This commit is contained in:
Vladislav Khorev 2025-03-01 20:14:56 +03:00
commit 68b31cb197
22 changed files with 901 additions and 620 deletions

17
ActiveObject.h Normal file
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#pragma once
#include "TextureManager.h"
#include "Math.h"
#include <memory>
struct ActiveObject {
std::shared_ptr<ZL::Texture> activeObjectTexturePtr;
ZL::VertexDataStruct activeObjectMesh;
ZL::VertexRenderStruct activeObjectMeshMutable;
std::shared_ptr<ZL::Texture> activeObjectScreenTexturePtr;
ZL::VertexDataStruct activeObjectScreenMesh;
ZL::VertexRenderStruct activeObjectScreenMeshMutable;
ZL::Vector3f objectPos;
bool highlighted = false;
};

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Environment.cpp Normal file
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#include "Environment.h"
namespace ZL {
int Environment::windowHeaderHeight = 0;
int Environment::width = 0;
int Environment::height = 0;
float Environment::zoom = 10.0f;
bool Environment::leftPressed = false;
bool Environment::rightPressed = false;
bool Environment::upPressed = false;
bool Environment::downPressed = false;
Vector3f Environment::cameraShift = {0, 0, 0};
Vector3f Environment::characterPos = {0, 0, 0};
} // namespace ZL

22
Environment.h Normal file
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#pragma once
#include "Math.h"
namespace ZL {
class Environment {
public:
static int windowHeaderHeight;
static int width;
static int height;
static float zoom;
static bool leftPressed;
static bool rightPressed;
static bool upPressed;
static bool downPressed;
static Vector3f cameraShift;
static Vector3f characterPos;
};
} // namespace ZL

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@ -1,8 +1,105 @@
#include "Game.h" #include "Game.h"
#include "AnimatedModel.h" #include "AnimatedModel.h"
#include "BoneAnimatedModel.h" #include "BoneAnimatedModel.h"
#include "Utils.h"
#include "Inventory.h" // Add this include
#include "OpenGlExtensions.h"
#include <iostream>
namespace ZL namespace ZL
{ {
} Game::Game()
: window(nullptr)
, glContext(nullptr)
, exitGameLoop(false)
, newTickCount(0)
, lastTickCount(0)
, renderer(renderSystem.getRenderer()) // Инициализация ссылки на renderer
{
}
Game::~Game() {
if (glContext) {
SDL_GL_DeleteContext(glContext);
}
if (window) {
SDL_DestroyWindow(window);
}
SDL_Quit();
}
void Game::setup() {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
return;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Environment::width, Environment::height, SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
ZL::BindOpenGlFunctions();
ZL::CheckGlError();
// Initialize renderer
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
renderer.InitOpenGL();
// Initialize game objects
gameObjects.initialize();
}
void Game::drawScene() {
// Вместо прямого рисования используем RenderSystem
renderSystem.drawScene(gameObjects);
}
void Game::processTickCount() {
if (lastTickCount == 0) {
lastTickCount = SDL_GetTicks64();
return;
}
newTickCount = SDL_GetTicks64();
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
size_t delta = (newTickCount - lastTickCount > CONST_MAX_TIME_INTERVAL) ?
CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
gameObjects.update();
lastTickCount = newTickCount;
}
}
void Game::render() {
SDL_GL_MakeCurrent(window, glContext);
ZL::CheckGlError();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawScene();
processTickCount();
SDL_GL_SwapWindow(window);
}
void Game::update() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
exitGameLoop = true;
}
gameObjects.handleEvent(event);
}
render();
}
} // namespace ZL

46
Game.h
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#pragma once #pragma once
#include "Math.h" #include "OpenGlExtensions.h"
#include "Physics.h" #include "GameObjectManager.h"
#include "TextureManager.h" #include "RenderSystem.h"
#include "Renderer.h" #include "Environment.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include <memory>
namespace ZL namespace ZL {
{
} class Game {
public:
Game();
~Game();
void setup();
void run();
void update();
void render();
bool shouldExit() const { return exitGameLoop; }
private:
void processTickCount();
void drawScene();
SDL_Window* window;
SDL_GLContext glContext;
RenderSystem renderSystem;
GameObjectManager gameObjects;
Renderer& renderer; // Ссылка на renderer из RenderSystem
bool exitGameLoop;
size_t newTickCount;
size_t lastTickCount;
static const size_t CONST_TIMER_INTERVAL = 10;
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
};
} // namespace ZL

