mirror of
https://github.com/rwengine/openrw.git
synced 2024-09-15 06:52:34 +02:00
Move game code into RWGame class and refactor
This commit is contained in:
parent
c3956ac888
commit
f47fad4bc2
@ -1,6 +1,8 @@
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add_executable(rwgame
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main.cpp
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RWGame.cpp
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State.cpp
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loadingstate.cpp
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292
rwgame/RWGame.cpp
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292
rwgame/RWGame.cpp
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@ -0,0 +1,292 @@
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#include "RWGame.hpp"
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#include "State.hpp"
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#include "loadingstate.hpp"
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#include <engine/GameObject.hpp>
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#include <render/GameRenderer.hpp>
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#include <script/ScriptMachine.hpp>
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#include <data/CutsceneData.hpp>
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#include <ai/PlayerController.hpp>
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RWGame::RWGame(const std::string& gamepath)
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: engine(nullptr), inFocus(true),
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accum(0.f), timescale(1.f)
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{
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if(! font.loadFromFile(gamepath + "/DejaVuSansMono.ttf")) {
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std::cerr << "Failed to load font" << std::endl;
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}
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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sf::ContextSettings cs;
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cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
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window.setVerticalSyncEnabled(true);
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window.setMouseCursorVisible(false);
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glewExperimental = GL_TRUE;
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glewInit();
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engine = new GameWorld(gamepath);
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// Initalize all the archives.
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engine->gameData.loadIMG("/models/gta3");
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engine->gameData.loadIMG("/models/txd");
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engine->gameData.loadIMG("/anim/cuts");
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/// @TODO expand this here.
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engine->load();
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engine->gameData.loadDynamicObjects(gamepath + "/data/object.dat");
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/// @TODO language choices.
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engine->gameData.loadGXT("english.gxt");
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StateManager::get().enter(new LoadingState(this));
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engine->logInfo("Started");
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}
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RWGame::~RWGame()
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{
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delete engine;
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}
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int RWGame::run()
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{
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clock.restart();
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// Loop until the window is closed or we run out of state.
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while (window.isOpen() && StateManager::get().states.size()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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switch (event.type) {
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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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case sf::Event::KeyPressed:
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globalKeyEvent(event);
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default: break;
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}
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StateManager::get().states.back()->handleEvent(event);
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}
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accum += clock.restart().asSeconds() * timescale;
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while ( accum >= GAME_TIMESTEP ) {
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StateManager::get().tick(GAME_TIMESTEP);
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tick(GAME_TIMESTEP);
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accum -= GAME_TIMESTEP;
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}
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float alpha = accum / GAME_TIMESTEP;
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render(alpha);
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StateManager::get().draw(window);
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window.display();
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}
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return 0;
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}
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void RWGame::tick(float dt)
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{
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// Process the Engine's background work.
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engine->_work->update();
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static float clockAccumulator = 0.f;
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if (inFocus) {
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engine->gameTime += dt;
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clockAccumulator += dt;
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while( clockAccumulator >= 1.f ) {
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engine->state.minute ++;
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if( engine->state.minute >= 60 ) {
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engine->state.minute = 0;
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engine->state.hour ++;
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if( engine->state.hour >= 24 ) {
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engine->state.hour = 0;
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}
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}
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clockAccumulator -= 1.f;
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}
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for( GameObject* object : engine->objects ) {
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object->_updateLastTransform();
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object->tick(dt);
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}
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engine->destroyQueuedObjects();
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engine->state.texts.clear();
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engine->dynamicsWorld->stepSimulation(dt, 2, dt);
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if( engine->script ) {
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try {
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engine->script->execute(dt);
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}
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catch( SCMException& ex ) {
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std::cerr << ex.what() << std::endl;
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engine->logError( ex.what() );
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throw;
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}
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}
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}
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// render() needs two cameras to smoothly interpolate between ticks.
