refacored some parts of main.cpp
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b1954fd334
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51a1cc742c
121
Game.cpp
121
Game.cpp
@ -9,23 +9,14 @@
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namespace ZL
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{
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void Game::worldToScreenCoordinates(Vector3f objectPos,
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Matrix4f projectionModelView,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY) {
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Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f};
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Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
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float ndcX = clipCoords.v[0] / clipCoords.v[3];
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float ndcY = clipCoords.v[1] / clipCoords.v[3];
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screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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}
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Game::Game() : window(nullptr), glContext(nullptr), exitGameLoop(false),
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newTickCount(0), lastTickCount(0) {
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Game::Game()
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: window(nullptr)
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, glContext(nullptr)
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, exitGameLoop(false)
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, newTickCount(0)
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, lastTickCount(0)
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, renderer(renderSystem.getRenderer()) // Инициализация ссылки на renderer
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{
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}
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Game::~Game() {
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@ -66,100 +57,8 @@ void Game::setup() {
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}
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void Game::drawScene() {
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static const std::string defaultShaderName = "default";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, Environment::width, Environment::height);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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// 3D Scene rendering
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{
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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50, 10000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -100 * Environment::zoom });
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float t = 0.3;
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renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
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// Draw cone
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glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
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renderer.TranslateMatrix(Environment::cameraShift);
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// Draw active objects
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for (auto& ao : gameObjects.activeObjects) {
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renderer.PushMatrix();
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renderer.TranslateMatrix(ao.objectPos);
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
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renderer.PopMatrix();
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}
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// Draw room
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glBindTexture(GL_TEXTURE_2D, gameObjects.roomTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.textMeshMutable);
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auto latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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// 2D UI rendering
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renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
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static_cast<float>(Environment::height));
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renderer.PushMatrix();
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renderer.LoadIdentity();
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// Draw highlighted objects UI
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for (auto& ao : gameObjects.activeObjects) {
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if (ao.highlighted) {
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int screenX, screenY;
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worldToScreenCoordinates(ao.objectPos, latestProjectionModelView,
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Environment::width, Environment::height, screenX, screenY);
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renderer.PushMatrix();
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renderer.TranslateMatrix(Vector3f{screenX + 0.f, screenY + 0.f, 0.0f});
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectScreenTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectScreenMeshMutable);
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renderer.PopMatrix();
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}
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}
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// Draw inventory
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const auto& inventory = ZL::ReturnInventory();
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for (size_t i = 0; i < inventory.size(); ++i) {
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renderer.PushMatrix();
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float xPos = Environment::width - gameObjects.INVENTORY_MARGIN - gameObjects.INVENTORY_ICON_SIZE;
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float yPos = gameObjects.INVENTORY_MARGIN + i * (gameObjects.INVENTORY_ICON_SIZE + gameObjects.INVENTORY_MARGIN);
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renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
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glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
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renderer.PopMatrix();
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}
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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}
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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// Вместо прямого рисования используем RenderSystem
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renderSystem.drawScene(gameObjects);
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}
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void Game::processTickCount() {
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11
Game.h
11
Game.h
@ -2,7 +2,7 @@
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#include <SDL2/SDL.h>
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#include "GameObjectManager.h"
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#include "Renderer.h"
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#include "RenderSystem.h"
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#include "Environment.h"
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namespace ZL {
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@ -22,15 +22,12 @@ public:
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private:
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void processTickCount();
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void drawScene();
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void worldToScreenCoordinates(Vector3f objectPos,
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Matrix4f projectionModelView,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY);
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SDL_Window* window;
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SDL_GLContext glContext;
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Renderer renderer;
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RenderSystem renderSystem;
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GameObjectManager gameObjects;
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Renderer& renderer; // Ссылка на renderer из RenderSystem
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bool exitGameLoop;
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size_t newTickCount;
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@ -40,4 +37,4 @@ private:
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static const size_t CONST_MAX_TIME_INTERVAL = 1000;
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};
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} // namespace ZL
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} // namespace ZL
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133
RenderSystem.cpp
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133
RenderSystem.cpp
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@ -0,0 +1,133 @@
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#include "RenderSystem.h"
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#include "Environment.h"
