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openrw/rwgame/RWGame.cpp
2018-08-13 10:48:08 +01:00

938 lines
31 KiB
C++

#include "RWGame.hpp"
#include <glm/gtx/norm.hpp>
#include "DrawUI.hpp"
#include "GameInput.hpp"
#include "State.hpp"
#include "states/BenchmarkState.hpp"
#include "states/IngameState.hpp"
#include "states/LoadingState.hpp"
#include "states/MenuState.hpp"
#include <core/Profiler.hpp>
#include <engine/SaveGame.hpp>
#include <objects/GameObject.hpp>
#include <script/SCMFile.hpp>
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <objects/VehicleObject.hpp>
#include <boost/algorithm/string/predicate.hpp>
#include <functional>
#include <iomanip>
#include <iostream>
const std::map<GameRenderer::SpecialModel, std::pair<std::string, std::string>>
kSpecialModels = {
{GameRenderer::ZoneCylinderA,
std::pair<std::string, std::string>("zonecyla.dff", "particle")},
{GameRenderer::ZoneCylinderB,
std::pair<std::string, std::string>("zonecylb.dff", "particle")},
{GameRenderer::Arrow,
std::pair<std::string, std::string>("arrow.dff", "")}};
namespace {
constexpr float kMaxPhysicsSubSteps = 2;
} // namespace
#define MOUSE_SENSITIVITY_SCALE 2.5f
RWGame::RWGame(Logger& log, int argc, char* argv[])
: GameBase(log, argc, argv)
, data(&log, config.getGameDataPath())
, renderer(&log, &data) {
bool newgame = options.count("newgame");
bool test = options.count("test");
std::string startSave(
options.count("load") ? options["load"].as<std::string>() : "");
std::string benchFile(options.count("benchmark")
? options["benchmark"].as<std::string>()
: "");
log.info("Game", "Game directory: " + config.getGameDataPath().string());
if (!GameData::isValidGameDirectory(config.getGameDataPath())) {
throw std::runtime_error("Invalid game directory path: " +
config.getGameDataPath().string());
}
data.load();
for (const auto& p : kSpecialModels) {
auto model = data.loadClump(p.second.first, p.second.second);
renderer.setSpecialModel(p.first, model);
}
// Set up text renderer
renderer.text.setFontTexture(FONT_PAGER, "pager");
renderer.text.setFontTexture(FONT_PRICEDOWN, "font1");
renderer.text.setFontTexture(FONT_ARIAL, "font2");
debug.setDebugMode(btIDebugDraw::DBG_DrawWireframe |
btIDebugDraw::DBG_DrawConstraints |
btIDebugDraw::DBG_DrawConstraintLimits);
debug.setShaderProgram(renderer.worldProg.get());
data.loadDynamicObjects((config.getGameDataPath() / "data/object.dat")
.string()); // FIXME: use path
data.loadGXT("text/" + config.getGameLanguage() + ".gxt");
getRenderer().water.setWaterTable(data.waterHeights, 48, data.realWater,
128 * 128);
for (int m = 0; m < MAP_BLOCK_SIZE; ++m) {
std::ostringstream oss;
oss << "radar" << std::setw(2) << std::setfill('0') << m << ".txd";
data.loadTXD(oss.str());
}
StateManager::get().enter<LoadingState>(this, [=]() {
if (!benchFile.empty()) {
StateManager::get().enter<BenchmarkState>(this, benchFile);
} else if (test) {
StateManager::get().enter<IngameState>(this, true, "test");
} else if (newgame) {
StateManager::get().enter<IngameState>(this, true);
} else if (!startSave.empty()) {
StateManager::get().enter<IngameState>(this, true, startSave);
} else {
StateManager::get().enter<MenuState>(this);
}
});
log.info("Game", "Started");
}
RWGame::~RWGame() {
log.info("Game", "Beginning cleanup");
