _sonicMode;
public:
DebugState(const glm::vec3& vp = {}, const glm::quat& vd = {});
DebugState(RWGame* game, const glm::vec3& vp = {}, const glm::quat& vd = {});
virtual void enter();
virtual void exit();

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@ -6,7 +6,6 @@
#include <engine/GameObject.hpp>
#include <engine/GameWorld.hpp>
constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
// TODO: Move all of this stuff so it's not just lying around.
@ -15,13 +14,10 @@ bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object = nullpt
bool hitWorldRay(const glm::vec3& start, const glm::vec3& direction,
glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr);
sf::Window& getWindow();
GameWorld* getWorld();
sf::Font& getFont();
void skipTime(float time);
#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
#define GAME_TIMESTEP (1.f/30.f)
#define GAME_WINDOW_WIDTH 800
#define GAME_WINDOW_HEIGHT 600
#endif // GAME_HPP

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@ -1,5 +1,5 @@
#include "ingamestate.hpp"
#include "game.hpp"
#include "RWGame.hpp"
#include "pausestate.hpp"
#include "debugstate.hpp"
@ -10,7 +10,8 @@
#include <render/Model.hpp>
#include <items/WeaponItem.hpp>
IngameState::IngameState(bool test)
IngameState::IngameState(RWGame* game, bool test)
: State(game)
{
if( test ) {
startTest();
@ -67,7 +68,7 @@ void IngameState::spawnPlayerVehicle()
{
if(! getWorld()->state.player ) return;
glm::vec3 hit, normal;
if(hitWorldRay(hit, normal)) {
if(game->hitWorldRay(hit, normal)) {
// Pick random vehicle.
auto it = getWorld()->vehicleTypes.begin();
@ -226,10 +227,10 @@ void IngameState::handleEvent(const sf::Event &event)
case sf::Event::KeyPressed:
switch(event.key.code) {
case sf::Keyboard::Escape:
StateManager::get().enter(new PauseState);
StateManager::get().enter(new PauseState(game));
break;
case sf::Keyboard::M:
StateManager::get().enter(new DebugState(_look.position, _look.rotation));
StateManager::get().enter(new DebugState(game, _look.position, _look.rotation));
break;
case sf::Keyboard::Space:
if( player ) {
@ -277,9 +278,6 @@ void IngameState::handleEvent(const sf::Event &event)
case sf::Keyboard::LShift:
player->setRunning(false);
break;
case sf::Keyboard::F12:
skipTime(10.f);
break;
default: break;
}
break;

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@ -11,7 +11,7 @@ class IngameState : public State
glm::vec2 _lookAngles;
glm::vec3 _movement;
public:
IngameState(bool test = false);
IngameState(RWGame* game, bool test = false);
void startTest();
void spawnPlayerVehicle();

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@ -1,8 +1,9 @@
#include "loadingstate.hpp"
#include "menustate.hpp"
#include "game.hpp"
#include "RWGame.hpp"
LoadingState::LoadingState()
LoadingState::LoadingState(RWGame* game)
: State(game)
{
}
@ -37,7 +38,7 @@ void LoadingState::tick(float dt)
// Check to see if the GameWorld has run out of jobs
// (i.e. it's time to open the main menu)
if( getWorld()->_work->isEmpty() ) {
StateManager::get().exec(new MenuState);
StateManager::get().exec(new MenuState(game));
}
}
@ -49,7 +50,7 @@ void LoadingState::handleEvent(const sf::Event &e)
void LoadingState::draw(sf::RenderWindow &w)
{
// Display some manner of loading screen.
sf::Text loadingText("Loading...", getFont(), 28);
sf::Text loadingText("Loading...", game->getFont(), 28);
loadingText.setPosition({30.f, 20.f});
w.draw(loadingText);
}

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@ -6,7 +6,7 @@
class LoadingState : public State
{
public:
LoadingState();
LoadingState(RWGame* game);
virtual void enter();
virtual void exit();

