mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-25 20:02:40 +01:00
917 lines
30 KiB
C++
917 lines
30 KiB
C++
#include "RWGame.hpp"
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#include <glm/gtx/norm.hpp>
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#include "DrawUI.hpp"
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#include "GameInput.hpp"
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#include "State.hpp"
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#include "states/BenchmarkState.hpp"
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#include "states/IngameState.hpp"
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#include "states/LoadingState.hpp"
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#include "states/MenuState.hpp"
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#include <core/Profiler.hpp>
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#include <engine/SaveGame.hpp>
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#include <objects/GameObject.hpp>
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#include <script/SCMFile.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 <functional>
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#include <iomanip>
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#include <iostream>
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const std::map<GameRenderer::SpecialModel, std::pair<std::string, std::string>>
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kSpecialModels = {
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{GameRenderer::ZoneCylinderA,
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std::pair<std::string, std::string>("zonecyla.dff", "particle")},
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{GameRenderer::ZoneCylinderB,
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std::pair<std::string, std::string>("zonecylb.dff", "particle")},
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{GameRenderer::Arrow,
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std::pair<std::string, std::string>("arrow.dff", "")}};
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namespace {
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constexpr float kMaxPhysicsSubSteps = 2;
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} // namespace
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#define MOUSE_SENSITIVITY_SCALE 2.5f
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RWGame::RWGame(Logger& log, int argc, char* argv[])
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: GameBase(log, argc, argv)
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, data(&log, config.getGameDataPath())
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, renderer(&log, &data) {
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bool newgame = options.count("newgame");
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bool test = options.count("test");
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std::string startSave(
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options.count("load") ? options["load"].as<std::string>() : "");
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std::string benchFile(options.count("benchmark")
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? options["benchmark"].as<std::string>()
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: "");
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log.info("Game", "Game directory: " + config.getGameDataPath().string());
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if (!GameData::isValidGameDirectory(config.getGameDataPath())) {
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throw std::runtime_error("Invalid game directory path: " +
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config.getGameDataPath().string());
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}
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data.load();
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for (const auto& p : kSpecialModels) {
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auto model = data.loadClump(p.second.first, p.second.second);
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renderer.setSpecialModel(p.first, model);
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}
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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.setDebugMode(btIDebugDraw::DBG_DrawWireframe |
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btIDebugDraw::DBG_DrawConstraints |
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btIDebugDraw::DBG_DrawConstraintLimits);
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debug.setShaderProgram(renderer.worldProg.get());
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data.loadDynamicObjects((config.getGameDataPath() / "data/object.dat")
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.string()); // FIXME: use path
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data.loadGXT("text/" + config.getGameLanguage() + ".gxt");
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getRenderer().water.setWaterTable(data.waterHeights, 48, data.realWater,
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128 * 128);
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for (int m = 0; m < MAP_BLOCK_SIZE; ++m) {
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std::ostringstream oss;
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oss << "radar" << std::setw(2) << std::setfill('0') << m << ".txd";
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data.loadTXD(oss.str());
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}
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StateManager::get().enter<LoadingState>(this, [=]() {
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if (!benchFile.empty()) {
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StateManager::get().enter<BenchmarkState>(this, benchFile);
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} else if (test) {
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StateManager::get().enter<IngameState>(this, true, "test");
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} else if (newgame) {
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StateManager::get().enter<IngameState>(this, true);
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} else if (!startSave.empty()) {
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StateManager::get().enter<IngameState>(this, true, startSave);
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} else {
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StateManager::get().enter<MenuState>(this);
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}
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});
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log.info("Game", "Started");
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}
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RWGame::~RWGame() {
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log.info("Game", "Beginning cleanup");
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}
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void RWGame::newGame() {
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// Get a fresh state
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state = GameState();
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// Destroy the current world and start over
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world = std::make_unique<GameWorld>(&log, &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.get();
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world->state = &state;
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for (auto ipl : world->data->iplLocations) {
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world->data->loadZone(ipl.second);
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world->placeItems(ipl.second);
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}
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}
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void RWGame::saveGame(const std::string& savename) {
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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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delete state.script;
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log.info("Game", "Loading game " + savename);
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newGame();
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startScript("data/main.scm");
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if (!SaveGame::loadGame(state, savename)) {
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log.error("Game", "Failed to load game");
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}
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// Set fade splash
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state.world->data->loadSplash("SPLASH1");
