mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 19:32:49 +01:00
799 lines
20 KiB
C++
799 lines
20 KiB
C++
#include "RWGame.hpp"
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#include "State.hpp"
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#include "states/LoadingState.hpp"
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#include "states/IngameState.hpp"
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#include "states/MenuState.hpp"
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#include "states/BenchmarkState.hpp"
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#include "DrawUI.hpp"
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#include <core/Profiler.hpp>
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#include <objects/GameObject.hpp>
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#include <engine/GameState.hpp>
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#include <engine/SaveGame.hpp>
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#include <engine/GameWorld.hpp>
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#include <render/GameRenderer.hpp>
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#include <render/DebugDraw.hpp>
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#include <script/ScriptMachine.hpp>
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#include <script/modules/GTA3Module.hpp>
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#include <data/CutsceneData.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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#include <boost/algorithm/string/predicate.hpp>
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#include "GitSHA1.h"
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// Use first 8 chars of git hash as the build string
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const std::string kBuildStr(kGitSHA1Hash, 8);
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const std::string kWindowTitle = "RWGame";
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#define MOUSE_SENSITIVITY_SCALE 2.5f
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DebugDraw* debug = nullptr;
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StdOutReciever logPrinter;
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RWGame::RWGame(int argc, char* argv[])
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{
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if (!config.isValid())
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{
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throw std::runtime_error("Invalid configuration file at: " + config.getConfigFile());
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}
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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bool fullscreen = false;
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bool newgame = false;
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bool test = false;
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std::string startSave;
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std::string benchFile;
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for( int i = 1; i < argc; ++i )
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{
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if( boost::iequals( "-w", argv[i] ) && i+1 < argc )
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{
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w = std::atoi(argv[i+1]);
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}
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if( boost::iequals( "-h", argv[i] ) && i+1 < argc )
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{
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h = std::atoi(argv[i+1]);
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}
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if( boost::iequals( "-f", argv[i] ))
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{
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fullscreen = true;
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}
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if( strcmp( "--newgame", argv[i] ) == 0 )
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{
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newgame = true;
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}
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if( strcmp( "--test", argv[i] ) == 0 )
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{
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test = true;
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}
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if( strcmp( "--load", argv[i] ) == 0 && i+1 < argc )
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{
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startSave = argv[i+1];
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}
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if( strcmp( "--benchmark", argv[i]) == 0 && i+1 < argc )
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{
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benchFile = argv[i+1];
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}
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}
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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throw std::runtime_error("Failed to initialize SDL2!");
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window = new GameWindow();
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window->create(kWindowTitle + " [" + kBuildStr + "]", w, h, fullscreen);
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work = new WorkContext();
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log.addReciever(&logPrinter);
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log.info("Game", "Game directory: " + config.getGameDataPath());
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log.info("Game", "Build: " + kBuildStr);
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if(! GameData::isValidGameDirectory(config.getGameDataPath()) )
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{
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throw std::runtime_error("Invalid game directory path: " + config.getGameDataPath());
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}
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data = new GameData(&log, work, config.getGameDataPath());
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// Initalize all the archives.
