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openrw/rwgame/main.cpp
Daniel Evans ba7eb63941 Refactor and cleanup camera control.
rwengine
+ Make renderWorld() take a ViewCamera parameter.
+ add rotation and getView to ViewCamera
+ correct directions for vehicle and character movement.

rwgame
+ Remove GenericState
+ Add State::getCamera() to control the ViewCamera used for rendering
+ Clean up state camera control
+ Remove now unused view parameters from main
2014-08-12 21:15:26 +01:00

485 lines
11 KiB
C++

#define GLEW_STATIC
#include <GL/glew.h>
#include <engine/GameWorld.hpp>
#include <loaders/LoaderDFF.hpp>
#include <render/DebugDraw.hpp>
#include <render/Model.hpp>
#include <objects/VehicleObject.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/InstanceObject.hpp>
#include <ai/PlayerController.hpp>
#include <script/ScriptMachine.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <data/CutsceneData.hpp>
#include "loadingstate.hpp"
#include <SFML/Graphics.hpp>
#include <memory>
#include <sstream>
#include <iomanip>
#include <getopt.h>
#include "game.hpp"
#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
#define GAME_TIMESTEP (1.f/30.f)
constexpr int WIDTH = 800,
HEIGHT = 600;
sf::RenderWindow window;
GameWorld* gta = nullptr;
DebugDraw* debugDrawer = nullptr;
bool inFocus = true;
int debugMode = 0;
float accum = 0.f;
// Camera poisitions to interpolate between ticks.
ViewCamera lastCam, nextCam;
sf::Font font;
sf::Window& getWindow()
{
return window;
}
GameWorld* getWorld()
{
return gta;
}
sf::Font& getFont()
{
return font;
}
void skipTime(float time)
{
accum += time;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
{
const ViewCamera& vc = StateManager::get().states.back()->getCamera();
btVector3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
btVector3 to(from.x() + tmp.x, from.y() + tmp.y, from.x() + tmp.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
gta->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
{
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
gta->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
void handleGlobalEvent(sf::Event &event)
{
switch (event.type) {
case sf::Event::KeyPressed:
break;
case sf::Event::GainedFocus:
inFocus = true;
break;
case sf::Event::LostFocus:
inFocus = false;
break;
default: break;
}
}
void handleInputEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::P:
debugMode+=1;
while(debugMode > 2) debugMode -= 3;
break;
default: break;
}
break;
case sf::Event::KeyReleased:
switch(event.key.code) {
default: break;
}
break;
default: break;
}
}
void handleCommandEvent(sf::Event &event)
{
switch(event.type) {
case sf::Event::KeyPressed:
switch (event.key.code) {
case sf::Keyboard::LBracket:
gta->state.minute -= 30.f;
break;
case sf::Keyboard::RBracket:
gta->state.minute += 30.f;
break;
break;
default: break;
}
default: break;
}
}
void init(std::string gtapath)
{
// GTA GET
gta = new GameWorld(gtapath);
// This is harcoded in GTA III for some reason
gta->gameData.loadIMG("/models/gta3");
gta->gameData.loadIMG("/models/txd");
gta->gameData.loadIMG("/anim/cuts");
gta->load();
// Load dynamic object data
gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
gta->gameData.loadGXT("english.gxt");
gta->gameTime = 0.f;
debugDrawer = new DebugDraw;
debugDrawer->setShaderProgram(gta->renderer.worldProgram);
debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
gta->dynamicsWorld->setDebugDrawer(debugDrawer);
//setViewParameters( { -260.f, -151.5f, 9.f }, { -0.3f, 0.05f } );
std::cout << "Loaded "
<< gta->gameData.models.size() << " models, "
<< gta->gameData.textures.size() << " textures" << std::endl;
}
void update(float dt)
{
gta->_work->update();
static float clockAccumulator = 0.f;
if (inFocus) {
gta->gameTime += dt;
clockAccumulator += dt;
while( clockAccumulator >= 1.f ) {
gta->state.minute ++;
if( gta->state.minute >= 60 ) {
gta->state.minute = 0;
gta->state.hour ++;
if( gta->state.hour >= 24 ) {
gta->state.hour = 0;
}
}
clockAccumulator -= 1.f;
}
for( GameObject* object : gta->objects ) {
object->_updateLastTransform();
object->tick(dt);
}
gta->destroyQueuedObjects();
gta->state.texts.clear();
gta->dynamicsWorld->stepSimulation(dt, 2, dt);
if( getWorld()->script ) {
try {
getWorld()->script->execute(dt);
}
catch( SCMException& ex ) {
std::cerr << ex.what() << std::endl;
getWorld()->logError( ex.what() );
throw;
}
}
}
// render() needs two cameras to smoothly interpolate between ticks.
lastCam = nextCam;
nextCam = StateManager::get().states.back()->getCamera();
}
void render(float alpha)
{
ViewCamera viewCam;
if( gta->state.currentCutscene != nullptr && gta->state.cutsceneStartTime >= 0.f )
{
auto cutscene = gta->state.currentCutscene;
float cutsceneTime = std::min(gta->gameTime - gta->state.cutsceneStartTime,