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}
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void RWGame::startScript(const std::string& name) {
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script.reset(data.loadSCM(name));
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if (script) {
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vm = std::make_unique<ScriptMachine>(&state, script.get(), &opcodes);
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state.script = vm.get();
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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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// Modifiers for GTA3 we try to recreate
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#define RW_GAME_VERSION 1100
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#define RW_GAME_GTA3_GERMAN 0
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#define RW_GAME_GTA3_ANNIVERSARY 0
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void RWGame::handleCheatInput(char symbol) {
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cheatInputWindow = cheatInputWindow.substr(1) + symbol;
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// Helper to check for cheats
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auto checkForCheat = [this](const std::string& cheat,
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std::function<void()> action) {
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RW_CHECK(cheatInputWindow.length() >= cheat.length(), "Cheat too long");
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size_t offset = cheatInputWindow.length() - cheat.length();
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if (cheat == cheatInputWindow.substr(offset)) {
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log.info("Game", "Cheat triggered: '" + cheat + "'");
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if (action) {
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action();
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}
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}
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};
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// Player related cheats
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{
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auto player = getWorld()->getPlayer()->getCharacter();
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#ifdef RW_GAME_GTA3_GERMAN // Germans got their own cheat
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std::string health_cheat = "GESUNDHEIT";
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#else
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std::string health_cheat = "HEALTH";
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#endif
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checkForCheat(health_cheat, [&] {
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player->getCurrentState().health = 100.f;
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state.showHelpMessage("CHEAT3"); // III / VC: Inputting health cheat.
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});
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#if RW_GAME_VERSION >= 1100 // Changed cheat name in version 1.1
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std::string armor_cheat = "TORTOISE";
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#else
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std::string armor_cheat = "TURTOISE";
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#endif
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checkForCheat(armor_cheat, [&] {
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player->getCurrentState().armour = 100.f;
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state.showHelpMessage("CHEAT4"); // III / VC: Inputting armor cheat.
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});
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checkForCheat("GUNSGUNSGUNS", [&] {
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constexpr std::array<int, 11> ammo = {1, //baseball bat
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100,//pistol
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100,//uzi
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20, //shotgun
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5, //grenade
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5, //molotov
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5, //rocket launcher
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20, //flamethrower
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200,//ak47
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200,//m16
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5 //sniper rifle
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};
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for (std::array<int, 11>::size_type i = 0; i < ammo.size(); i++)
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player->addToInventory(i+1,ammo[i]);
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state.showHelpMessage("CHEAT2"); // III / VC: Inputting weapon cheats.
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});
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checkForCheat("IFIWEREARICHMAN", [&] {
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state.playerInfo.money += 250000;
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state.showHelpMessage("CHEAT6"); // III: Inputting money cheat.
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});
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checkForCheat("MOREPOLICEPLEASE", [&] {
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// @todo raise to next wanted level
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state.showHelpMessage("CHEAT5"); // III / VC: Inputting wanted level cheats.
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});
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checkForCheat("NOPOLICEPLEASE", [&] {
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// @todo lower to next lower wanted level
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state.showHelpMessage("CHEAT5"); // III / VC: Inputting wanted level cheats.
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});
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}
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// Misc cheats.
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{
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checkForCheat("BANGBANGBANG", [&] {
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// @todo Explode nearby vehicles
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// @todo What radius?
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("GIVEUSATANK", [&] {
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// The iPod / Android version of the game (10th year anniversary) spawns random
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// (?) vehicles instead of always rhino
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#if RW_GAME_GTA3_ANNIVERSARY != 0
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uint16_t vehicleModel = 110; // @todo Which cars are spawned?!
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#else
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uint16_t vehicleModel = 122;
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#endif
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const auto ch = getWorld()->getPlayer()->getCharacter();// @todo Change spawn place to be more like in original game
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const auto playerRot = ch->getRotation();
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const auto spawnPos = ch->getPosition() + playerRot * glm::vec3(0.f, 3.f, 0.f);
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const auto spawnRot = glm::quat(
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glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
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getWorld()->createVehicle(vehicleModel, spawnPos, spawnRot);
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("CORNERSLIKEMAD", [&] {
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// @todo Weird car handling
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("ANICESETOFWHEELS", [&] {
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// @todo Hide car bodies
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("CHITTYCHITTYBB", [&] {
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// @todo Cars can fly
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("NASTYLIMBCHEAT", [&] {
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// @todo Makes it possible to shoot limbs off, iirc?
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("ILIKEDRESSINGUP", [&] {
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// @todo Which skins will be chosen?