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data->loadIMG("/models/gta3");
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//engine->data.loadIMG("/models/txd");
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data->loadIMG("/anim/cuts");
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data->load();
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// Initialize renderer
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renderer = new GameRenderer(&log, data);
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// Set up text renderer
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renderer->text.setFontTexture(0, "pager");
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renderer->text.setFontTexture(1, "font1");
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renderer->text.setFontTexture(2, "font2");
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debug = new DebugDraw;
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debug->setDebugMode(btIDebugDraw::DBG_DrawWireframe | btIDebugDraw::DBG_DrawConstraints | btIDebugDraw::DBG_DrawConstraintLimits);
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debug->setShaderProgram(renderer->worldProg);
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data->loadDynamicObjects(config.getGameDataPath() + "/data/object.dat");
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data->loadGXT(config.getGameLanguage() + ".gxt");
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getRenderer()->water.setWaterTable(data->waterHeights, 48, data->realWater, 128*128);
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for(int m = 0; m < MAP_BLOCK_SIZE; ++m)
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{
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std::string num = (m < 10 ? "0" : "");
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std::string name = "radar" + num + std::to_string(m);
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data->loadTXD(name + ".txd");
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}
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auto loading = new LoadingState(this);
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if (! benchFile.empty())
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{
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loading->setNextState(new BenchmarkState(this, benchFile));
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}
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else if( newgame )
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{
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if( test )
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{
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loading->setNextState(new IngameState(this,true, "test"));
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}
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else
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{
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loading->setNextState(new IngameState(this,true));
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}
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}
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else if( ! startSave.empty() )
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{
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loading->setNextState(new IngameState(this,true, startSave));
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}
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else
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{
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loading->setNextState(new MenuState(this));
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}
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StateManager::get().enter(loading);
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log.info("Game", "Started");
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}
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RWGame::~RWGame()
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{
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log.info("Game", "Beginning cleanup");
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log.info("Game", "Stopping work queue");
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work->stop();
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log.info("Game", "Cleaning up scripts");
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delete script;
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log.info("Game", "Cleaning up renderer");
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delete renderer;
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log.info("Game", "Cleaning up world");
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delete world;
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log.info("Game", "Cleaning up state");
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delete state;
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log.info("Game", "Cleaning up window");
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delete window;
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log.info("Game", "Cleaning up work queue");
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delete work;
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log.info("Game", "Done cleaning up");
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}
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void RWGame::newGame()
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{
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if( state != nullptr )
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{
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log.error("Game", "Cannot start a new game: game is already running.");
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return;
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}
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state = new GameState();
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world = new GameWorld(&log, work, data);
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world->dynamicsWorld->setDebugDrawer(debug);
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// Associate the new world with the new state and vice versa
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state->world = world;
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world->state = state;
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for(std::map<std::string, std::string>::iterator it = world->data->iplLocations.begin();
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it != world->data->iplLocations.end();
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++it) {
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world->data->loadZone(it->second);
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world->placeItems(it->second);
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}
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}
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void RWGame::saveGame(const std::string& savename)
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{
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RW_UNUSED(savename);
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}
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void RWGame::loadGame(const std::string& savename)
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{
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delete state->world;
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delete state->script;
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state = nullptr;
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log.info("Game", "Loading game " + savename);
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newGame();
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startScript("main.scm");
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if(! SaveGame::loadGame(*state, savename) )
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{
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log.error("Game", "Failed to load game");
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}
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}
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void RWGame::startScript(const std::string& name)
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{
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SCMFile* f = world->data->loadSCM(name);
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if( f ) {
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if( script ) delete script;
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SCMOpcodes* opcodes = new SCMOpcodes;
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opcodes->modules.push_back(new GTA3Module);
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script = new ScriptMachine(state, f, opcodes);
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state->script = script;
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}
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else {
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log.error("Game", "Failed to load SCM: " + name);
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}
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}
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PlayerController *RWGame::getPlayer()
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{
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auto object = world->pedestrianPool.find(state->playerObject);
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if( object )
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{
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auto controller = static_cast<CharacterObject*>(object)->controller;
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return static_cast<PlayerController*>(controller);
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}
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return nullptr;
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}
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int RWGame::run()
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{
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last_clock_time = clock.now();
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// Loop until we run out of states.
