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openrw/game/main.cpp
2013-12-20 16:02:46 +00:00

358 lines
9.0 KiB
C++

#define GLEW_STATIC
#include <GL/glew.h>
#include <engine/GameWorld.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
#include <ai/GTAAIController.hpp>
#include <ai/GTAPlayerAIController.hpp>
#include <objects/GTACharacter.hpp>
#include <objects/GTAVehicle.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <SFML/Graphics.hpp>
#include <memory>
#include <sstream>
#include <getopt.h>
constexpr int WIDTH = 800,
HEIGHT = 600;
constexpr double PiOver180 = 3.1415926535897932384626433832795028/180;
sf::RenderWindow window;
GameWorld* gta = nullptr;
GTAPlayerAIController* player = nullptr;
GTACharacter* playerCharacter = nullptr;
DebugDraw* debugDrawer = nullptr;
glm::vec3 plyPos;
glm::vec2 plyLook;
float moveSpeed = 20.0f;
bool inFocus = false;
bool mouseGrabbed = true;
int debugMode = 0;
sf::Font font;
void handleEvent(sf::Event &event)
{
switch (event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::Escape:
window.close();
break;
case sf::Keyboard::Space:
moveSpeed = 60.f;
break;
case sf::Keyboard::M:
mouseGrabbed = ! mouseGrabbed;
break;
case sf::Keyboard::P:
debugMode++;
while(debugMode > 2) debugMode -= 3;
break;
default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
case sf::Keyboard::Space:
moveSpeed = 20.f;
break;
default: break;
}
break;
case sf::Event::GainedFocus:
inFocus = true;
break;
case sf::Event::LostFocus:
inFocus = false;
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->load();
// Test out a known IPL.
/*gta->placeItems(gtapath + "/data/maps/industsw/industSW.ipl");
gta->placeItems(gtapath + "/data/maps/industnw/industNW.ipl");
gta->placeItems(gtapath + "/data/maps/industse/industSE.ipl");
gta->placeItems(gtapath + "/data/maps/industne/industNE.ipl");*/
glm::vec3 spawnPos = plyPos + glm::vec3(-5, -20, 0.0);
size_t k = 1;
// Spawn every vehicle, cause why not.
for(std::map<uint16_t, std::shared_ptr<CarData>>::iterator it = gta->vehicleTypes.begin();
it != gta->vehicleTypes.end(); ++it) {
if(it->first == 140) continue; // get this plane out of here.
gta->createVehicle(it->first, spawnPos);
spawnPos += glm::vec3(5, 0, 0);
if((k++ % 4) == 0) { spawnPos += glm::vec3(-20, -15, 0); }
}
spawnPos = plyPos + glm::vec3(-5, 20 + (2.5 * gta->pedestrianTypes.size()/4), 0);
k = 1;
// Spawn every pedestrian.
/*for(auto it = gta->pedestrianTypes.begin();
it != gta->pedestrianTypes.end(); ++it) {
gta->createPedestrian(it->first, spawnPos);
spawnPos += glm::vec3(2.5, 0, 0);
if((k++ % 6) == 0) { spawnPos += glm::vec3(-15, -2.5, 0); }
}*/
debugDrawer = new DebugDraw;
debugDrawer->setShaderProgram(gta->renderer.worldProgram);
debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
gta->dynamicsWorld->setDebugDrawer(debugDrawer);
std::cout << "Loaded "
<< gta->gameData.models.size() << " models, "
<< gta->gameData.textures.size() << " textures" << std::endl;
}
void update(float dt)
{
if (inFocus) {
if (mouseGrabbed) {
sf::Vector2i screenCenter{sf::Vector2i{window.getSize()} / 2};
sf::Vector2i mousePos = sf::Mouse::getPosition(window);
sf::Vector2i deltaMouse = mousePos - screenCenter;
sf::Mouse::setPosition(screenCenter, window);
plyLook.x += deltaMouse.x / 10.0;
plyLook.y += deltaMouse.y / 10.0;
if (plyLook.y > 90)
plyLook.y = 90;
else if (plyLook.y < -90)
plyLook.y = -90;
}
glm::vec3 movement;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
movement.z = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
movement.z = 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
movement.x = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
