shadow-over-bishkek001/src/Game.cpp
2026-03-04 21:41:51 +03:00

523 lines
15 KiB
C++

#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "planet/PlanetData.h"
#include "utils/Utils.h"
#include "render/OpenGlExtensions.h"
#include <iostream>
#include "render/TextureManager.h"
#include "TextModel.h"
#include <random>
#include <cmath>
#include <algorithm>
#include <functional>
#ifdef __ANDROID__
#include <android/log.h>
#endif
#ifdef NETWORK
#ifdef EMSCRIPTEN
#include "network/WebSocketClientEmscripten.h"
#else
#include "network/WebSocketClient.h"
#endif
#endif
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
#include "network/LocalClient.h"
#include "network/ClientState.h"
namespace ZL
{
#ifdef EMSCRIPTEN
const char* CONST_ZIP_FILE = "resources.zip";
#else
//const char* CONST_ZIP_FILE = "C:\\Work\\Projects\\space-game001\\resources.zip";
const char* CONST_ZIP_FILE = "";
#endif
#ifdef EMSCRIPTEN
Game* Game::s_instance = nullptr;
void Game::onResourcesZipLoaded(const char* /*filename*/) {
if (s_instance) {
s_instance->mainThreadHandler.EnqueueMainThreadTask([&]() {
s_instance->setupPart2();
});
}
}
void Game::onResourcesZipError(const char* /*filename*/) {
std::cerr << "Failed to download resources.zip" << std::endl;
}
#endif
Game::Game()
: /*window(nullptr)
, glContext(nullptr)
, */newTickCount(0)
, lastTickCount(0)
, menuManager(renderer)
, space(renderer, taskManager, mainThreadHandler, networkClient, menuManager)
{
}
Game::~Game() {
/*
if (glContext) {
SDL_GL_DeleteContext(glContext);
}
if (window) {
SDL_DestroyWindow(window);
}*/
#ifndef EMSCRIPTEN
// In Emscripten, SDL must stay alive across context loss/restore cycles
// so the window remains valid when the game object is re-created.
SDL_Quit();
#endif
}
void Game::setup() {
//glContext = SDL_GL_CreateContext(ZL::Environment::window);
//glContext = in_glContext;
Environment::computeProjectionDimensions();
ZL::BindOpenGlFunctions();
ZL::CheckGlError();
renderer.InitOpenGL();
#ifdef EMSCRIPTEN
// These shaders and loading.png are preloaded separately (not from zip),
// so they are available immediately without waiting for resources.zip.
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", "");
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", "");
loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", ""));
#else
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_desktop.fragment", CONST_ZIP_FILE);
loadingTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/loading.png", CONST_ZIP_FILE));
#endif
loadingMesh.data = CreateRect2D({ 0.5f, 0.5f }, { 0.5f, 0.5f }, 3);
loadingMesh.RefreshVBO();
#ifdef EMSCRIPTEN
// Asynchronously download resources.zip; setupPart2() is called on completion.
// The loading screen stays visible until the download finishes.