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@ -1,408 +1,7 @@
#define GLEW_STATIC
#include <GL/glew.h>
#include <engine/GameWorld.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
#include <render/Model.hpp>
#include <objects/VehicleObject.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/InstanceObject.hpp>
#include <ai/PlayerController.hpp>
#include <script/ScriptMachine.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <data/CutsceneData.hpp>
#include "loadingstate.hpp"
#include <SFML/Graphics.hpp>
#include <memory>
#include <sstream>
#include <iomanip>
#include <getopt.h>
#include "game.hpp"
#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
#define GAME_TIMESTEP (1.f/30.f)
constexpr int WIDTH = 800,
HEIGHT = 600;
sf::RenderWindow window;
GameWorld* gta = nullptr;
DebugDraw* debugDrawer = nullptr;
bool inFocus = true;
int debugMode = 0;
float accum = 0.f;
// Camera poisitions to interpolate between ticks.
ViewCamera lastCam, nextCam;
sf::Font font;
sf::Window& getWindow()
{
return window;
}
GameWorld* getWorld()
{
return gta;
}
sf::Font& getFont()
{
return font;
}
void skipTime(float time)
{
accum += time;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
{
const ViewCamera& vc = StateManager::get().states.back()->getCamera();
btVector3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
btVector3 to(from.x() + tmp.x, from.y() + tmp.y, from.x() + tmp.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
gta->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
{
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
gta->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
void handleGlobalEvent(sf::Event &event)
{
switch (event.type) {
case sf::Event::KeyPressed:
break;
case sf::Event::GainedFocus:
inFocus = true;
break;
case sf::Event::LostFocus:
inFocus = false;
break;
default: break;
}
}
void handleInputEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::P:
debugMode+=1;
while(debugMode > 2) debugMode -= 3;
break;
default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
default: break;
}
break;
default: break;
}
}
void handleCommandEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::LBracket:
gta->state.minute -= 30.f;
break;
case sf::Keyboard::RBracket:
gta->state.minute += 30.f;
break;
break;
default: break;
}
default: break;
}
}
void init(std::string gtapath)
{
// GTA GET
gta = new GameWorld(gtapath);
// This is harcoded in GTA III for some reason
gta->gameData.loadIMG("/models/gta3");
gta->gameData.loadIMG("/models/txd");
gta->gameData.loadIMG("/anim/cuts");
gta->load();
// Load dynamic object data
gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
gta->gameData.loadGXT("english.gxt");
gta->gameTime = 0.f;
debugDrawer = new DebugDraw;
//debugDrawer->setShaderProgram(gta->renderer.worldProgram);
debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
gta->dynamicsWorld->setDebugDrawer(debugDrawer);
//setViewParameters( { -260.f, -151.5f, 9.f }, { -0.3f, 0.05f } );
std::cout << "Loaded "
<< gta->gameData.models.size() << " models, "
<< gta->gameData.textures.size() << " textures" << std::endl;
}
void update(float dt)
{
gta->_work->update();
static float clockAccumulator = 0.f;
if (inFocus) {
gta->gameTime += dt;
clockAccumulator += dt;
while( clockAccumulator >= 1.f ) {
gta->state.minute ++;
if( gta->state.minute >= 60 ) {
gta->state.minute = 0;
gta->state.hour ++;
if( gta->state.hour >= 24 ) {
gta->state.hour = 0;
}
}
clockAccumulator -= 1.f;
}
for( GameObject* object : gta->objects ) {
object->_updateLastTransform();
object->tick(dt);
}
gta->destroyQueuedObjects();
gta->state.texts.clear();
gta->dynamicsWorld->stepSimulation(dt, 2, dt);
if( getWorld()->script ) {
try {
getWorld()->script->execute(dt);
}
catch( SCMException& ex ) {
std::cerr << ex.what() << std::endl;
getWorld()->logError( ex.what() );
throw;
}
}
}
// render() needs two cameras to smoothly interpolate between ticks.
lastCam = nextCam;
nextCam = StateManager::get().states.back()->getCamera();
}
void render(float alpha)
{
ViewCamera viewCam;
if( gta->state.currentCutscene != nullptr && gta->state.cutsceneStartTime >= 0.f )
{
auto cutscene = gta->state.currentCutscene;
float cutsceneTime = std::min(gta->gameTime - gta->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);
gta->renderer.renderWorld(viewCam, alpha);
switch( debugMode ) {
case 0: break;
case 1: {
//glUseProgram(gta->renderer.worldProgram);
/*gta->renderer.uploadUBO<ObjectUniformData>(
gta->renderer.uboObject, {
glm::mat4(),
glm::vec4(1.f),
1.f, 1.f
});*/
gta->renderer.renderPaths();
break;
}
case 2: {
//glUseProgram(gta->renderer.worldProgram);
/*gta->renderer.uploadUBO<ObjectUniformData>(
gta->renderer.uboObject, {
glm::mat4(),
glm::vec4(1.f),
1.f, 1.f
});*/
gta->dynamicsWorld->debugDrawWorld();
debugDrawer->drawAllLines();
break;
}
}
window.resetGLStates();
std::stringstream ss;
ss << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
<< ":" << std::setw(2) << gta->getMinute() << " (" << gta->gameTime << "s)\n";
ss << "View: " << viewCam.position.x << " " << viewCam.position.y << " " << viewCam.position.z << "\n";
ss << "Drawn " << gta->renderer.rendered << " / " << gta->renderer.culled << " Culled " << " " << gta->renderer.frames << " " << gta->renderer.geoms << "\n";
if( gta->state.player ) {
ss << "Activity: ";
if( gta->state.player->getCurrentActivity() ) {
ss << gta->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( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
gta->log.pop_front();
}
sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
text.setCharacterSize(14);
for(auto it = gta->log.begin(); it != gta->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 = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->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( gta->gameTime < gta->state.osTextStart + gta->state.osTextTime ) {
sf::Text messageText(gta->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 : gta->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);
}
}
#include "RWGame.hpp"
std::string getGamePath()
{
@ -412,73 +11,8 @@ std::string getGamePath()
int main(int argc, char *argv[])
{
if(! font.loadFromFile(getGamePath() + "/DejaVuSansMono.ttf")) {
std::cerr << "Failed to load font" << std::endl;
}
glewExperimental = GL_TRUE;
glewInit();
RWGame game(getGamePath());
size_t w = WIDTH, h = HEIGHT;
int c;
while( (c = getopt(argc, argv, "w:h:")) != -1) {
switch(c) {
case 'w':
w = atoi(optarg);
break;
case 'h':
h = atoi(optarg);
break;
}
}
sf::ContextSettings cs;
cs.depthBits = 32;
window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
window.setVerticalSyncEnabled(true);
window.setMouseCursorVisible(false);
init(getGamePath());
sf::Clock clock;
StateManager::get().enter(new LoadingState);
float ts = GAME_TIMESTEP;
float timescale = 1.f;
// 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)) {
handleGlobalEvent(event);
handleCommandEvent(event);
handleInputEvent(event);
StateManager::get().states.back()->handleEvent(event);
}
accum += clock.restart().asSeconds() * timescale;
while ( accum >= ts ) {
StateManager::get().tick(ts);
update(ts);
accum -= ts;
}
float alpha = accum / ts;
render(alpha);
StateManager::get().draw(window);
window.display();
}
delete gta;
return 0;
return game.run();
}