movement.x = 1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::H)) {
if( player == nullptr ) {
playerCharacter = gta->createPedestrian(1, plyPos);
player = new GTAPlayerAIController(playerCharacter);
}
}
glm::mat4 view;
view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
view = glm::rotate(view, plyLook.y, glm::vec3(1, 0, 0));
view = glm::rotate(view, plyLook.x, glm::vec3(0, 0, 1));
if( player != nullptr ) {
glm::quat playerCamera(glm::vec3(0.f, 0.f, -plyLook.x * PiOver180));
movement.y = -movement.z;
movement.z = 0.f;
player->updateCameraDirection(playerCamera);
player->updateMovementDirection(movement);
player->setRunning(moveSpeed > 21.f);
float viewDistance = playerCharacter->getCurrentVehicle() ? -3.5f : -2.5f;
glm::vec3 localView = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, -0.5f, viewDistance);
if(playerCharacter->getCurrentVehicle()) {
plyPos = playerCharacter->getCurrentVehicle()->getPosition();
}
else {
plyPos = playerCharacter->getPosition();
}
view = glm::translate(view, -plyPos + localView);
}
else {
if (glm::length(movement) > 0.f) {
plyPos += dt * moveSpeed * (glm::inverse(glm::mat3(view)) * movement);
}
view = glm::translate(view, -plyPos);
}
gta->gameTime += dt;
gta->renderer.camera.worldPos = plyPos;
gta->renderer.camera.frustum.view = view;
// TODO: move this inside the engine
for( size_t p = 0; p < gta->pedestrians.size(); ++p ) {
gta->pedestrians[p]->tick(dt);
}
for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
gta->vehicleInstances[v]->tick(dt);
}
gta->dynamicsWorld->stepSimulation(dt, 1, dt);
}
}
void render()
{
// Update aspect ratio..
gta->renderer.camera.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
//glEnable(GL_CULL_FACE);
switch( debugMode ) {
case 0:
gta->renderer.renderWorld();
break;
case 1: {
gta->renderer.renderWorld();
glUseProgram(gta->renderer.worldProgram);
glm::mat4 proj = gta->renderer.camera.frustum.projection();
glm::mat4 view = gta->renderer.camera.frustum.view;
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
gta->renderer.renderPaths();
break;
}
case 2: {
glUseProgram(gta->renderer.worldProgram);
glm::mat4 proj = gta->renderer.camera.frustum.projection();
glm::mat4 view = gta->renderer.camera.frustum.view;
glUniformMatrix4fv(gta->renderer.uniView, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(gta->renderer.uniProj, 1, GL_FALSE, glm::value_ptr(proj));
gta->dynamicsWorld->debugDrawWorld();
debugDrawer->drawAllLines();
break;
}
}
window.resetGLStates();
std::stringstream ss;
ss << fmod(floor(gta->gameTime), 24.f) << ":" << (floor(fmod(gta->gameTime, 1.f) * 60.f)) << " (" << gta->gameTime << ")";
sf::Text text(ss.str(), font, 15);
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, 40.f);
text.setCharacterSize(15);
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;
}
static size_t fc = 0;
if(fc++ == 60)
{
std::cout << "Rendered: " << gta->renderer.rendered << " / Culled: " << gta->renderer.culled << std::endl;
fc = 0;
}
}
int main(int argc, char *argv[])
{
if (argc < 2) {
std::cout << "Usage: " << argv[0] << " <path to GTA3 root folder>" << std::endl;
exit(1);
}
if(! font.loadFromFile("DejaVuSansMono.ttf")) {
std::cerr << "Failed to load font" << std::endl;
}
glewExperimental = GL_TRUE;
glewInit();
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), "GTA3 Viewer", sf::Style::Close, cs);
window.setVerticalSyncEnabled(true);
init(argv[optind]);
sf::Clock clock;
float accum = 0.f;
float ts = 1.f / 20.f;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
handleEvent(event);
}
accum += clock.restart().asSeconds();
while ( accum >= ts ) {
update(ts);
accum -= ts;
}
render();
window.display();
}
return 0;
}