mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 11:22:45 +01:00
d270b75141
+ Fix some bad values for glActiveTexture() + Move work processing queue into update() to avoid clogging the render thread + Add some extra values for frames and geometry drawn
514 lines
12 KiB
C++
514 lines
12 KiB
C++
#define GLEW_STATIC
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#include <GL/glew.h>
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#include <engine/GameWorld.hpp>
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#include <loaders/LoaderDFF.hpp>
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#include <render/DebugDraw.hpp>
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#include <render/Model.hpp>
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#include <objects/VehicleObject.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/InstanceObject.hpp>
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#include <ai/CharacterController.hpp>
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#include <script/ScriptMachine.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <data/CutsceneData.hpp>
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#include "loadingstate.hpp"
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#include <SFML/Graphics.hpp>
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#include <memory>
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#include <sstream>
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#include <iomanip>
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#include <getopt.h>
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#include "game.hpp"
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#define ENV_GAME_PATH_NAME ("OPENRW_GAME_PATH")
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#define GAME_TIMESTEP (1.f/30.f)
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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sf::RenderWindow window;
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GameWorld* gta = nullptr;
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CharacterObject* player = nullptr;
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DebugDraw* debugDrawer = nullptr;
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bool inFocus = true;
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int debugMode = 0;
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float accum = 0.f;
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sf::Font font;
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glm::vec3 viewPosition { -260.f, -151.5f, 9.f }, lastViewPosition;
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glm::vec2 viewAngles { -0.3f, 0.05f }, lastViewAngles;
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void setViewParameters(const glm::vec3 ¢er, const glm::vec2 &angles)
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{
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lastViewPosition = viewPosition;
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lastViewAngles = viewAngles;
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viewPosition = center;
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viewAngles = angles;
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}
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glm::vec3& getViewPosition()
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{
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return viewPosition;
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}
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glm::vec2& getViewAngles()
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{
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return viewAngles;
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}
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sf::Window& getWindow()
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{
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return window;
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}
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GameWorld* getWorld()
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{
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return gta;
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}
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sf::Font& getFont()
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{
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return font;
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}
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void setPlayerCharacter(CharacterObject *playerCharacter)
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{
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player = playerCharacter;
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}
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CharacterObject* getPlayerCharacter()
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{
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return player;
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}
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void skipTime(float time)
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{
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accum += time;
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}
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bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object)
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{
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glm::mat4 view;
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view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
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view = glm::rotate(view, viewAngles.y, glm::vec3(1, 0, 0));
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view = glm::rotate(view, viewAngles.x, glm::vec3(0, 0, 1));
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glm::vec3 dir = glm::inverse(glm::mat3(view)) * glm::vec3(0.f, 0.f, 1.f) * -50.f;
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auto from = btVector3(viewPosition.x, viewPosition.y, viewPosition.z);
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auto to = btVector3(viewPosition.x+dir.x, viewPosition.y+dir.y, viewPosition.z+dir.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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gta->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() )
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{
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if(object) {
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*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object)
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{
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auto from = btVector3(start.x, start.y, start.z);
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auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
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btCollisionWorld::ClosestRayResultCallback ray(from, to);
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gta->dynamicsWorld->rayTest(from, to, ray);
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if( ray.hasHit() )
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{
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hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
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ray.m_hitPointWorld.z());
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normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
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ray.m_hitNormalWorld.z());
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if(object) {
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*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
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}
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return true;
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}
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return false;
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}
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void handleGlobalEvent(sf::Event &event)
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{
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switch (event.type) {
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case sf::Event::KeyPressed:
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break;
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case sf::Event::GainedFocus:
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inFocus = true;
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break;
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case sf::Event::LostFocus:
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inFocus = false;
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break;
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default: break;
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}
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}
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void handleInputEvent(sf::Event &event)
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{
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::P:
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debugMode+=1;
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while(debugMode > 2) debugMode -= 3;
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break;
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default: break;
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}