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GameObjectManager.cpp Normal file
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#include "GameObjectManager.h"
#include "Environment.h"
#include "ObjLoader.h"
#include "Inventory.h"
#include "TextModel.h" // Add this include for LoadFromTextFile
namespace ZL {
const float GameObjectManager::INVENTORY_ICON_SIZE = 32.0f;
const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
void GameObjectManager::initialize() {
// Load textures
roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
// Load models
colorCubeMesh = CreateCube3D(5.0);
colorCubeMeshMutable.data = CreateCube3D(5.0);
colorCubeMeshMutable.RefreshVBO();
testObjMesh = LoadFromObjFile("./chair_01.obj");
testObjMesh.Scale(10);
testObjMesh.SwapZandY();
testObjMeshMutable.data = testObjMesh;
testObjMeshMutable.RefreshVBO();
textMesh = ZL::LoadFromTextFile("./mesh001.txt"); // Add ZL:: namespace
coneMesh = ZL::LoadFromTextFile("./cone001.txt"); // Add ZL:: namespace
coneMesh.Scale(200);
textMeshMutable.AssignFrom(textMesh);
textMeshMutable.RefreshVBO();
coneMeshMutable.AssignFrom(coneMesh);
coneMeshMutable.RefreshVBO();
// Load bone animations
bx.LoadFromFile("mesh_armature_and_animation_data.txt");
// Create active object
ActiveObject ao1;
ao1.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
ao1.activeObjectMesh.Scale(4);
ao1.activeObjectMeshMutable.AssignFrom(ao1.activeObjectMesh);
ao1.activeObjectMeshMutable.RefreshVBO();
ao1.objectPos = Vector3f{50, 0, -300};
ao1.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
ao1.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
ao1.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
ao1.activeObjectScreenMeshMutable.AssignFrom(ao1.activeObjectScreenMesh);
ao1.activeObjectScreenMeshMutable.RefreshVBO();
activeObjects.push_back(ao1);
// Initialize audio
audioPlayer = std::make_unique<AudioPlayer>();
if (audioPlayer) {
audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
}
// Initialize inventory
inventoryIconMesh = CreateRect2D(
{0.0f, 0.0f},
{INVENTORY_ICON_SIZE/2, INVENTORY_ICON_SIZE/2},
0.5f
);
inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
inventoryIconMeshMutable.RefreshVBO();
// Add test items to inventory
auto testRoomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
auto testConeTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
AddItemToInventory("RoomCeramics", testRoomTexture);
AddItemToInventory("Cone", testConeTexture);
}
void GameObjectManager::update() {
updateScene(16); // Добавим фиксированный timestep для обновления сцены
}
void GameObjectManager::handleEvent(const SDL_Event& event) {
if (event.type == SDL_MOUSEBUTTONDOWN) {
bx.Interpolate(animationCounter);
animationCounter += 2;
}
else if (event.type == SDL_MOUSEWHEEL) {
static const float zoomstep = 1.0f;
if (event.wheel.y > 0) {
Environment::zoom -= zoomstep;
}
else if (event.wheel.y < 0) {
Environment::zoom += zoomstep;
}
if (Environment::zoom < zoomstep) {
Environment::zoom = zoomstep;
}
}
else if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Environment::leftPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_RIGHT:
case SDLK_d:
Environment::rightPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_UP:
case SDLK_w:
Environment::upPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
case SDLK_DOWN:
case SDLK_s:
Environment::downPressed = true;
if (audioPlayer) {
audioPlayer->playSound("Звук-Идут-по-земле.ogg");
}
break;
// ...handle other keys...
}
}
else if (event.type == SDL_KEYUP) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Environment::leftPressed = false;
break;
case SDLK_RIGHT:
case SDLK_d:
Environment::rightPressed = false;
break;
case SDLK_UP:
case SDLK_w:
Environment::upPressed = false;
break;
case SDLK_DOWN:
case SDLK_s:
Environment::downPressed = false;
break;
}
}
if (event.type == SDL_MOUSEMOTION) {
// Сохраняем позицию мыши для последующей проверки
lastMouseX = event.motion.x;
lastMouseY = event.motion.y;
}
}
void GameObjectManager::updateScene(size_t ms) {
const float SPEED = 0.1f;
if (Environment::leftPressed) {
Environment::cameraShift.v[0] += SPEED * ms;
}
if (Environment::rightPressed) {
Environment::cameraShift.v[0] -= SPEED * ms;
}
if (Environment::upPressed) {
Environment::cameraShift.v[2] += SPEED * ms;
}
if (Environment::downPressed) {
Environment::cameraShift.v[2] -= SPEED * ms;
}
Environment::characterPos.v[0] = -Environment::cameraShift.v[0];
Environment::characterPos.v[1] = -Environment::cameraShift.v[1];
Environment::characterPos.v[2] = -Environment::cameraShift.v[2];
for (auto& ao : activeObjects) {
float dist = sqrtf(
pow(Environment::characterPos.v[0] - ao.objectPos.v[0], 2) +
pow(Environment::characterPos.v[1] - ao.objectPos.v[1], 2) +
pow(Environment::characterPos.v[2] - ao.objectPos.v[2], 2)
);
ao.highlighted = (dist < 50.f);
}
}
bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const {
// Простая проверка попадания точки в квадрат 64x64 вокруг центра объекта
const int objectSize = 32; // Половина размера области выделения
return (screenX >= objectScreenX - objectSize &&
screenX <= objectScreenX + objectSize &&
screenY >= objectScreenY - objectSize &&
screenY <= objectScreenY + objectSize);
}
void GameObjectManager::checkMouseIntersection(int mouseX, int mouseY, const Matrix4f& projectionModelView) {
for (auto& ao : activeObjects) {
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, projectionModelView,
Environment::width, Environment::height, screenX, screenY);
if (isPointInObject(mouseX, mouseY, screenX, screenY)) {
std::cout << "Mouse over object at screen coordinates: "
<< screenX << ", " << screenY
<< " (world pos: "
<< ao.objectPos.v[0] << ", "
<< ao.objectPos.v[1] << ", "
<< ao.objectPos.v[2] << ")"
<< std::endl;
}
}
}
void GameObjectManager::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

