mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 11:22:45 +01:00
531 lines
13 KiB
C++
531 lines
13 KiB
C++
#define GLEW_STATIC
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#include <GL/glew.h>
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#include <engine/GameWorld.hpp>
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#include <loaders/LoaderDFF.hpp>
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#include <render/DebugDraw.hpp>
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#include <render/Model.hpp>
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#include <objects/VehicleObject.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/InstanceObject.hpp>
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#include <ai/CharacterController.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 "loadingstate.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 <iomanip>
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#include <getopt.h>
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#include "game.hpp"
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#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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sf::RenderWindow window;
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GameWorld* gta = nullptr;
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CharacterObject* player = nullptr;
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DebugDraw* debugDrawer = nullptr;
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bool inFocus = false;
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int debugMode = 0;
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sf::Font font;
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glm::vec3 viewPosition { -260.f, -151.5f, 9.f };
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glm::vec2 viewAngles { -0.3f, 0.05f };
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void setViewParameters(const glm::vec3 ¢er, const glm::vec2 &angles)
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{
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viewPosition = center;
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viewAngles = angles;
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}
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glm::vec3& getViewPosition()
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{
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return viewPosition;
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}
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glm::vec2& getViewAngles()
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{
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return viewAngles;
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}
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sf::Window& getWindow()
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{
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return window;
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}
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GameWorld* getWorld()
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{
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return gta;
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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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void setPlayerCharacter(CharacterObject *playerCharacter)
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{
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player = playerCharacter;
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}
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CharacterObject* getPlayerCharacter()
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{
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return player;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
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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, viewAngles.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, viewAngles.x, glm::vec3(0, 0, 1));
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glm::vec3 dir = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, 0.f, 1.f) * -50.f;
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auto from = btVector3(viewPosition.x, viewPosition.y, viewPosition.z);
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auto to = btVector3(viewPosition.x+dir.x, viewPosition.y+dir.y, viewPosition.z+dir.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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gta->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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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
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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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gta->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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// Commands.
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std::map<std::string, std::function<void (std::string)>> Commands = {
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{"pedestrian-vehicle",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(hitWorldRay(hit, normal)) {
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auto ped = gta->createPedestrian(2, hit+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 spawnpos = hit + normal;
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auto vehicle = gta->createVehicle(it->first, spawnpos, glm::quat(glm::vec3(0.f, 0.f, -viewAngles.x * PiOver180)));
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ped->enterVehicle(vehicle, 0);
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}
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}
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},
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{"vehicle-test",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(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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for(std::map<uint16_t, std::shared_ptr<VehicleData>>::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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}
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}
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},
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{"pedestrian-test",
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[&](std::string) {
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glm::vec3 hit, normal;
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if(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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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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}
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}
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},
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{"list-ipl",
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[&](std::string) {
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for(std::map<std::string, std::string>::iterator it = gta->gameData.iplLocations.begin();
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it != gta->gameData.iplLocations.end();
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++it) {
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gta->logInfo(it->second);
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}
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}
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},
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{"load-ipl",
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[&](std::string line) {
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if(line.find(' ') != line.npos) {
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std::string ipl = line.substr(line.find(' ')+1);
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auto iplit = gta->gameData.iplLocations.find(ipl);
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if(iplit != gta->gameData.iplLocations.end()) {
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gta->logInfo("Loading: " + iplit->second);
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gta->loadZone(iplit->second);
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gta->placeItems(iplit->second);
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}
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else {
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gta->logInfo("Not found: " + ipl);
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}
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}
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}
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},
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/*{"",
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[&](std::string) {
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}
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}*/
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};
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void command(const std::string& line)
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{
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std::string cmd;
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if(line.find(' ') != line.npos) {
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cmd = line.substr(0, line.find(' '));
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}
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else {
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cmd = line;
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}
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auto it = Commands.find(cmd);
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if(it != Commands.end()) {
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it->second(line);
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}
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else {
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gta->logInfo("Unkown command: " + cmd);
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}
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}
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void handleGlobalEvent(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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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 handleInputEvent(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::P:
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debugMode+=1;
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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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default: break;
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}
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break;
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default: break;
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}
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}
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void handleCommandEvent(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::LBracket:
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gta->gameTime -= 60.f;
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break;
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case sf::Keyboard::RBracket:
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gta->gameTime += 60.f;
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break;
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break;
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default: break;
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}
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default: break;
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}
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}
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void init(std::string gtapath, bool loadWorld)
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{
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// GTA GET
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gta = new GameWorld(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->gameData.loadIMG("/models/txd");
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gta->load();
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// Load dynamic object data
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gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
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// Set time to noon.
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gta->gameTime = 12.f * 60.f;
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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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float qpi = glm::half_pi<float>();
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glm::mat4 view;
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view = glm::translate(view, viewPosition);
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view = glm::rotate(view, viewAngles.x, glm::vec3(0, 0, 1));
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view = glm::rotate(view, viewAngles.y - qpi, glm::vec3(1, 0, 0));
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view = glm::inverse(view);
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gta->gameTime += dt;
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gta->renderer.camera.worldPos = viewPosition;
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gta->renderer.camera.frustum.view = view;
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// Update all objects.
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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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if(gta->pedestrians[p]->mHealth <= 0.f) {
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gta->destroyObject(gta->pedestrians[p]);
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p--;
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}
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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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if(gta->vehicleInstances[v]->mHealth <= 0.f) {
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gta->destroyObject(gta->vehicleInstances[v]);
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v--;
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}
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}
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for( size_t p = 0; p < gta->objectInstances.size(); ++p) {
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gta->objectInstances[p]->tick(dt);
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}
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gta->dynamicsWorld->stepSimulation(dt, 2, dt);
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gta->handleCollisionResponses();
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}
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}
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void render(float alpha)
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{
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gta->_work->update();
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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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gta->renderer.renderWorld(alpha);
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switch( debugMode ) {
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case 0: break;
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case 1: {
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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 << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
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<< ":" << std::setw(2) << gta->getMinute() << std::endl;
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ss << "Game Time: " << gta->gameTime << std::endl;
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ss << "Camera: " << viewPosition.x << " " << viewPosition.y << " " << viewPosition.z << std::endl;
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ss << "Renderered " << gta->renderer.rendered << " / " << gta->renderer.culled << std::endl;
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if( player ) {
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ss << "Activity: ";
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if( player->controller->getCurrentActivity() ) {
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ss << player->controller->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, 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, window.getSize().y - 30.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 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 = (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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}
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std::string getGamePath()
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{
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auto v = getenv(ENV_GAME_PATH_NAME);
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return v ? v : "";
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}
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int main(int argc, char *argv[])
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{
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if(! font.loadFromFile(getGamePath() + "/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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bool loadWorld = true;
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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:l")) != -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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case 'l':
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loadWorld = false;
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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), "", sf::Style::Default, cs);
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window.setVerticalSyncEnabled(true);
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window.setMouseCursorVisible(false);
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init(getGamePath(), loadWorld);
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sf::Clock clock;
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StateManager::get().enter(new LoadingState);
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float accum = 0.f;
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float ts = 1.f / 60.f;
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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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handleGlobalEvent(event);
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handleCommandEvent(event);
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handleInputEvent(event);
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StateManager::get().states.back()->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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StateManager::get().tick(ts);
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update(ts);
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accum -= ts;
|
|
}
|
|
|
|
float alpha = accum / ts;
|
|
|
|
render(alpha);
|
|
|
|
StateManager::get().draw(window);
|
|
|
|
window.display();
|
|
|
|
}
|
|
|
|
return 0;
|
|
}
|