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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}
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// Pedestrian cheats
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{
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checkForCheat("WEAPONSFORALL", [&] {
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// @todo Give all pedestrians weapons.. this is also saved in the
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// savegame?!
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// @todo Which weapons do they get?
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("NOBODYLIKESME", [&] {
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// @todo Set all pedestrians hostile towards player.. this is also
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// saved in the savegame?!
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("ITSALLGOINGMAAAD", [&] {
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// @todo Set all pedestrians to fighting each other.. this is also
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// saved in the savegame?!
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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// Game speed cheats
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checkForCheat("TIMEFLIESWHENYOU", [&] {
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// @todo Set fast gamespeed
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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checkForCheat("BOOOOORING", [&] {
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// @todo Set slow gamespeed
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state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
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});
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}
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// Weather cheats
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{
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checkForCheat("ILIKESCOTLAND", [&] {
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// @todo Set weather to cloudy
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state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
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});
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checkForCheat("SKINCANCERFORME", [&] {
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// @todo Set sunny / normal weather
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state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
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});
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checkForCheat("MADWEATHER", [&] {
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// @todo Set bad weather
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state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
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});
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checkForCheat("ILOVESCOTLAND", [&] {
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// @todo Set weather to rainy
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state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
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});
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checkForCheat("PEASOUP", [&] {
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// @todo Set weather to foggy
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state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
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});
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}
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}
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int RWGame::run() {
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namespace chrono = std::chrono;
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auto lastFrame = chrono::steady_clock::now();
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const float deltaTime = GAME_TIMESTEP;
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float accumulatedTime = 0.0f;
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// Loop until we run out of states.
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bool running = true;
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while (StateManager::currentState() && running) {
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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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running = false;
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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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GameInput::updateGameInputState(&getState()->input[0], event);
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RW_PROFILE_BEGIN("State");
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if (StateManager::currentState()) {
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StateManager::currentState()->handleEvent(event);
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}
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RW_PROFILE_END()
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}
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RW_PROFILE_END();
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auto currentFrame = chrono::steady_clock::now();
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auto frameTime =
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chrono::duration<float>(currentFrame - lastFrame).count();
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lastFrame = currentFrame;
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if (!world->isPaused()) {
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accumulatedTime += frameTime;
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// Clamp frameTime, so we won't freeze completely