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lastCam = nextCam;
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nextCam = StateManager::get().states.back()->getCamera();
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}
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void RWGame::render(float alpha)
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{
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ViewCamera viewCam;
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if( engine->state.currentCutscene != nullptr && engine->state.cutsceneStartTime >= 0.f )
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{
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auto cutscene = engine->state.currentCutscene;
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float cutsceneTime = std::min(engine->gameTime - engine->state.cutsceneStartTime,
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cutscene->tracks.duration);
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cutsceneTime += GAME_TIMESTEP * alpha;
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glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
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targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
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float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
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viewCam.frustum.fov = glm::radians(zoom);
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float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
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auto direction = glm::normalize(targetPos - cameraPos);
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auto right = glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
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auto up = glm::normalize(glm::cross(direction, right));
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glm::mat3 m;
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m[0][0] = direction.x;
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m[0][1] = right.x;
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m[0][2] = up.x;
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m[1][0] = direction.y;
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m[1][1] = right.y;
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m[1][2] = up.y;
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m[2][0] = direction.z;
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m[2][1] = right.z;
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m[2][2] = up.z;
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auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
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cameraPos += cutscene->meta.sceneOffset;
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targetPos += cutscene->meta.sceneOffset;
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viewCam.position = cameraPos;
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viewCam.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
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}
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else
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{
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// There's no cutscene playing - use the camera returned by the State.
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viewCam.position = glm::mix(lastCam.position, nextCam.position, alpha);
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viewCam.rotation = glm::slerp(lastCam.rotation, nextCam.rotation, alpha);
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}
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viewCam.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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engine->renderer.renderWorld(viewCam, alpha);
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window.resetGLStates();
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std::stringstream ss;
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ss << std::setfill('0') << "Time: " << std::setw(2) << engine->getHour()
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<< ":" << std::setw(2) << engine->getMinute() << " (" << engine->gameTime << "s)\n";
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ss << "View: " << viewCam.position.x << " " << viewCam.position.y << " " << viewCam.position.z << "\n";
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ss << "Drawn " << engine->renderer.rendered << " / " << engine->renderer.culled << " Culled " << " " << engine->renderer.frames << " " << engine->renderer.geoms << "\n";
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if( engine->state.player ) {
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ss << "Activity: ";
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if( engine->state.player->getCurrentActivity() ) {
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ss << engine->state.player->getCurrentActivity()->name();
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}
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else {
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ss << "Idle";
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}
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ss << std::endl;
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}
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sf::Text text(ss.str(), font, 14);
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text.setPosition(10, 10);
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window.draw(text);
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while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
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engine->log.pop_front();
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}
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sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
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text.setCharacterSize(14);
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for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
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text.setString(it->message);
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switch(it->type) {
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case GameWorld::LogEntry::Error:
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text.setColor(sf::Color::Red);
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break;
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case GameWorld::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 = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->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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/// @todo this should be done by GameRenderer? but it doesn't have any font support yet
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if( engine->gameTime < engine->state.osTextStart + engine->state.osTextTime ) {
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sf::Text messageText(engine->state.osTextString, font, 15);
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auto sz = window.getSize();
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auto b = messageText.getLocalBounds();
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float lowerBar = sz.y - sz.y * 0.1f;
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messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
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window.draw(messageText);
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}
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for(auto& t : engine->state.texts) {
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sf::Text messageText(t.text, font, 15);
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glm::vec2 scpos(t.position.x, t.position.y);
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auto s = window.getSize();
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scpos /= glm::vec2(640.f, 480.f);
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scpos *= glm::vec2(s.x, s.y);
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messageText.setPosition(scpos.x, scpos.y);
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window.draw(messageText);
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}
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}
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void RWGame::globalKeyEvent(const sf::Event& event)
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{
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switch (event.key.code) {
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case sf::Keyboard::LBracket:
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engine->state.minute -= 30.f;
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break;
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case sf::Keyboard::RBracket:
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engine->state.minute += 30.f;
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break;
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}
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}
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79
rwgame/RWGame.hpp
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79
rwgame/RWGame.hpp
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@ -0,0 +1,79 @@
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#ifndef _RWGAME_HPP_
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#define _RWGAME_HPP_
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#include <engine/GameWorld.hpp>
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#include "game.hpp"
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#include <SFML/Graphics.hpp>
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class RWGame
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{
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GameWorld* engine;
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sf::RenderWindow window;
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sf::Clock clock;
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bool inFocus;
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ViewCamera lastCam, nextCam;
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float accum;
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float timescale;
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sf::Font font;
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public:
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RWGame(const std::string& gamepath);
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~RWGame();
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int run();
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GameWorld* getWorld() const
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{
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return engine;
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}
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sf::RenderWindow& getWindow()
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{
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return window;
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}
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sf::Font& getFont()
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{
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return font;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
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{
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auto vc = nextCam;
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glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
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glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
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return hitWorldRay(from, tmp, hit, normal, object);
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}
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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object = nullptr)
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{
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auto from = btVector3(start.x, start.y, start.z);
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auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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engine->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() )
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{
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if(object) {
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*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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private:
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void tick(float dt);
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void render(float alpha);
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void globalKeyEvent(const sf::Event& event);
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};
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#endif
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#include "State.hpp"
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#include "RWGame.hpp"
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// This serves as the "initial" camera position.
