refacored some parts of main.cpp

This commit is contained in:
Альберт Гадиев 2025-03-01 21:33:34 +06:00
parent b1954fd334
commit 51a1cc742c
5 changed files with 177 additions and 119 deletions

121
Game.cpp
View File

@ -9,23 +9,14 @@
namespace ZL
{
void Game::worldToScreenCoordinates(Vector3f objectPos,
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY) {
Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f};
Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
float ndcX = clipCoords.v[0] / clipCoords.v[3];
float ndcY = clipCoords.v[1] / clipCoords.v[3];
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
}
Game::Game() : window(nullptr), glContext(nullptr), exitGameLoop(false),
newTickCount(0), lastTickCount(0) {
Game::Game()
: window(nullptr)
, glContext(nullptr)
, exitGameLoop(false)
, newTickCount(0)
, lastTickCount(0)
, renderer(renderSystem.getRenderer()) // Инициализация ссылки на renderer
{
}
Game::~Game() {
@ -66,100 +57,8 @@ void Game::setup() {
}
void Game::drawScene() {
static const std::string defaultShaderName = "default";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, Environment::width, Environment::height);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
// 3D Scene rendering
{
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
50, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100 * Environment::zoom });
float t = 0.3;
renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
// Draw cone
glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
renderer.TranslateMatrix(Environment::cameraShift);
// Draw active objects
for (auto& ao : gameObjects.activeObjects) {
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
// Draw room
glBindTexture(GL_TEXTURE_2D, gameObjects.roomTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.textMeshMutable);
auto latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// 2D UI rendering
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
// Draw highlighted objects UI
for (auto& ao : gameObjects.activeObjects) {
if (ao.highlighted) {
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, latestProjectionModelView,
Environment::width, Environment::height, screenX, screenY);
renderer.PushMatrix();
renderer.TranslateMatrix(Vector3f{screenX + 0.f, screenY + 0.f, 0.0f});
glBindTexture(GL_TEXTURE_2D, ao.activeObjectScreenTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectScreenMeshMutable);
renderer.PopMatrix();
}
}
// Draw inventory
const auto& inventory = ZL::ReturnInventory();
for (size_t i = 0; i < inventory.size(); ++i) {
renderer.PushMatrix();
float xPos = Environment::width - gameObjects.INVENTORY_MARGIN - gameObjects.INVENTORY_ICON_SIZE;
float yPos = gameObjects.INVENTORY_MARGIN + i * (gameObjects.INVENTORY_ICON_SIZE + gameObjects.INVENTORY_MARGIN);
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
renderer.PopMatrix();
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
}
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
CheckGlError();
// Вместо прямого рисования используем RenderSystem
renderSystem.drawScene(gameObjects);
}
void Game::processTickCount() {

11
Game.h
View File

@ -2,7 +2,7 @@
#include <SDL2/SDL.h>
#include "GameObjectManager.h"
#include "Renderer.h"
#include "RenderSystem.h"
#include "Environment.h"
namespace ZL {
@ -22,15 +22,12 @@ public:
private:
void processTickCount();
void drawScene();
void worldToScreenCoordinates(Vector3f objectPos,
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY);
SDL_Window* window;
SDL_GLContext glContext;
Renderer renderer;
RenderSystem renderSystem;
GameObjectManager gameObjects;
Renderer& renderer; // Ссылка на renderer из RenderSystem
bool exitGameLoop;
size_t newTickCount;
@ -40,4 +37,4 @@ private:
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
};
} // namespace ZL
} // namespace ZL

133
RenderSystem.cpp Normal file
View File

@ -0,0 +1,133 @@
#include "RenderSystem.h"
#include "Environment.h"
#include "Utils.h"
#include "Inventory.h"
#include <GL/gl.h>
namespace ZL {
void RenderSystem::initialize() {
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
renderer.InitOpenGL();
}
void RenderSystem::drawScene(const GameObjectManager& gameObjects) {
static const std::string defaultShaderName = "default";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
glClearColor(0.3f, 0.3f, 0.3f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, Environment::width, Environment::height);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
drawWorld(gameObjects);
drawUI(gameObjects);
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
CheckGlError();
}
void RenderSystem::drawWorld(const GameObjectManager& gameObjects) {
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
50, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100 * Environment::zoom });
float t = 0.3;
renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
// Draw cone
glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
renderer.TranslateMatrix(Environment::cameraShift);
// Draw active objects
for (const auto& ao : gameObjects.activeObjects) {
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
// Draw room
glBindTexture(GL_TEXTURE_2D, gameObjects.roomTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.textMeshMutable);
Matrix4f latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// Store matrix for UI rendering
currentProjectionModelView = latestProjectionModelView;
}
void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
// Draw highlighted objects UI
for (const auto& ao : gameObjects.activeObjects) {
if (ao.highlighted) {
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, currentProjectionModelView,
Environment::width, Environment::height, screenX, screenY);
renderer.PushMatrix();
renderer.TranslateMatrix(Vector3f{screenX + 0.f, screenY + 0.f, 0.0f});
glBindTexture(GL_TEXTURE_2D, ao.activeObjectScreenTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectScreenMeshMutable);
renderer.PopMatrix();
}
}
// Draw inventory
const auto& inventory = ZL::ReturnInventory();
for (size_t i = 0; i < inventory.size(); ++i) {
renderer.PushMatrix();
float xPos = Environment::width - gameObjects.INVENTORY_MARGIN - gameObjects.INVENTORY_ICON_SIZE;
float yPos = gameObjects.INVENTORY_MARGIN + i * (gameObjects.INVENTORY_ICON_SIZE + gameObjects.INVENTORY_MARGIN);
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
glBindTexture(GL_TEXTURE_2D, inventory[i].texture->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
renderer.PopMatrix();
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
}
void RenderSystem::worldToScreenCoordinates(Vector3f objectPos,
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY) {
Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f};
Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
float ndcX = clipCoords.v[0] / clipCoords.v[3];
float ndcY = clipCoords.v[1] / clipCoords.v[3];
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
}
} // namespace ZL

29
RenderSystem.h Normal file
View File

@ -0,0 +1,29 @@
#pragma once
#include "Renderer.h"
#include "GameObjectManager.h"
#include <string>
namespace ZL {
class RenderSystem {
public:
RenderSystem() = default;
void initialize();
void drawScene(const GameObjectManager& gameObjects);
Renderer& getRenderer() { return renderer; }
void worldToScreenCoordinates(Vector3f objectPos,
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY);
private:
void drawWorld(const GameObjectManager& gameObjects);
void drawUI(const GameObjectManager& gameObjects);
Renderer renderer;
ShaderManager shaderManager;
Matrix4f currentProjectionModelView; // Добавлено для хранения матрицы между drawWorld и drawUI
};
} // namespace ZL

View File

@ -1,7 +1,7 @@
g++ Game.cpp main.cpp Math.cpp OpenGlExtensions.cpp Physics.cpp Renderer.cpp \
ShaderManager.cpp TextureManager.cpp Utils.cpp BoneAnimatedModel.cpp \
ObjLoader.cpp cmakeaudioplayer/src/AudioPlayer.cpp TextModel.cpp \
Inventory.cpp Environment.cpp GameObjectManager.cpp \
Inventory.cpp Environment.cpp GameObjectManager.cpp RenderSystem.cpp \
-o sdl_app -O2 -std=c++17 \
-I cmakeaudioplayer/include \
$(pkg-config --cflags --libs sdl2 gl) \