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if (frameTime > 0.1f) {
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frameTime = 0.1f;
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}
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auto deltaTimeWithTimeScale =
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deltaTime * world->state->basic.timeScale;
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RW_PROFILE_BEGIN("Update");
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while (accumulatedTime >= deltaTime) {
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if (!StateManager::currentState()) {
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break;
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}
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RW_PROFILE_BEGIN("physics");
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world->dynamicsWorld->stepSimulation(
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deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("state");
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StateManager::get().tick(deltaTimeWithTimeScale);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("engine");
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tick(deltaTimeWithTimeScale);
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RW_PROFILE_END();
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getState()->swapInputState();
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accumulatedTime -= deltaTime;
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}
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RW_PROFILE_END();
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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(1, frameTime);
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RW_PROFILE_END();
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RW_PROFILE_BEGIN("state");
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if (StateManager::currentState()) {
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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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getWindow().swap();
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// Make sure the topmost state is the correct state
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StateManager::get().updateStack();
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}
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window.close();
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StateManager::get().clear();
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return 0;
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}
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void RWGame::tick(float dt) {
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State* currState = StateManager::get().states.back().get();
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static float clockAccumulator = 0.f;
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static float scriptTimerAccumulator = 0.f;
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static ScriptInt beepTime = std::numeric_limits<ScriptInt>::max();
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if (currState->shouldWorldUpdate()) {
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world->chase.update(dt);
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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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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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constexpr float timerClockRate = 1.f / 30.f;
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if (state.scriptTimerVariable && !state.scriptTimerPaused) {
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scriptTimerAccumulator += dt;
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while (scriptTimerAccumulator >= timerClockRate) {
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// Original game uses milliseconds
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(*state.scriptTimerVariable) -= timerClockRate * 1000;
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if (*state.scriptTimerVariable <= 0) {
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(*state.scriptTimerVariable) = 0;
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state.scriptTimerVariable = nullptr;
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}
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// 11 seconds
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if (*state.scriptTimerVariable <= 11000 &&
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beepTime - *state.scriptTimerVariable >= 1000) {
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beepTime = *state.scriptTimerVariable;
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|
|
// @todo beep
|
|
}
|
|
scriptTimerAccumulator -= timerClockRate;
|
|
}
|
|
}
|
|
|
|
// Clean up old VisualFX
|
|
for (int i = 0; i < static_cast<int>(world->effects.size()); ++i) {
|
|
VisualFX* effect = world->effects[i];
|
|
if (effect->getType() == VisualFX::Particle) {
|
|
auto& part = effect->particle;
|
|
if (part.lifetime < 0.f) continue;
|
|
if (world->getGameTime() >= part.starttime + part.lifetime) {
|
|
world->destroyEffect(effect);
|
|
--i;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (auto& object : world->allObjects) {
|
|
object->_updateLastTransform();
|
|
object->tick(dt);
|
|
}
|
|
|
|
for (auto& g : world->garages) {
|
|
g->tick(dt);
|
|
}
|
|
|
|
for (auto& p : world->payphones) {
|
|
p->tick(dt);
|
|
}
|
|
|
|
world->destroyQueuedObjects();
|
|
|
|
state.text.tick(dt);
|
|
|
|
if (vm) {
|
|
try {
|
|
vm->execute(dt);
|
|
} catch (SCMException& ex) {
|
|
std::cerr << ex.what() << std::endl;
|
|
log.error("Script", ex.what());
|
|
throw;
|
|
}
|
|
}
|
|
|
|
/// @todo this doesn't make sense as the condition
|
|
if (state.playerObject) {
|
|
currentCam.frustum.update(currentCam.frustum.projection() *
|