View File

@ -2,14 +2,17 @@
#include "game.hpp"
#include "ingamestate.hpp"
MenuState::MenuState()
#include "RWGame.hpp"
MenuState::MenuState(RWGame* game)
: State(game)
{
Menu *m = new Menu(getFont());
Menu *m = new Menu(game->getFont());
m->offset = glm::vec2(50.f, 100.f);
m->addEntry(Menu::lambda("Start", [] { StateManager::get().enter(new IngameState); }));
m->addEntry(Menu::lambda("Test", [] { StateManager::get().enter(new IngameState(true)); }));
m->addEntry(Menu::lambda("Start", [=] { StateManager::get().enter(new IngameState(game)); }));
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true)); }));
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [] { getWindow().close(); }));
m->addEntry(Menu::lambda("Exit", [=] { getWindow().close(); }));
this->enterMenu(m);
}

View File

@ -6,7 +6,7 @@
class MenuState : public State
{
public:
MenuState();
MenuState(RWGame* game);
virtual void enter();
virtual void exit();

View File

@ -1,13 +1,14 @@
#include "pausestate.hpp"
#include "game.hpp"
#include "RWGame.hpp"
PauseState::PauseState()
PauseState::PauseState(RWGame* game)
: State(game)
{
Menu *m = new Menu(getFont());
Menu *m = new Menu(game->getFont());
m->offset = glm::vec2(50.f, 100.f);
m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
m->addEntry(Menu::lambda("Exit", [] { getWindow().close(); }));
m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); }));
this->enterMenu(m);
}

View File

@ -6,7 +6,7 @@
class PauseState : public State
{
public:
PauseState();
PauseState(RWGame* game);
virtual void enter();
virtual void exit();