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break;
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case sf::Event::KeyReleased:
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switch(event.key.code) {
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default: break;
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}
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break;
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default: break;
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}
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}
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void handleCommandEvent(sf::Event &event)
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{
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switch(event.type) {
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case sf::Event::KeyPressed:
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switch (event.key.code) {
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case sf::Keyboard::LBracket:
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gta->state.minute -= 30.f;
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break;
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case sf::Keyboard::RBracket:
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gta->state.minute += 30.f;
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break;
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break;
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default: break;
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}
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default: break;
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}
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}
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void init(std::string gtapath, bool loadWorld)
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{
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// GTA GET
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gta = new GameWorld(gtapath);
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// This is harcoded in GTA III for some reason
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gta->gameData.loadIMG("/models/gta3");
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gta->gameData.loadIMG("/models/txd");
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gta->gameData.loadIMG("/anim/cuts");
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gta->load();
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// Load dynamic object data
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gta->gameData.loadDynamicObjects(gtapath + "/data/object.dat");
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gta->gameData.loadGXT("english.gxt");
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gta->gameTime = 0.f;
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debugDrawer = new DebugDraw;
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debugDrawer->setShaderProgram(gta->renderer.worldProgram);
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debugDrawer->setDebugMode(btIDebugDraw::DBG_DrawWireframe);
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gta->dynamicsWorld->setDebugDrawer(debugDrawer);
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setViewParameters( { -260.f, -151.5f, 9.f }, { -0.3f, 0.05f } );
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std::cout << "Loaded "
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<< gta->gameData.models.size() << " models, "
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<< gta->gameData.textures.size() << " textures" << std::endl;
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}
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void update(float dt)
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{
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gta->_work->update();
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static float clockAccumulator = 0.f;
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if (inFocus) {
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gta->gameTime += dt;
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clockAccumulator += dt;
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while( clockAccumulator >= 1.f ) {
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gta->state.minute ++;
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if( gta->state.minute >= 60 ) {
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gta->state.minute = 0;
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gta->state.hour ++;
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if( gta->state.hour >= 24 ) {
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gta->state.hour = 0;
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}
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}
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clockAccumulator -= 1.f;
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}
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for( GameObject* object : gta->objects ) {
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object->_updateLastTransform();
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object->tick(dt);
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}
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gta->destroyQueuedObjects();
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gta->state.texts.clear();
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gta->dynamicsWorld->stepSimulation(dt, 2, dt);
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if( getWorld()->script ) {
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try {
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getWorld()->script->execute(dt);
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}
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catch( SCMException& ex ) {
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std::cerr << ex.what() << std::endl;
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getWorld()->logError( ex.what() );
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throw;
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}
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}
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}
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}
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void render(float alpha)
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{
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float qpi = glm::half_pi<float>();
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glm::mat4 view;
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/// @todo this probably doesn't belong in main.cpp
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if( gta->state.currentCutscene == nullptr || gta->state.cutsceneStartTime <= 0.f ) {
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view = glm::translate(view, glm::mix(lastViewPosition, viewPosition, alpha));
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auto va = glm::mix(lastViewAngles, viewAngles, alpha);
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view = glm::rotate(view, va.x, glm::vec3(0, 0, 1));
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view = glm::rotate(view, va.y - qpi, glm::vec3(1, 0, 0));
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view = glm::inverse(view);
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gta->renderer.camera.worldPos = viewPosition;
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}
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else {
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auto cutscene = gta->state.currentCutscene;
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float cutsceneTime = std::min(gta->gameTime - gta->state.cutsceneStartTime,
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cutscene->tracks.duration);
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cutsceneTime += GAME_TIMESTEP * alpha;
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glm::vec3 cameraPos = cutscene->tracks.getPositionAt(cutsceneTime),
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targetPos = cutscene->tracks.getTargetAt(cutsceneTime);
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float zoom = cutscene->tracks.getZoomAt(cutsceneTime);
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gta->renderer.camera.frustum.fov = glm::radians(-zoom);
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float tilt = cutscene->tracks.getRotationAt(cutsceneTime);
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auto d = glm::normalize(targetPos-cameraPos);
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auto qtilt = glm::rotate(glm::quat(), glm::radians(tilt), d);
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cameraPos += cutscene->meta.sceneOffset;
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targetPos += cutscene->meta.sceneOffset;
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// Update the internal values
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lastViewPosition = viewPosition = cameraPos;
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view = glm::lookAt(cameraPos, targetPos, qtilt * glm::vec3(0.f, 0.f, -1.f));
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gta->renderer.camera.worldPos = cameraPos;
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}
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gta->renderer.camera.frustum.view = view;
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// Update aspect ratio..