|
currentCam.getView());
|
|
// Use the current camera position to spawn pedestrians.
|
|
world->cleanupTraffic(currentCam);
|
|
// Only create new traffic outside cutscenes
|
|
if (!state.currentCutscene) {
|
|
world->createTraffic(currentCam);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RWGame::render(float alpha, float time) {
|
|
lastDraws = getRenderer().getRenderer()->getDrawCount();
|
|
|
|
getRenderer().getRenderer()->swap();
|
|
|
|
// Update the camera
|
|
if (!StateManager::get().states.empty()) {
|
|
currentCam = StateManager::get().states.back()->getCamera(alpha);
|
|
}
|
|
|
|
glm::ivec2 windowSize = getWindow().getSize();
|
|
renderer.setViewport(windowSize.x, windowSize.y);
|
|
|
|
ViewCamera viewCam = currentCam;
|
|
|
|
viewCam.frustum.aspectRatio =
|
|
windowSize.x / static_cast<float>(windowSize.y);
|
|
|
|
if (state.isCinematic) {
|
|
viewCam.frustum.fov *= viewCam.frustum.aspectRatio;
|
|
}
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
renderer.getRenderer()->pushDebugGroup("World");
|
|
|
|
RW_PROFILE_BEGIN("world");
|
|
renderer.renderWorld(world.get(), viewCam, alpha);
|
|
RW_PROFILE_END();
|
|
|
|
renderer.getRenderer()->popDebugGroup();
|
|
|
|
RW_PROFILE_BEGIN("debug");
|
|
switch (debugview_) {
|
|
case DebugViewMode::General:
|
|
renderDebugStats(time);
|
|
break;
|
|
case DebugViewMode::Physics:
|
|
world->dynamicsWorld->debugDrawWorld();
|
|
debug.flush(&renderer);
|
|
break;
|
|
case DebugViewMode::Navigation:
|
|
renderDebugPaths(time);
|
|
break;
|
|
case DebugViewMode::Objects:
|
|
renderDebugObjects(time, viewCam);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
RW_PROFILE_END();
|
|
|
|
if (!world->isPaused()) drawOnScreenText(world.get(), &renderer);
|
|
}
|
|
|
|
void RWGame::renderDebugStats(float time) {
|
|
// Turn time into milliseconds
|
|
float time_ms = time * 1000.f;
|
|
constexpr size_t average_every_frame = 15;
|
|
static float times[average_every_frame];
|
|
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::stringstream ss;
|
|
ss << "FPS: " << (1000.f / time_average) << " (" << time_average << "ms)\n"
|
|
<< "Frame: " << time_ms << "ms\n"
|
|
<< "Draws/Culls/Textures/Buffers: " << lastDraws << "/"
|
|
<< renderer.getCulledCount() << "/"
|
|
<< renderer.getRenderer()->getTextureCount() << "/"
|
|
<< renderer.getRenderer()->getBufferCount() << "\n";
|
|
|
|
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 (const auto& garage : world->garages) {
|
|
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 (const auto& generator : state.vehicleGenerators) {
|
|
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::renderDebugObjects(float time, ViewCamera& camera) {
|
|
RW_UNUSED(time);
|
|
|
|
std::stringstream ss;
|
|
|
|
ss << "Models: " << data.modelinfo.size() << "\n"
|
|
<< "Dynamic Objects:\n"
|
|
<< " Vehicles: " << world->vehiclePool.objects.size() << "\n"
|
|
<< " Peds: " << world->pedestrianPool.objects.size() << "\n";
|
|
|
|
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);
|
|
|
|
// Render worldspace overlay for nearby objects
|
|
constexpr float kNearbyDistance = 25.f;
|
|
const auto& view = camera.position;
|
|
const auto& model = camera.getView();
|
|
const auto& proj = camera.frustum.projection();
|
|
const auto& size = getWindow().getSize();
|
|
glm::vec4 viewport(0.f, 0.f, size.x, size.y);
|
|
auto isnearby = [&](GameObject* o) {
|
|
return glm::distance2(o->getPosition(), view) <
|
|
kNearbyDistance * kNearbyDistance;
|
|
};
|
|
auto showdata = [&](GameObject* o, std::stringstream& ss) {
|
|
auto screen = glm::project(o->getPosition(), model, proj, viewport);
|
|
if (screen.z >= 1.f) {
|
|
return;
|
|
}
|
|
ti.text = GameStringUtil::fromString(ss.str());
|
|
screen.y = viewport.w - screen.y;
|
|
ti.screenPosition = glm::vec2(screen);
|
|
ti.size = 10.f;
|
|
renderer.text.renderText(ti);
|
|
};
|
|
|
|
for (auto& p : world->vehiclePool.objects) {
|
|
if (!isnearby(p.second)) continue;
|
|
auto v = static_cast<VehicleObject*>(p.second);
|
|
|
|
std::stringstream ss;
|
|
ss << v->getVehicle()->vehiclename_ << "\n"
|
|
<< (v->isFlipped() ? "Flipped" : "Upright") << "\n"
|
|
<< (v->isStopped() ? "Stopped" : "Moving") << "\n"
|
|
<< v->getVelocity() << "m/s\n";
|
|
|
|
showdata(v, ss);
|
|
}
|
|
for (auto& p : world->pedestrianPool.objects) {
|
|
if (!isnearby(p.second)) continue;
|
|
auto c = static_cast<CharacterObject*>(p.second);
|
|
const auto& state = c->getCurrentState();
|
|
auto act = c->controller->getCurrentActivity();
|
|
|
|
std::stringstream ss;
|
|
ss << "Health: " << state.health << " (" << state.armour << ")\n"
|
|
<< (c->isAlive() ? "Alive" : "Dead") << "\n"
|
|
<< "Activity: " << (act ? act->name() : "Idle") << "\n";
|
|
|
|
showdata(c, ss);
|
|
}
|
|
}
|
|
|
|
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.emplace_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 = GameStringUtil::fromString(
|
|
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 = GameStringUtil::fromString(".16 ms");
|
|
renderer.text.renderText(ti);
|
|
#endif
|
|
}
|
|
|
|
void RWGame::globalKeyEvent(const SDL_Event& event) {
|
|
const auto toggle_debug = [&](DebugViewMode m) {
|
|
debugview_ = debugview_ == m ? DebugViewMode::Disabled : m;
|
|
};
|
|
|
|
switch (event.key.keysym.sym) {
|
|
case SDLK_LEFTBRACKET:
|
|
world->offsetGameTime(-30);
|
|
break;
|
|
case SDLK_RIGHTBRACKET:
|
|
world->offsetGameTime(30);
|
|
break;
|
|
case SDLK_9:
|
|
world->state->basic.timeScale *= 0.5f;
|
|
break;
|
|
case SDLK_0:
|
|
world->state->basic.timeScale *= 2.0f;
|
|
break;
|
|
case SDLK_F1:
|
|
toggle_debug(DebugViewMode::General);
|
|
break;
|
|
case SDLK_F2:
|
|
toggle_debug(DebugViewMode::Navigation);
|
|
break;
|
|
case SDLK_F3:
|
|
toggle_debug(DebugViewMode::Physics);
|
|
break;
|
|
case SDLK_F4:
|
|
toggle_debug(DebugViewMode::Objects);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
std::string keyName = SDL_GetKeyName(event.key.keysym.sym);
|
|
if (getWorld()->getPlayer() && keyName.length() == 1) {
|
|
char symbol = keyName[0];
|
|
handleCheatInput(symbol);
|
|
}
|
|
}
|