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while (StateManager::get().states.size()) {
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State* state = StateManager::get().states.back();
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RW_PROFILE_FRAME_BOUNDARY();
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RW_PROFILE_BEGIN("Input");
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_QUIT:
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StateManager::get().clear();
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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inFocus = true;
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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inFocus = false;
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break;
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}
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break;
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case SDL_KEYDOWN:
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globalKeyEvent(event);
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break;
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case SDL_MOUSEMOTION:
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event.motion.xrel *= MOUSE_SENSITIVITY_SCALE;
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event.motion.yrel *= MOUSE_SENSITIVITY_SCALE;
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break;
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}
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RW_PROFILE_BEGIN("State");
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state->handleEvent(event);
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RW_PROFILE_END()
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}
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RW_PROFILE_END();
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auto now = clock.now();
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float timer = std::chrono::duration<float>(now - last_clock_time).count();
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last_clock_time = now;
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accum += timer * timescale;
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RW_PROFILE_BEGIN("Update");
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if ( accum >= GAME_TIMESTEP ) {
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if (StateManager::get().states.size() == 0) {
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break;
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}
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RW_PROFILE_BEGIN("state");
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StateManager::get().tick(GAME_TIMESTEP);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("engine");
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tick(GAME_TIMESTEP);
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RW_PROFILE_END();
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accum -= GAME_TIMESTEP;
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// Throw away time if the accumulator reaches too high.
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if ( accum > GAME_TIMESTEP * 5.f )
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{
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accum = 0.f;
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}
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}
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RW_PROFILE_END();
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float alpha = fmod(accum, GAME_TIMESTEP) / GAME_TIMESTEP;
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if( ! state->shouldWorldUpdate() )
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{
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alpha = 1.f;
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}
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RW_PROFILE_BEGIN("Render");
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RW_PROFILE_BEGIN("engine");
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render(alpha, timer);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("state");
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if (StateManager::get().states.size() > 0) {
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StateManager::get().draw(renderer);
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}
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RW_PROFILE_END();
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RW_PROFILE_END();
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renderProfile();
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window->swap();
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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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world->_work->update();
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State* currState = StateManager::get().states.back();
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world->chase.update(dt);
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static float clockAccumulator = 0.f;
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if ( currState->shouldWorldUpdate() ) {
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// Clear out any per-tick state.
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world->clearTickData();
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state->gameTime += dt;
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clockAccumulator += dt;
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while( clockAccumulator >= 1.f ) {
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world->state->basic.gameMinute ++;
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while( state->basic.gameMinute >= 60 ) {
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state->basic.gameMinute = 0;
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state->basic.gameHour ++;
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while( state->basic.gameHour >= 24 ) {
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state->basic.gameHour = 0;
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}
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}
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clockAccumulator -= 1.f;
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}
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// Clean up old VisualFX
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for( int i = 0; i < static_cast<int>(world->effects.size()); ++i )
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{
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VisualFX* effect = world->effects[i];
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if( effect->getType() == VisualFX::Particle )
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{
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auto& part = effect->particle;
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if( part.lifetime < 0.f ) continue;
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if( world->getGameTime() >= part.starttime + part.lifetime )
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{
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world->destroyEffect( effect );
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--i;
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}
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}
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}
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for( auto& object : world->allObjects ) {
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object->_updateLastTransform();
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object->tick(dt);
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}
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world->destroyQueuedObjects();
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state->text.tick(dt);
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world->dynamicsWorld->stepSimulation(dt, 2, dt);
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if( script ) {
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try {
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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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log.error( "Script", ex.what() );
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throw;
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}
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}
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/// @todo this doesn't make sense as the condition
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if ( state->playerObject ) {
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nextCam.frustum.update(nextCam.frustum.projection() * nextCam.getView());
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// Use the current camera position to spawn pedestrians.