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GameObjectManager.h Normal file
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#pragma once
#include "TextureManager.h"
#include "BoneAnimatedModel.h"
#include "cmakeaudioplayer/include/AudioPlayer.hpp"
#include <memory>
#include <vector>
#include "ActiveObject.h"
#include "OpenGlExtensions.h"
namespace ZL {
class GameObjectManager {
public:
void initialize();
void update();
void handleEvent(const SDL_Event& event);
void updateScene(size_t ms);
void checkMouseIntersection(int mouseX, int mouseY, const Matrix4f& projectionModelView); // Добавляем новый метод
std::shared_ptr<ZL::Texture> testObjTexturePtr;
std::shared_ptr<ZL::Texture> roomTexturePtr;
std::shared_ptr<ZL::Texture> coneTexturePtr;
ZL::VertexDataStruct colorCubeMesh;
ZL::VertexRenderStruct colorCubeMeshMutable;
ZL::VertexDataStruct testObjMesh;
ZL::VertexRenderStruct testObjMeshMutable;
ZL::BoneSystem bx;
ZL::VertexRenderStruct bxMutable;
ZL::VertexDataStruct textMesh;
ZL::VertexRenderStruct textMeshMutable;
ZL::VertexDataStruct coneMesh;
ZL::VertexRenderStruct coneMeshMutable;
std::vector<ActiveObject> activeObjects;
std::unique_ptr<AudioPlayer> audioPlayer;
ZL::VertexDataStruct inventoryIconMesh;
ZL::VertexRenderStruct inventoryIconMeshMutable;
static const float INVENTORY_ICON_SIZE;
static const float INVENTORY_MARGIN;
private:
int animationCounter = 0;
int lastMouseX = 0; // Добавляем переменные для хранения позиции мыши
int lastMouseY = 0;
bool isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const;
void worldToScreenCoordinates(Vector3f objectPos, // Добавляем метод
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY);
};
} // namespace ZL

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#include "GameWorld.h"
#include "InputManager.h"
namespace ZL {
GameWorld& GameWorld::getInstance() {
static GameWorld instance;
return instance;
}
void GameWorld::update(float deltaTime) {
auto& input = InputManager::getInstance();
// Update game state based on input
if (input.isKeyPressed(SDL_SCANCODE_W)) {
// Move forward
}
// ... handle other game logic ...
}
void GameWorld::addObject(const Vector3f& position) {
mGameObjects.push_back(position);
}
}

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GameWorld.h Normal file
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#pragma once
#include "Math.h"
#include <vector>
#include <memory>
namespace ZL {
class GameWorld {
public:
static GameWorld& getInstance();
void update(float deltaTime);
void addObject(const Vector3f& position);
// ...other game world related methods...
private:
GameWorld() = default;
std::vector<Vector3f> mGameObjects;
};
}

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InputManager.cpp Normal file
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#include "InputManager.h"
namespace ZL {
InputManager& InputManager::getInstance() {
static InputManager instance;
return instance;
}
void InputManager::processInput() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
mShouldQuit = true;
}
else if (event.type == SDL_KEYDOWN) {
mKeys[event.key.keysym.scancode] = true;
}
else if (event.type == SDL_KEYUP) {
mKeys[event.key.keysym.scancode] = false;
}
}
}
bool InputManager::isKeyPressed(SDL_Scancode key) const {
return mKeys[key];
}
}