}
void RWGame::newGame() {
// Get a fresh state
state = GameState();
// Destroy the current world and start over
world = std::make_unique<GameWorld>(&log, &data);
world->dynamicsWorld->setDebugDrawer(&debug);
// Associate the new world with the new state and vice versa
state.world = world.get();
world->state = &state;
for (auto ipl : world->data->iplLocations) {
world->data->loadZone(ipl.second);
world->placeItems(ipl.second);
}
}
void RWGame::saveGame(const std::string& savename) {
RW_UNUSED(savename);
}
void RWGame::loadGame(const std::string& savename) {
delete state.script;
log.info("Game", "Loading game " + savename);
newGame();
startScript("data/main.scm");
if (!SaveGame::loadGame(state, savename)) {
log.error("Game", "Failed to load game");
}
// Set fade splash
state.world->data->loadSplash("SPLASH1");
}
void RWGame::startScript(const std::string& name) {
script.reset(data.loadSCM(name));
if (script) {
vm = std::make_unique<ScriptMachine>(&state, script.get(), &opcodes);
state.script = vm.get();
} else {
log.error("Game", "Failed to load SCM: " + name);
}
}
// Modifiers for GTA3 we try to recreate
#define RW_GAME_VERSION 1100
#define RW_GAME_GTA3_GERMAN 0
#define RW_GAME_GTA3_ANNIVERSARY 0
void RWGame::handleCheatInput(char symbol) {
cheatInputWindow = cheatInputWindow.substr(1) + symbol;
// Helper to check for cheats
auto checkForCheat = [this](const std::string& cheat,
std::function<void()> action) {
RW_CHECK(cheatInputWindow.length() >= cheat.length(), "Cheat too long");
size_t offset = cheatInputWindow.length() - cheat.length();
if (cheat == cheatInputWindow.substr(offset)) {
log.info("Game", "Cheat triggered: '" + cheat + "'");
if (action) {
action();
}
}
};
// Player related cheats
{
auto player = getWorld()->getPlayer()->getCharacter();
#ifdef RW_GAME_GTA3_GERMAN // Germans got their own cheat
std::string health_cheat = "GESUNDHEIT";
#else
std::string health_cheat = "HEALTH";
#endif
checkForCheat(health_cheat, [&] {
player->getCurrentState().health = 100.f;
state.showHelpMessage("CHEAT3"); // III / VC: Inputting health cheat.
});
#if RW_GAME_VERSION >= 1100 // Changed cheat name in version 1.1
std::string armor_cheat = "TORTOISE";
#else
std::string armor_cheat = "TURTOISE";
#endif
checkForCheat(armor_cheat, [&] {
player->getCurrentState().armour = 100.f;
state.showHelpMessage("CHEAT4"); // III / VC: Inputting armor cheat.
});
checkForCheat("GUNSGUNSGUNS", [&] {
constexpr std::array<int, 11> ammo = {1, //baseball bat
100,//pistol
100,//uzi
20, //shotgun
5, //grenade
5, //molotov
5, //rocket launcher
20, //flamethrower
200,//ak47
200,//m16
5 //sniper rifle
};
for (std::array<int, 11>::size_type i = 0; i < ammo.size(); i++)
player->addToInventory(i+1,ammo[i]);
state.showHelpMessage("CHEAT2"); // III / VC: Inputting weapon cheats.
});
checkForCheat("IFIWEREARICHMAN", [&] {
state.playerInfo.money += 250000;
state.showHelpMessage("CHEAT6"); // III: Inputting money cheat.
});
checkForCheat("MOREPOLICEPLEASE", [&] {
// @todo raise to next wanted level
state.showHelpMessage("CHEAT5"); // III / VC: Inputting wanted level cheats.
});
checkForCheat("NOPOLICEPLEASE", [&] {
// @todo lower to next lower wanted level
state.showHelpMessage("CHEAT5"); // III / VC: Inputting wanted level cheats.
});
}
// Misc cheats.