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ViewCamera defaultView({-250.f, -550.f, 75.f}, glm::angleAxis(glm::radians(5.f), glm::vec3(0.f, 1.f, 0.f)));
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@ -7,3 +8,13 @@ const ViewCamera& State::getCamera()
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{
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return defaultView;
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}
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GameWorld* State::getWorld()
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{
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return game->getWorld();
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}
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sf::RenderWindow& State::getWindow()
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{
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return game->getWindow();
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}
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@ -7,14 +7,19 @@
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#include "MenuSystem.hpp"
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#include <glm/gtc/quaternion.hpp>
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class RWGame;
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class GameWorld;
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struct State
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{
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// Helper for global menu behaviour
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Menu* currentMenu;
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Menu* nextMenu;
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RWGame* game;
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State()
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: currentMenu(nullptr), nextMenu(nullptr) {}
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State(RWGame* game)
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: currentMenu(nullptr), nextMenu(nullptr), game(game) {}
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virtual void enter() = 0;
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virtual void exit() = 0;
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@ -80,6 +85,9 @@ struct State
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}
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virtual const ViewCamera& getCamera();
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GameWorld* getWorld();
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sf::RenderWindow& getWindow();
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};
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struct StateManager
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@ -1,13 +1,13 @@
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#include "debugstate.hpp"
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#include "game.hpp"
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#include "RWGame.hpp"
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
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: _freeLook( false ), _sonicMode( false )
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DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
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: State(game), _freeLook( false ), _sonicMode( false )
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{
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Menu *m = new Menu(getFont());
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Menu *m = new Menu(game->getFont());
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m->offset = glm::vec2(50.f, 100.f);
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float entryHeight = 24.f;
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m->addEntry(Menu::lambda("Random Vehicle", [this] {
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@ -18,7 +18,7 @@ DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
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}
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spawnVehicle(it->first);
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}, entryHeight));
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m->addEntry(Menu::lambda("Open All Doors/Flaps", [this] {
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m->addEntry(Menu::lambda("Open All Doors/Flaps", [=] {
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auto pc = getWorld()->state.player->getCharacter();
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auto pv = pc->getCurrentVehicle();
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if( pv ) {
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@ -28,9 +28,9 @@ DebugState::DebugState(const glm::vec3& vp, const glm::quat& vd)
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}
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}, entryHeight));
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m->addEntry(Menu::lambda("Spawn Pedestrians", [this] {
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m->addEntry(Menu::lambda("Spawn Pedestrians", [=] {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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if(game->hitWorldRay(hit, normal)) {
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glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
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size_t k = 1;
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// Spawn every pedestrian.
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@ -175,7 +175,7 @@ void DebugState::spawnVehicle(unsigned int id)
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glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 hit, normal;
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if(hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) {
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if(game->hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) {
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auto spawnpos = hit + normal;
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getWorld()->createVehicle(id, spawnpos, glm::quat());
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}
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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();
|
||||
|
@ -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
|
||||
|
||||
|
@ -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;
|
||||
|
@ -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();
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
class LoadingState : public State
|
||||
{
|
||||
public:
|
||||
LoadingState();
|
||||
LoadingState(RWGame* game);
|
||||
|
||||
virtual void enter();
|
||||
virtual void exit();
|
||||
|
472
rwgame/main.cpp
472
rwgame/main.cpp
@ -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();
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
class MenuState : public State
|
||||
{
|
||||
public:
|
||||
MenuState();
|
||||
MenuState(RWGame* game);
|
||||
|
||||
virtual void enter();
|
||||
virtual void exit();
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
class PauseState : public State
|
||||
{
|
||||
public:
|
||||
PauseState();
|
||||
PauseState(RWGame* game);
|
||||
|
||||
virtual void enter();
|
||||
virtual void exit();
|
||||
|
Loading…
Reference in New Issue
Block a user