s_instance = this;
std::cout << "Load resurces step 1" << std::endl;
emscripten_async_wget("resources.zip", "resources.zip", onResourcesZipLoaded, onResourcesZipError);
#else
mainThreadHandler.EnqueueMainThreadTask([this]() {
std::cout << "Load resurces step 2" << std::endl;
this->setupPart2();
std::cout << "Load resurces step 3" << std::endl;
});
#endif
}
void Game::setupPart2()
{
#ifdef EMSCRIPTEN
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_web.fragment", CONST_ZIP_FILE);
#else
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("spark", "resources/shaders/spark.vertex", "resources/shaders/spark_desktop.fragment", CONST_ZIP_FILE);
#endif
menuManager.setupMenu();
menuManager.onSingleplayerPressed = [this](const std::string& nickname, int shipType) {
Environment::shipState.nickname = nickname;
Environment::shipState.shipType = shipType;
auto localClient = new LocalClient;
ClientState st = Environment::shipState;
st.id = localClient->GetClientId();
localClient->setLocalPlayerState(st);
networkClient = std::unique_ptr<INetworkClient>(localClient);
networkClient->Connect("", 0);
lastTickCount = 0;
spaceGameStarted = 1;
};
menuManager.onMultiplayerPressed = [this](const std::string& nickname, int shipType) {
Environment::shipState.nickname = nickname;
Environment::shipState.shipType = shipType;
#ifdef EMSCRIPTEN
networkClient = std::make_unique<WebSocketClientEmscripten>();
networkClient->Connect("localhost", 8081);
#else
//networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
//networkClient->Connect("localhost", 8081);
#endif
if (networkClient) {
std::string joinMsg = std::string("JOIN:") + nickname + ":" + std::to_string(shipType);
networkClient->Send(joinMsg);
std::cerr << "Sent JOIN: " << joinMsg << std::endl;
}
lastTickCount = 0;
spaceGameStarted = 1;
};
space.setup();
loadingCompleted = true;
}
void Game::drawUI()
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
glClear(GL_DEPTH_BUFFER_BIT);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
glEnable(GL_BLEND);
menuManager.uiManager.draw(renderer);
glDisable(GL_BLEND);
renderer.shaderManager.PopShader();
CheckGlError();
}
void Game::drawUnderMainMenu()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
}
void Game::drawScene() {
if (!loadingCompleted) {
drawLoading();
}
else
{
if (spaceGameStarted) {
space.drawScene();
}
else
{
drawUnderMainMenu();
}
drawUI();
}
CheckGlError();
}
void Game::drawLoading()
{
static const std::string defaultShaderName = "default";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
glClear(GL_DEPTH_BUFFER_BIT);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
//float width = Environment::projectionWidth;
//float height = Environment::projectionHeight;
renderer.PushProjectionMatrix(
0, 1,
0, 1,
-10, 10);
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, loadingTexture->getTexID());
renderer.DrawVertexRenderStruct(loadingMesh);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
CheckGlError();
}
int64_t Game::getSyncTimeMs() {
int64_t localNow = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()).count();
if(networkClient)
{
return localNow + networkClient->getTimeOffset();
}
else
{
return localNow;
}
}
void Game::processTickCount() {
if (lastTickCount == 0) {
lastTickCount = getSyncTimeMs();
lastTickCount = (lastTickCount / 50) * 50;
return;
}
newTickCount = getSyncTimeMs();
newTickCount = (newTickCount / 50) * 50;
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
int64_t delta = newTickCount - lastTickCount;
if (delta > CONST_MAX_TIME_INTERVAL)
{
//throw std::runtime_error("Synchronization is lost");
}
if (spaceGameStarted) {
space.processTickCount(newTickCount, delta);
}
menuManager.uiManager.update(static_cast<float>(delta));
lastTickCount = newTickCount;
}
}
void Game::render() {
//SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
ZL::CheckGlError();
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawScene();
processTickCount();
SDL_GL_SwapWindow(ZL::Environment::window);
}
void Game::update() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
Environment::exitGameLoop = true;
}
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
// Обновляем размеры и сбрасываем кеш текстов, т.к. меши хранятся в пикселях