{
checkForCheat("BANGBANGBANG", [&] {
// @todo Explode nearby vehicles
// @todo What radius?
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("GIVEUSATANK", [&] {
// The iPod / Android version of the game (10th year anniversary) spawns random
// (?) vehicles instead of always rhino
#if RW_GAME_GTA3_ANNIVERSARY != 0
uint16_t vehicleModel = 110; // @todo Which cars are spawned?!
#else
uint16_t vehicleModel = 122;
#endif
const auto ch = getWorld()->getPlayer()->getCharacter();// @todo Change spawn place to be more like in original game
const auto playerRot = ch->getRotation();
const auto spawnPos = ch->getPosition() + playerRot * glm::vec3(0.f, 3.f, 0.f);
const auto spawnRot = glm::quat(
glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
getWorld()->createVehicle(vehicleModel, spawnPos, spawnRot);
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("CORNERSLIKEMAD", [&] {
// @todo Weird car handling
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("ANICESETOFWHEELS", [&] {
// @todo Hide car bodies
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("CHITTYCHITTYBB", [&] {
// @todo Cars can fly
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("NASTYLIMBCHEAT", [&] {
// @todo Makes it possible to shoot limbs off, iirc?
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("ILIKEDRESSINGUP", [&] {
// @todo Which skins will be chosen?
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
}
// Pedestrian cheats
{
checkForCheat("WEAPONSFORALL", [&] {
// @todo Give all pedestrians weapons.. this is also saved in the
// savegame?!
// @todo Which weapons do they get?
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("NOBODYLIKESME", [&] {
// @todo Set all pedestrians hostile towards player.. this is also
// saved in the savegame?!
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("ITSALLGOINGMAAAD", [&] {
// @todo Set all pedestrians to fighting each other.. this is also
// saved in the savegame?!
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
// Game speed cheats
checkForCheat("TIMEFLIESWHENYOU", [&] {
// @todo Set fast gamespeed
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
checkForCheat("BOOOOORING", [&] {
// @todo Set slow gamespeed
state.showHelpMessage("CHEAT1"); // III / VC: Inputting most cheats.
});
}
// Weather cheats
{
checkForCheat("ILIKESCOTLAND", [&] {
// @todo Set weather to cloudy
state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
});
checkForCheat("SKINCANCERFORME", [&] {
// @todo Set sunny / normal weather
state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
});
checkForCheat("MADWEATHER", [&] {
// @todo Set bad weather
state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
});
checkForCheat("ILOVESCOTLAND", [&] {
// @todo Set weather to rainy
state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
});
checkForCheat("PEASOUP", [&] {
// @todo Set weather to foggy
state.showHelpMessage("CHEAT7"); // III / VC: Inputting weather cheats.
});
}
}
int RWGame::run() {
namespace chrono = std::chrono;
auto lastFrame = chrono::steady_clock::now();
const float deltaTime = GAME_TIMESTEP;
float accumulatedTime = 0.0f;
// Loop until we run out of states.