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world->cleanupTraffic(nextCam);
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world->createTraffic(nextCam);
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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 = currState->getCamera();
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}
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void RWGame::render(float alpha, float time)
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{
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lastDraws = getRenderer()->getRenderer()->getDrawCount();
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getRenderer()->getRenderer()->swap();
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glm::ivec2 windowSize = window->getSize();
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renderer->setViewport(windowSize.x, windowSize.y);
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ViewCamera viewCam;
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viewCam.frustum.fov = glm::radians(90.f);
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if( state->currentCutscene != nullptr && state->cutsceneStartTime >= 0.f )
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{
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auto cutscene = state->currentCutscene;
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float cutsceneTime = std::min(world->getGameTime() - 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 if( state->cameraFixed )
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{
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viewCam.position = state->cameraPosition;
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viewCam.rotation = state->cameraRotation;
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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 = windowSize.x / static_cast<float>(windowSize.y);
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if ( state->isCinematic )
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{
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viewCam.frustum.fov *= viewCam.frustum.aspectRatio;
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}
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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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renderer->getRenderer()->pushDebugGroup("World");
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RW_PROFILE_BEGIN("world");
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renderer->renderWorld(world, viewCam, alpha);
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RW_PROFILE_END();
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auto rendertime = renderer->getRenderer()->popDebugGroup();
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RW_PROFILE_BEGIN("debug");
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if( showDebugPaths )
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{
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renderDebugPaths(time);
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}
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if ( showDebugStats )
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{
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renderDebugStats(time, rendertime);
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}
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if( showDebugPhysics )
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{
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if( world )
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{
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world->dynamicsWorld->debugDrawWorld();
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debug->flush(renderer);
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}
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}
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RW_PROFILE_END();
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drawOnScreenText(world, renderer);
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}
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void RWGame::renderDebugStats(float time, Renderer::ProfileInfo& worldRenderTime)
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{
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// Turn time into milliseconds
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float time_ms = time * 1000.f;
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constexpr size_t average_every_frame = 15;
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static float times[average_every_frame];
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static size_t times_index = 0;
|
|
static float time_average = 0;
|
|
times[times_index++] = time_ms;
|
|
if (times_index >= average_every_frame) {
|
|
times_index = 0;
|
|
time_average = 0;
|
|
|
|
for (size_t i = 0; i < average_every_frame; ++i) {
|
|
time_average += times[i];
|
|
}
|
|
time_average /= average_every_frame;
|
|
}
|
|
|
|
std::map<std::string, Renderer::ProfileInfo*> profGroups {
|
|
{"Objects", &renderer->profObjects},
|
|
{"Effects", &renderer->profEffects},
|
|
{"Sky", &renderer->profSky},
|
|
{"Water", &renderer->profWater},
|
|
};
|
|
|
|
std::stringstream ss;
|
|
ss << "Frametime: " << time_ms << " (FPS " << (1.f/time) << ")\n";
|
|
ss << "Average (per " << average_every_frame << " frames); Frametime: " << time_average << " (FPS " << (1000.f/time_average) << ")\n";
|
|
ss << "Draws: " << lastDraws << " (" << renderer->culled << " Culls)\n";
|
|
ss << " Texture binds: " << renderer->getRenderer()->getTextureCount() << "\n";
|
|
ss << " Buffer binds: " << renderer->getRenderer()->getBufferCount() << "\n";
|
|
ss << " World time: " << (worldRenderTime.duration/1000000) << "ms\n";
|
|
for(auto& perf : profGroups)
|
|
{
|
|
ss << " " << perf.first << ": "
|
|
<< perf.second->draws << " draws " << perf.second->primitives << " prims "
|
|
<< (perf.second->duration/1000000) << "ms\n";
|
|
}
|
|
|
|
// Count the number of interesting objects.