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gta->renderer.camera.frustum.aspectRatio = window.getSize().x / (float) window.getSize().y;
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glEnable(GL_DEPTH_TEST);
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glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
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//glEnable(GL_CULL_FACE);
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gta->renderer.renderWorld(alpha);
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switch( debugMode ) {
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case 0: break;
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case 1: {
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glUseProgram(gta->renderer.worldProgram);
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gta->renderer.uploadUBO<ObjectUniformData>(
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gta->renderer.uboObject, {
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glm::mat4(),
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glm::vec4(1.f),
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1.f, 1.f
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});
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gta->renderer.renderPaths();
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break;
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}
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case 2: {
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glUseProgram(gta->renderer.worldProgram);
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gta->renderer.uploadUBO<ObjectUniformData>(
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gta->renderer.uboObject, {
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glm::mat4(),
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glm::vec4(1.f),
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1.f, 1.f
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});
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gta->dynamicsWorld->debugDrawWorld();
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debugDrawer->drawAllLines();
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break;
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}
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}
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window.resetGLStates();
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std::stringstream ss;
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ss << std::setfill('0') << "Time: " << std::setw(2) << gta->getHour()
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<< ":" << std::setw(2) << gta->getMinute() << " (" << gta->gameTime << "s)\n";
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ss << "View: " << viewPosition.x << " " << viewPosition.y << " " << viewPosition.z << "\n";
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ss << "Drawn " << gta->renderer.rendered << " / " << gta->renderer.culled << " Culled " << " " << gta->renderer.frames << " " << gta->renderer.geoms << "\n";
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if( player ) {
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ss << "Activity: ";
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if( player->controller->getCurrentActivity() ) {
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ss << player->controller->getCurrentActivity()->name();
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}
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else {
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ss << "Idle";
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}
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ss << std::endl;
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}
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sf::Text text(ss.str(), font, 14);
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text.setPosition(10, 10);
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window.draw(text);
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while( gta->log.size() > 0 && gta->log.front().time + 10.f < gta->gameTime ) {
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gta->log.pop_front();
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}
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sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
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text.setCharacterSize(14);
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for(auto it = gta->log.begin(); it != gta->log.end(); ++it) {
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text.setString(it->message);
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switch(it->type) {
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case GameWorld::LogEntry::Error:
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text.setColor(sf::Color::Red);
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break;
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case GameWorld::LogEntry::Warning:
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text.setColor(sf::Color::Yellow);
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break;
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default:
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text.setColor(sf::Color::White);
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break;
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}
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// Interpolate the color
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auto c = text.getColor();
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c.a = (gta->gameTime - it->time > 5.f) ? 255 - (((gta->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
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text.setColor(c);
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text.setPosition(tpos);
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window.draw(text);
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tpos.y -= text.getLocalBounds().height;
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}
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/// @todo this should be done by GameRenderer? but it doesn't have any font support yet
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if( gta->gameTime < gta->state.osTextStart + gta->state.osTextTime ) {
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sf::Text messageText(gta->state.osTextString, font, 15);
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auto sz = window.getSize();
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auto b = messageText.getLocalBounds();
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float lowerBar = sz.y - sz.y * 0.1f;
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messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
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window.draw(messageText);
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}
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for(auto& t : gta->state.texts) {
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sf::Text messageText(t.text, font, 15);
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glm::vec2 scpos(t.position.x, t.position.y);
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auto s = window.getSize();
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scpos /= glm::vec2(640.f, 480.f);
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scpos *= glm::vec2(s.x, s.y);
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messageText.setPosition(scpos.x, scpos.y);
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window.draw(messageText);
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}
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}
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std::string getGamePath()
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{
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auto v = getenv(ENV_GAME_PATH_NAME);
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return v ? v : "";
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}
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int main(int argc, char *argv[])
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{
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if(! font.loadFromFile(getGamePath() + "/DejaVuSansMono.ttf")) {
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std::cerr << "Failed to load font" << std::endl;
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}
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glewExperimental = GL_TRUE;
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glewInit();
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bool loadWorld = true;
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size_t w = WIDTH, h = HEIGHT;
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int c;
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while( (c = getopt(argc, argv, "w:h:l")) != -1) {
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switch(c) {
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case 'w':
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w = atoi(optarg);
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break;
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case 'h':
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h = atoi(optarg);
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break;
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case 'l':
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loadWorld = false;
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break;
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}
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}
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sf::ContextSettings cs;
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cs.depthBits = 32;
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window.create(sf::VideoMode(w, h), "", sf::Style::Default, cs);
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window.setVerticalSyncEnabled(true);
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window.setMouseCursorVisible(false);
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init(getGamePath(), loadWorld);
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sf::Clock clock;
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StateManager::get().enter(new LoadingState);
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float ts = GAME_TIMESTEP;
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float timescale = 1.f;
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// Loop until the window is closed or we run out of state.
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while (window.isOpen() && StateManager::get().states.size()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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handleGlobalEvent(event);
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handleCommandEvent(event);
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handleInputEvent(event);
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StateManager::get().states.back()->handleEvent(event);
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}
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accum += clock.restart().asSeconds() * timescale;
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while ( accum >= ts ) {
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StateManager::get().tick(ts);
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update(ts);
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accum -= ts;
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}
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float alpha = accum / ts;
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render(alpha);
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StateManager::get().draw(window);
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window.display();
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}
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delete gta;
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return 0;
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}
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