Environment::width = event.window.data1;
Environment::height = event.window.data2;
Environment::computeProjectionDimensions();
menuManager.uiManager.updateAllLayouts();
std::cout << "Window resized: " << Environment::width << "x" << Environment::height << std::endl;
space.clearTextRendererCache();
}
#ifdef __ANDROID__
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
Environment::exitGameLoop = true;
}
#endif
#ifdef __ANDROID__
if (event.type == SDL_FINGERDOWN) {
int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
handleDown(mx, my);
}
else if (event.type == SDL_FINGERUP) {
int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
handleUp(mx, my);
}
else if (event.type == SDL_FINGERMOTION) {
int mx = static_cast<int>(event.tfinger.x * Environment::projectionWidth);
int my = static_cast<int>(event.tfinger.y * Environment::projectionHeight);
handleMotion(mx, my);
}
#else
if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
// Преобразуем экранные пиксели в проекционные единицы
int mx = static_cast<int>((float)event.button.x / Environment::width * Environment::projectionWidth);
int my = static_cast<int>((float)event.button.y / Environment::height * Environment::projectionHeight);
if (event.type == SDL_MOUSEBUTTONDOWN) handleDown(mx, my);
else handleUp(mx, my);
}
else if (event.type == SDL_MOUSEMOTION) {
int mx = static_cast<int>((float)event.motion.x / Environment::width * Environment::projectionWidth);
int my = static_cast<int>((float)event.motion.y / Environment::height * Environment::projectionHeight);
handleMotion(mx, my);
}
/*if (event.type == SDL_MOUSEBUTTONDOWN) {
int mx = event.button.x;
int my = event.button.y;
handleDown(mx, my);
}
if (event.type == SDL_MOUSEBUTTONUP) {
int mx = event.button.x;
int my = event.button.y;
handleUp(mx, my);
}
if (event.type == SDL_MOUSEMOTION) {
int mx = event.motion.x;
int my = event.motion.y;
handleMotion(mx, my);
}*/
if (event.type == SDL_MOUSEWHEEL) {
static const float zoomstep = 2.0f;
if (event.wheel.y > 0) {
Environment::zoom -= zoomstep;
}
else if (event.wheel.y < 0) {
Environment::zoom += zoomstep;
}
if (Environment::zoom < zoomstep) {
Environment::zoom = zoomstep;
}
}
// Обработка ввода текста
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_BACKSPACE) {
menuManager.uiManager.onKeyBackspace();
}
}
if (event.type == SDL_TEXTINPUT) {
// Пропускаем ctrl+c и другие команды
if ((event.text.text[0] & 0x80) == 0) { // ASCII символы
menuManager.uiManager.onKeyPress((unsigned char)event.text.text[0]);
}
}
if (event.type == SDL_KEYUP) {
if (event.key.keysym.sym == SDLK_a) {
//Environment::shipState.position = { 9466.15820, 1046.00159, 18531.2090 };
}
}
#endif
}
render();
if (networkClient) {
#ifndef NETWORK
auto localClient = dynamic_cast<ZL::LocalClient*>(networkClient.get());
if (localClient) {
localClient->setLocalPlayerState(Environment::shipState);
}
#endif
networkClient->Poll();
}
mainThreadHandler.processMainThreadTasks();
if (spaceGameStarted) {
space.update();
}
}
void Game::handleDown(int mx, int my)
{
int uiX = mx;
int uiY = Environment::projectionHeight - my;
menuManager.uiManager.onMouseDown(uiX, uiY);
bool uiHandled = false;
for (const auto& button : menuManager.uiManager.findButton("") ? std::vector<std::shared_ptr<UiButton>>{} : std::vector<std::shared_ptr<UiButton>>{}) {
(void)button;
}
auto pressedSlider = [&]() -> std::shared_ptr<UiSlider> {
for (const auto& slider : menuManager.uiManager.findSlider("") ? std::vector<std::shared_ptr<UiSlider>>{} : std::vector<std::shared_ptr<UiSlider>>{}) {
(void)slider;
}
return nullptr;
}();
if (!menuManager.uiManager.isUiInteraction()) {
if (spaceGameStarted) {
space.handleDown(mx, my);
}
}
}
void Game::handleUp(int mx, int my)
{
int uiX = mx;
int uiY = Environment::projectionHeight - my;
menuManager.uiManager.onMouseUp(uiX, uiY);
if (!menuManager.uiManager.isUiInteraction()) {
if (spaceGameStarted) {
space.handleUp(mx, my);
}
}
}
void Game::handleMotion(int mx, int my)
{
int uiX = mx;
int uiY = Environment::projectionHeight - my;
menuManager.uiManager.onMouseMove(uiX, uiY);
if (!menuManager.uiManager.isUiInteraction()) {
if (spaceGameStarted) {
space.handleMotion(mx, my);
}
}
}
} // namespace ZL