double-hit-balls/game/main_code.cpp

250 lines
6.5 KiB
C++
Executable File

#include "main_code.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "main_code.h"
TMyApplication* Application;
Matrix3f quatToMatrix(Vector4f q) {
Matrix3f result;
double sqw = q(3)*q(3);
double sqx = q(0)*q(0);
double sqy = q(1)*q(1);
double sqz = q(2)*q(2);
// invs (inverse square length) is only required if quaternion is not already normalised
double invs = 1 / (sqx + sqy + sqz + sqw);
result(0,0) = (sqx - sqy - sqz + sqw)*invs; // since sqw + sqx + sqy + sqz =1/invs*invs
result(1,1) = (-sqx + sqy - sqz + sqw)*invs;
result(2,2) = (-sqx - sqy + sqz + sqw)*invs;
double tmp1 = q(0)*q(1);
double tmp2 = q(2)*q(3);
result(1, 0) = 2.0 * (tmp1 + tmp2)*invs;
result(0, 1) = 2.0 * (tmp1 - tmp2)*invs;
tmp1 = q(0)*q(2);
tmp2 = q(1)*q(3);
result(2,0) = 2.0 * (tmp1 - tmp2)*invs;
result(0,2) = 2.0 * (tmp1 + tmp2)*invs;
tmp1 = q(1)*q(2);
tmp2 = q(0)*q(3);
result(2, 1) = 2.0 * (tmp1 + tmp2)*invs;
result(1, 2) = 2.0 * (tmp1 - tmp2)*invs;
return result;
}
void TMyApplication::InnerInit()
{
Application = this;
#ifdef TARGET_WIN32
#ifdef NDEBUG
ST::PathToResources = "../../../assets/";
//ST::PathToResources = "resources/";
#else
ST::PathToResources = "../../../assets/";
#endif
#endif
#ifdef TARGET_IOS
ST::PathToResources = "assets/";
#endif
if (Console != NULL)
{
*Console<<"APP INIT\n";
}
srand (static_cast<size_t>(time(NULL)));
ResourceManager->ShaderManager.AddShader("DefaultShader", "shader1vertex.txt", "shader1fragment.txt");
ResourceManager->ShaderManager.AddShader("FrameShader", "frameshader_vertex.txt", "frameshader_fragment.txt");
ResourceManager->ShaderManager.AddShader("ColorShader", "color_vertex.txt", "color_fragment.txt");
ResourceManager->ShaderManager.AddShader("SSAA_4X", "SSAA_4X.vertex", "SSAA_4X.frag");
ResourceManager->ShaderManager.AddShader("ParallaxShader", "parallax_vertex.txt", "parallax_fragment.txt");
Renderer->PushShader("DefaultShader");
ResourceManager->TexList.AddTexture("console_bkg.bmp");
ResourceManager->TexList.AddTexture("owl-green.jpg");
ResourceManager->TexList.AddTexture("owl-green-height.png");
ResourceManager->TexList.AddTexture("owl-green-normal.png");
ResourceManager->TexList.AddTexture("5f.jpg");
ResourceManager->TexList.AddTexture("6f.jpg");
ResourceManager->TexList.AddTexture("7f.jpg");
ResourceManager->FrameManager.AddFrameRenderBuffer("LevelBuffer", 512, 512);
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-511, 0, -512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(-512, 0, -512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, 512));
pair.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].push_back(Vector3f(512, 0, -512));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(0, 0));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1,1));
pair.second.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].push_back(Vector2f(1, 0));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(1, 0, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 0, 1, 1));
pair.second.Data.Vec4CoordArr[CONST_STRING_COLOR_ATTRIB].push_back(Vector4f(0, 1, 0, 1));
pair.first.ShaderName = "ParallaxShader";
pair.first.SamplerMap[CONST_STRING_TEXTURE_UNIFORM] = "owl-green.jpg";
pair.first.SamplerMap["HeightMap"] = "owl-green-height.png";
pair.first.SamplerMap["NormalMap"] = "owl-green-normal.png";
pair.second.RefreshBuffer();
Inited = true;
}
void TMyApplication::InnerDeinit()
{
Inited = false;
Loaded = false;
if (Console != NULL)
{
*Console<<"APP DEINIT\n";
}
}
void TMyApplication::InnerOnTapDown(Vector2f p)
{
}
void TMyApplication::InnerOnTapUp(Vector2f p)
{
}
void TMyApplication::InnerOnTapUpAfterMove(Vector2f p)
{
}
void TMyApplication::InnerOnMove(Vector2f p, Vector2f shift)
{
phi += shift(1)*0.02f;
if (phi < pi/12)
{
phi = pi / 12;
}
if (phi > pi / 2)
{
phi = pi / 2;
}
alpha -= shift(0)*0.02f;
}
void TMyApplication::OnFling(Vector2f v)
{
}
void TMyApplication::OnMouseWheel(short int delta)
{
distance += delta;
if (distance > 2500)
{
distance = 2500;
}
if (distance < 100)
{
distance = 100;
}
}
void TMyApplication::InnerDraw()
{
Renderer->SetPerspectiveProjection(pi / 6, 10.f, 10000.f);
Renderer->SetFullScreenViewport();
Renderer->PushMatrix();
Renderer->TranslateMatrix(Vector3f(0, 0, -distance));
Vector4f quat1 = Vector4f(sin(phi / 2), 0, 0, cos(phi / 2));
Vector4f quat2 = Vector4f(0, sin(alpha / 2), 0, cos(alpha / 2));
Renderer->RotateMatrix(quat1);
Renderer->RotateMatrix(quat2);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
CheckGlError("");
auto mat1 = quatToMatrix(quat1);
auto mat2 = quatToMatrix(quat2);
Vector3f lightPos = {0.f, 1.f, 1.f};
Vector3f eye = mat2 * (mat1 * Vector3f(0.0f, 0.f, -distance));
{
TRenderParamsSetter params(pair.first);
RenderUniform3fv("eye", eye.data());
RenderUniform3fv("lightPos", lightPos.data());
Matrix3f normMatrix = Renderer->GetModelviewMatrix().inverse().transpose().block<3,3>(0,0);
RenderUniformMatrix3fv("NormalMatrix", false, normMatrix.data());
RenderUniformMatrix4fv("ModelViewMatrix", false, Renderer->GetModelviewMatrix().data());
RenderUniformMatrix3fv("ModelViewMatrix3x3", false, Renderer->GetModelviewMatrix().block<3,3>(0,0).data());
Renderer->DrawTriangleList(pair.second);
}
Renderer->PopMatrix();
CheckGlError("");
}
void TMyApplication::InnerUpdate(size_t dt)
{
}
bool TMyApplication::IsLoaded()
{
return Loaded;
}
bool TMyApplication::IsInited()
{
return Inited;
}