bool running = true;
while (StateManager::currentState() && running) {
RW_PROFILE_FRAME_BOUNDARY();
RW_PROFILE_BEGIN("Input");
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = false;
break;
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_FOCUS_GAINED:
inFocus = true;
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
inFocus = false;
break;
}
break;
case SDL_KEYDOWN:
globalKeyEvent(event);
break;
case SDL_MOUSEMOTION:
event.motion.xrel *= MOUSE_SENSITIVITY_SCALE;
event.motion.yrel *= MOUSE_SENSITIVITY_SCALE;
break;
}
GameInput::updateGameInputState(&getState()->input[0], event);
RW_PROFILE_BEGIN("State");
if (StateManager::currentState()) {
StateManager::currentState()->handleEvent(event);
}
RW_PROFILE_END()
}
RW_PROFILE_END();
auto currentFrame = chrono::steady_clock::now();
auto frameTime =
chrono::duration<float>(currentFrame - lastFrame).count();
lastFrame = currentFrame;
if (!world->isPaused()) {
accumulatedTime += frameTime;
// Clamp frameTime, so we won't freeze completely
if (frameTime > 0.1f) {
frameTime = 0.1f;
}
auto deltaTimeWithTimeScale =
deltaTime * world->state->basic.timeScale;
RW_PROFILE_BEGIN("Update");
while (accumulatedTime >= deltaTime) {
if (!StateManager::currentState()) {
break;
}
RW_PROFILE_BEGIN("physics");
world->dynamicsWorld->stepSimulation(
deltaTimeWithTimeScale, kMaxPhysicsSubSteps, deltaTime);
RW_PROFILE_END();
RW_PROFILE_BEGIN("state");
StateManager::get().tick(deltaTimeWithTimeScale);
RW_PROFILE_END();
RW_PROFILE_BEGIN("engine");
tick(deltaTimeWithTimeScale);
RW_PROFILE_END();
getState()->swapInputState();
accumulatedTime -= deltaTime;
}
RW_PROFILE_END();
}
RW_PROFILE_BEGIN("Render");
RW_PROFILE_BEGIN("engine");
render(1, frameTime);
RW_PROFILE_END();
RW_PROFILE_BEGIN("state");
if (StateManager::currentState()) {
StateManager::get().draw(&renderer);
}
RW_PROFILE_END();
RW_PROFILE_END();
renderProfile();
getWindow().swap();
// Make sure the topmost state is the correct state
StateManager::get().updateStack();
}
window.close();
StateManager::get().clear();
return 0;
}
void RWGame::tick(float dt) {
State* currState = StateManager::get().states.back().get();
static float clockAccumulator = 0.f;
static float scriptTimerAccumulator = 0.f;
static ScriptInt beepTime = std::numeric_limits<ScriptInt>::max();
if (currState->shouldWorldUpdate()) {
world->chase.update(dt);
// Clear out any per-tick state.
world->clearTickData();
state.gameTime += dt;
clockAccumulator += dt;
while (clockAccumulator >= 1.f) {
state.basic.gameMinute++;
while (state.basic.gameMinute >= 60) {
state.basic.gameMinute = 0;
state.basic.gameHour++;
while (state.basic.gameHour >= 24) {
state.basic.gameHour = 0;
}
}
clockAccumulator -= 1.f;
}
constexpr float timerClockRate = 1.f / 30.f;
if (state.scriptTimerVariable && !state.scriptTimerPaused) {
scriptTimerAccumulator += dt;
while (scriptTimerAccumulator >= timerClockRate) {
// Original game uses milliseconds
(*state.scriptTimerVariable) -= timerClockRate * 1000;
// 11 seconds
if (*state.scriptTimerVariable <= 11000 &&
beepTime - *state.scriptTimerVariable >= 1000) {
beepTime = *state.scriptTimerVariable;
// @todo beep
}
if (*state.scriptTimerVariable <= 0) {
(*state.scriptTimerVariable) = 0;
state.scriptTimerVariable = nullptr;
}
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"
<< "Timescale: " << world->state->basic.timeScale;
TextRenderer::TextInfo ti;
ti.font = FONT_ARIAL;
ti.text = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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);
}
// Draw the targetNode if a character is driving a vehicle
for (auto& p : world->pedestrianPool.objects) {
auto v = static_cast<CharacterObject*>(p.second);
static const btVector3 color(1.f, 1.f, 0.f);
if (v->controller->targetNode && v->getCurrentVehicle()) {
const glm::vec3 pos1 = v->getPosition();
const glm::vec3 pos2 = v->controller->targetNode->position;
btVector3 position1(pos1.x, pos1.y, pos1.z);
btVector3 position2(pos2.x, pos2.y, pos2.z);
debug.drawLine(position1, position2, 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.font = FONT_ARIAL;
ti.text = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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(), FONT_ARIAL);
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 = FONT_ARIAL;
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 ", ti.font);
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", ti.font);
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);
}
}