cutscene->tracks.duration);
cutsceneTime += GAME_TIMESTEP * alpha;
glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
viewCam.frustum.fov = glm::radians(zoom);
float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
auto direction = glm::normalize(targetPos - cameraPos);
auto right = glm::normalize(glm::cross(glm::vec3(0.f, 0.f, 1.f), direction));
auto up = glm::normalize(glm::cross(direction, right));
glm::mat3 m;
m[0][0] = direction.x;
m[0][1] = right.x;
m[0][2] = up.x;
m[1][0] = direction.y;
m[1][1] = right.y;
m[1][2] = up.y;
m[2][0] = direction.z;
m[2][1] = right.z;
m[2][2] = up.z;
auto qtilt = glm::angleAxis(glm::radians(tilt), direction);
cameraPos += cutscene->meta.sceneOffset;
targetPos += cutscene->meta.sceneOffset;
viewCam.position = cameraPos;
viewCam.rotation = glm::inverse(glm::quat_cast(m)) * qtilt;
}
else
{
// There's no cutscene playing - use the camera returned by the State.
viewCam.position = glm::mix(lastCam.position, nextCam.position, alpha);
viewCam.rotation = glm::slerp(lastCam.rotation, nextCam.rotation, alpha);
}
viewCam.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
gta->renderer.renderWorld(viewCam, alpha);
switch( debugMode ) {
case 0: break;
case 1: {
glUseProgram(gta->renderer.worldProgram);
gta->renderer.uploadUBO<ObjectUniformData>(
gta->renderer.uboObject, {
glm::mat4(),
glm::vec4(1.f),
1.f, 1.f
});
gta->renderer.renderPaths();
break;
}
case 2: {
glUseProgram(gta->renderer.worldProgram);
gta->renderer.uploadUBO<ObjectUniformData>(
gta->renderer.uboObject, {
glm::mat4(),
glm::vec4(1.f),
1.f, 1.f
});
gta->dynamicsWorld->debugDrawWorld();
debugDrawer->drawAllLines();
break;
}
}
window.resetGLStates();
std::stringstream ss;
ss << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
<< ":" << std::setw(2) << gta->getMinute() << " (" << gta->gameTime << "s)\n";
ss << "View: " << viewCam.position.x << " " << viewCam.position.y << " " << viewCam.position.z << "\n";
ss << "Drawn " << gta->renderer.rendered << " / " << gta->renderer.culled << " Culled " << " " << gta->renderer.frames << " " << gta->renderer.geoms << "\n";
if( gta->state.player ) {
ss << "Activity: ";
if( gta->state.player->getCurrentActivity() ) {
ss << gta->state.player->getCurrentActivity()->name();
}
else {
ss << "Idle";
}
ss << std::endl;
}
sf::Text text(ss.str(), font, 14);
text.setPosition(10, 10);
window.draw(text);
while( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
gta->log.pop_front();
}
sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
text.setCharacterSize(14);
for(auto it = gta->log.begin(); it != gta->log.end(); ++it) {
text.setString(it->message);
switch(it->type) {
case GameWorld::LogEntry::Error:
text.setColor(sf::Color::Red);
break;
case GameWorld::LogEntry::Warning:
text.setColor(sf::Color::Yellow);
break;
default:
text.setColor(sf::Color::White);
break;
}
// Interpolate the color
auto c = text.getColor();
c.a = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
text.setColor(c);
text.setPosition(tpos);
window.draw(text);
tpos.y -= text.getLocalBounds().height;
}
/// @todo this should be done by GameRenderer? but it doesn't have any font support yet
if( gta->gameTime < gta->state.osTextStart + gta->state.osTextTime ) {
sf::Text messageText(gta->state.osTextString, font, 15);
auto sz = window.getSize();
auto b = messageText.getLocalBounds();
float lowerBar = sz.y - sz.y * 0.1f;
messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
window.draw(messageText);
}
for(auto& t : gta->state.texts) {
sf::Text messageText(t.text, font, 15);
glm::vec2 scpos(t.position.x, t.position.y);
auto s = window.getSize();
scpos /= glm::vec2(640.f, 480.f);
scpos *= glm::vec2(s.x, s.y);
messageText.setPosition(scpos.x, scpos.y);
window.draw(messageText);
}
}
std::string getGamePath()
{
auto v = getenv(ENV_GAME_PATH_NAME);
return v ? v : "";
}
int main(int argc, char *argv[])
{
if(! font.loadFromFile(getGamePath() + "/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), "", sf::Style::Default, cs);
window.setVerticalSyncEnabled(true);
window.setMouseCursorVisible(false);
init(getGamePath());
sf::Clock clock;
StateManager::get().enter(new LoadingState);
float ts = GAME_TIMESTEP;
float timescale = 1.f;
// Loop until the window is closed or we run out of state.
while (window.isOpen() && StateManager::get().states.size()) {
sf::Event event;
while (window.pollEvent(event)) {
handleGlobalEvent(event);
handleCommandEvent(event);
handleInputEvent(event);
StateManager::get().states.back()->handleEvent(event);
}
accum += clock.restart().asSeconds() * timescale;
while ( accum >= ts ) {
StateManager::get().tick(ts);
update(ts);
accum -= ts;
}
float alpha = accum / ts;
render(alpha);
StateManager::get().draw(window);
window.display();
}
delete gta;
return 0;
}