|
|
int peds = 0, cars = 0;
|
|
for( auto& object : world->allObjects )
|
|
{
|
|
switch ( object->type() )
|
|
{
|
|
case GameObject::Character: peds++; break;
|
|
case GameObject::Vehicle: cars++; break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
ss << "P " << peds << " V " << cars << "\n";
|
|
|
|
if( state->playerObject ) {
|
|
ss << "Player (" << state->playerObject << ")\n";
|
|
auto object = world->pedestrianPool.find(state->playerObject);
|
|
auto player = static_cast<CharacterObject*>(object)->controller;
|
|
ss << "Player Activity: ";
|
|
if( player->getCurrentActivity() ) {
|
|
ss << player->getCurrentActivity()->name();
|
|
}
|
|
else {
|
|
ss << "Idle";
|
|
}
|
|
ss << std::endl;
|
|
}
|
|
|
|
TextRenderer::TextInfo ti;
|
|
ti.text = GameStringUtil::fromString(ss.str());
|
|
ti.font = 2;
|
|
ti.screenPosition = glm::vec2( 10.f, 10.f );
|
|
ti.size = 15.f;
|
|
ti.baseColour = glm::u8vec3(255);
|
|
renderer->text.renderText(ti);
|
|
|
|
/*while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
|
|
engine->log.pop_front();
|
|
}
|
|
|
|
ti.screenPosition = glm::vec2( 10.f, 500.f );
|
|
ti.size = 15.f;
|
|
for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
|
|
ti.text = it->message;
|
|
switch(it->type) {
|
|
case GameWorld::LogEntry::Error:
|
|
ti.baseColour = glm::vec3(1.f, 0.f, 0.f);
|
|
break;
|
|
case GameWorld::LogEntry::Warning:
|
|
ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
|
|
break;
|
|
default:
|
|
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
|
|
break;
|
|
}
|
|
|
|
// Interpolate the color
|
|
// c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
|
|
// text.setColor(c);
|
|
|
|
engine->renderer.text.renderText(ti);
|
|
ti.screenPosition.y -= ti.size;
|
|
}*/
|
|
}
|
|
|
|
void RWGame::renderDebugPaths(float time)
|
|
{
|
|
RW_UNUSED(time);
|
|
|
|
btVector3 roadColour(1.f, 0.f, 0.f);
|
|
btVector3 pedColour(0.f, 0.f, 1.f);
|
|
|
|
for( AIGraphNode* n : world->aigraph.nodes )
|
|
{
|
|
btVector3 p( n->position.x, n->position.y, n->position.z );
|
|
auto& col = n->type == AIGraphNode::Pedestrian ? pedColour : roadColour;
|
|
debug->drawLine( p - btVector3(0.f, 0.f, 1.f), p + btVector3(0.f, 0.f, 1.f), col);
|
|
debug->drawLine( p - btVector3(1.f, 0.f, 0.f), p + btVector3(1.f, 0.f, 0.f), col);
|
|
debug->drawLine( p - btVector3(0.f, 1.f, 0.f), p + btVector3(0.f, 1.f, 0.f), col);
|
|
|
|
for( AIGraphNode* c : n->connections )
|
|
{
|
|
btVector3 f( c->position.x, c->position.y, c->position.z );
|
|
debug->drawLine( p, f, col);
|
|
}
|
|
}
|
|
|
|
// Draw Garage bounds
|
|
for(size_t g = 0; g < state->garages.size(); ++g) {
|
|
auto& garage = state->garages[g];
|
|
btVector3 minColor(1.f, 0.f, 0.f);
|
|
btVector3 maxColor(0.f, 1.f, 0.f);
|
|
btVector3 min(garage.min.x,garage.min.y,garage.min.z);
|
|
btVector3 max(garage.max.x,garage.max.y,garage.max.z);
|
|
debug->drawLine(min, min + btVector3(0.5f, 0.f, 0.f), minColor);
|
|
debug->drawLine(min, min + btVector3(0.f, 0.5f, 0.f), minColor);
|
|
debug->drawLine(min, min + btVector3(0.f, 0.f, 0.5f), minColor);
|
|
|
|
debug->drawLine(max, max - btVector3(0.5f, 0.f, 0.f), maxColor);
|
|