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#include "Utils.h"
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#include "Inventory.h"
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#include <GL/gl.h>
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namespace ZL {
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void RenderSystem::initialize() {
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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renderer.InitOpenGL();
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}
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void RenderSystem::drawScene(const GameObjectManager& gameObjects) {
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static const std::string defaultShaderName = "default";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, Environment::width, Environment::height);
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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drawWorld(gameObjects);
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drawUI(gameObjects);
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.DisableVertexAttribArray(vTexCoordName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void RenderSystem::drawWorld(const GameObjectManager& gameObjects) {
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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50, 10000);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -100 * Environment::zoom });
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float t = 0.3;
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renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
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// Draw cone
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glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
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renderer.TranslateMatrix(Environment::cameraShift);
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// Draw active objects
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for (const auto& ao : gameObjects.activeObjects) {
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renderer.PushMatrix();
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renderer.TranslateMatrix(ao.objectPos);
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
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renderer.PopMatrix();
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}
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// Draw room
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glBindTexture(GL_TEXTURE_2D, gameObjects.roomTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.textMeshMutable);
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Matrix4f latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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// Store matrix for UI rendering
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currentProjectionModelView = latestProjectionModelView;
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}
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void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
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renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
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static_cast<float>(Environment::height));
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renderer.PushMatrix();
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renderer.LoadIdentity();
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// Draw highlighted objects UI
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for (const auto& ao : gameObjects.activeObjects) {
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if (ao.highlighted) {
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int screenX, screenY;
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worldToScreenCoordinates(ao.objectPos, currentProjectionModelView,
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Environment::width, Environment::height, screenX, screenY);
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renderer.PushMatrix();
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renderer.TranslateMatrix(Vector3f{screenX + 0.f, screenY + 0.f, 0.0f});
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glBindTexture(GL_TEXTURE_2D, ao.activeObjectScreenTexturePtr->getTexID());
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renderer.DrawVertexRenderStruct(ao.activeObjectScreenMeshMutable);
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renderer.PopMatrix();
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}
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}
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// Draw inventory
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const auto& inventory = ZL::ReturnInventory();
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for (size_t i = 0; i < inventory.size(); ++i) {
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renderer.PushMatrix();
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float xPos = Environment::width - gameObjects.INVENTORY_MARGIN - gameObjects.INVENTORY_ICON_SIZE;
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float yPos = gameObjects.INVENTORY_MARGIN + i * (gameObjects.INVENTORY_ICON_SIZE + gameObjects.INVENTORY_MARGIN);
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renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
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glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
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renderer.PopMatrix();
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}
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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}
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void RenderSystem::worldToScreenCoordinates(Vector3f objectPos,
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Matrix4f projectionModelView,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY) {
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Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f};
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Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
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float ndcX = clipCoords.v[0] / clipCoords.v[3];
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float ndcY = clipCoords.v[1] / clipCoords.v[3];
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screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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}
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} // namespace ZL
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29
RenderSystem.h
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29
RenderSystem.h
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@ -0,0 +1,29 @@
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#pragma once
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#include "Renderer.h"
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#include "GameObjectManager.h"
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#include <string>
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namespace ZL {
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class RenderSystem {
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public:
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RenderSystem() = default;
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void initialize();
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void drawScene(const GameObjectManager& gameObjects);
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Renderer& getRenderer() { return renderer; }
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void worldToScreenCoordinates(Vector3f objectPos,
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Matrix4f projectionModelView,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY);
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private:
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void drawWorld(const GameObjectManager& gameObjects);
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void drawUI(const GameObjectManager& gameObjects);
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Renderer renderer;
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ShaderManager shaderManager;
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Matrix4f currentProjectionModelView; // Добавлено для хранения матрицы между drawWorld и drawUI
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};
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} // namespace ZL
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2
start.sh
2
start.sh
@ -1,7 +1,7 @@
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g++ Game.cpp main.cpp Math.cpp OpenGlExtensions.cpp Physics.cpp Renderer.cpp \
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ShaderManager.cpp TextureManager.cpp Utils.cpp BoneAnimatedModel.cpp \
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ObjLoader.cpp cmakeaudioplayer/src/AudioPlayer.cpp TextModel.cpp \
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Inventory.cpp Environment.cpp GameObjectManager.cpp \
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Inventory.cpp Environment.cpp GameObjectManager.cpp RenderSystem.cpp \
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-o sdl_app -O2 -std=c++17 \
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-I cmakeaudioplayer/include \
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$(pkg-config --cflags --libs sdl2 gl) \
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