debug->drawLine(max, max - btVector3(0.f, 0.5f, 0.f), maxColor);
|
|
debug->drawLine(max, max - btVector3(0.f, 0.f, 0.5f), maxColor);
|
|
}
|
|
|
|
// Draw vehicle generators
|
|
for(size_t v = 0; v < state->vehicleGenerators.size(); ++v) {
|
|
auto& generator = state->vehicleGenerators[v];
|
|
btVector3 color(1.f, 0.f, 0.f);
|
|
btVector3 position(generator.position.x,generator.position.y,generator.position.z);
|
|
float heading = glm::radians(generator.heading);
|
|
auto back = btVector3(0.f,-1.f, 0.f).rotate(btVector3(0.f, 0.f, 1.f), heading);
|
|
auto right = btVector3(0.15f, -0.15f, 0.f).rotate(btVector3(0.f, 0.f, 1.f), heading);
|
|
auto left = btVector3(-0.15f,-0.15f, 0.f).rotate(btVector3(0.f, 0.f, 1.f), heading);
|
|
debug->drawLine(position, position+back, color);
|
|
debug->drawLine(position, position+right, color);
|
|
debug->drawLine(position, position+left, color);
|
|
}
|
|
|
|
debug->flush(renderer);
|
|
}
|
|
|
|
void RWGame::renderProfile()
|
|
{
|
|
#if RW_PROFILER
|
|
auto& frame = perf::Profiler::get().getFrame();
|
|
constexpr float upperlimit = 30000.f;
|
|
constexpr float lineHeight = 15.f;
|
|
static std::vector<glm::vec4> perf_colours;
|
|
if (perf_colours.size() == 0) {
|
|
float c = 8.f;
|
|
for (int r = 0; r < c; ++r) {
|
|
for (int g = 0; g < c; ++g) {
|
|
for (int b = 0; b < c; ++b) {
|
|
perf_colours.push_back({
|
|
r / c, g / c, b / c, 1.f
|
|
});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
float xscale = renderer->getRenderer()->getViewport().x / upperlimit;
|
|
TextRenderer::TextInfo ti;
|
|
ti.align = TextRenderer::TextInfo::Left;
|
|
ti.font = 2;
|
|
ti.size = lineHeight - 2.f;
|
|
ti.baseColour = glm::u8vec3(255);
|
|
std::function<void(const perf::ProfileEntry&,int)> renderEntry = [&](const perf::ProfileEntry& entry, int depth)
|
|
{
|
|
int g = 0;
|
|
for(auto& event : entry.childProfiles)
|
|
{
|
|
auto duration = event.end - event.start;
|
|
float y = 60.f + (depth * (lineHeight + 5.f));
|
|
renderer->drawColour(perf_colours[(std::hash<std::string>()(entry.label) * (g++))%perf_colours.size()],
|
|
{
|
|
xscale * event.start,
|
|
y,
|
|
xscale * duration,
|
|
lineHeight
|
|
});
|
|
ti.screenPosition.x = xscale * (event.start);
|
|
ti.screenPosition.y = y + 2.f;
|
|
ti.text = event.label + " " + std::to_string(duration) + " us ";
|
|
renderer->text.renderText(ti);
|
|
renderEntry(event, depth+1);
|
|
}
|
|
};
|
|
renderEntry(frame, 0);
|
|
ti.screenPosition = glm::vec2( xscale * (16000), 40.f);
|
|
ti.text = ".16 ms";
|
|
renderer->text.renderText(ti);
|
|
#endif
|
|
}
|
|
|
|
void RWGame::globalKeyEvent(const SDL_Event& event)
|
|
{
|
|
switch (event.key.keysym.sym) {
|
|
case SDLK_LEFTBRACKET:
|
|
world->offsetGameTime(-30);
|
|
break;
|
|
case SDLK_RIGHTBRACKET:
|
|
world->offsetGameTime(30);
|
|
break;
|
|
case SDLK_9:
|
|
timescale *= 0.5f;
|
|
break;
|
|
case SDLK_0:
|
|
timescale *= 2.0f;
|
|
break;
|
|
case SDLK_F1:
|
|
showDebugStats = ! showDebugStats;
|
|
break;
|
|
case SDLK_F2:
|
|
showDebugPaths = ! showDebugPaths;
|
|
break;
|
|
case SDLK_F3:
|
|
showDebugPhysics = ! showDebugPhysics;
|
|
break;
|
|
default: break;
|
|
}
|
|
}
|