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InputManager.h Normal file
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#pragma once
#include "OpenGlExtensions.h"
namespace ZL {
class InputManager {
public:
static InputManager& getInstance();
void processInput();
bool isKeyPressed(SDL_Scancode key) const;
bool shouldQuit() const { return mShouldQuit; }
private:
InputManager() = default;
bool mKeys[SDL_NUM_SCANCODES] = {false};
bool mShouldQuit = false;
};
}

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@ -38,6 +38,10 @@ https://github.com/gametutorials/tutorials/blob/master/OpenGL/MD3%20Animation/Ma
linux: linux:
``` ```
g++ Game.cpp main.cpp Math.cpp OpenGlExtensions.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp BoneAnimatedModel.cpp ObjLoader.cpp -o sdl_app -O2 -std=c++14 $(pkg-config --cflags --libs sdl2 gl) 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 -o sdl_app -O2 -std=c++17 \
-I cmakeaudioplayer/include \
$(pkg-config --cflags --libs sdl2 gl) \
$(pkg-config --cflags --libs vorbis vorbisfile ogg) \
-lopenal
``` ```

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RenderSystem.cpp Normal file
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#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();
// Проверяем пересечение с мышью после расчета всех матриц
const_cast<GameObjectManager&>(gameObjects).checkMouseIntersection(
lastMouseX, lastMouseY, latestProjectionModelView);
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

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#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
int lastMouseX = 0;
int lastMouseY = 0;
};
} // namespace ZL

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@ -116,13 +116,13 @@
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions> <PreprocessorDefinitions>_DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode> <ConformanceMode>true</ConformanceMode>
<AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include;C:\Work\Projects\lpng1645\build\install\include</AdditionalIncludeDirectories> <AdditionalIncludeDirectories>C:\Work\SDL2-2.28.3\include;C:\Work\Projects\lpng1645\build\install\include;C:\Work\OpenAL 1.1 SDK\include;C:\Work\Projects\libogg\include;C:\Work\Projects\vorbis\include</AdditionalIncludeDirectories>
</ClCompile> </ClCompile>
<Link> <Link>
<SubSystem>Console</SubSystem> <SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation> <GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>libpng16_staticd.lib;SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies> <AdditionalDependencies>libogg_static.lib;audioplayer.lib;vorbisfile.lib;vorbis.lib;OpenAL32.lib;libpng16_staticd.lib;SDL2.lib;SDL2main.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib</AdditionalDependencies>
<AdditionalLibraryDirectories>C:\Work\SDL2-2.28.3\lib\x64;C:\Work\Projects\lpng1645\build\install\lib</AdditionalLibraryDirectories> <AdditionalLibraryDirectories>C:\Work\Projects\ZeptoLabTest1\cmakeaudioplayer\build\Debug;C:\Work\SDL2-2.28.3\lib\x64;C:\Work\Projects\lpng1645\build\install\lib;C:\Work\Projects\vorbis\build\lib\Debug;C:\Work\OpenAL 1.1 SDK\libs\Win64;C:\Work\Projects\libogg\win32\VS2010\x64\Debug</AdditionalLibraryDirectories>
<EntryPointSymbol> <EntryPointSymbol>
</EntryPointSymbol> </EntryPointSymbol>
</Link> </Link>
@ -146,7 +146,11 @@
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="BoneAnimatedModel.cpp" /> <ClCompile Include="BoneAnimatedModel.cpp" />
<ClCompile Include="Environment.cpp" />
<ClCompile Include="Game.cpp" /> <ClCompile Include="Game.cpp" />
<ClCompile Include="GameObjectManager.cpp" />
<ClCompile Include="GameWorld.cpp" />
<ClCompile Include="InputManager.cpp" />
<ClCompile Include="Inventory.cpp" /> <ClCompile Include="Inventory.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="Math.cpp" /> <ClCompile Include="Math.cpp" />
@ -155,15 +159,21 @@
<ClCompile Include="OpenGlExtensions.cpp" /> <ClCompile Include="OpenGlExtensions.cpp" />
<ClCompile Include="Physics.cpp" /> <ClCompile Include="Physics.cpp" />
<ClCompile Include="Renderer.cpp" /> <ClCompile Include="Renderer.cpp" />
<ClCompile Include="RenderSystem.cpp" />
<ClCompile Include="ShaderManager.cpp" /> <ClCompile Include="ShaderManager.cpp" />
<ClCompile Include="TextModel.cpp" /> <ClCompile Include="TextModel.cpp" />
<ClCompile Include="TextureManager.cpp" /> <ClCompile Include="TextureManager.cpp" />
<ClCompile Include="Utils.cpp" /> <ClCompile Include="Utils.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="ActiveObject.h" />
<ClInclude Include="AnimatedModel.h" /> <ClInclude Include="AnimatedModel.h" />
<ClInclude Include="BoneAnimatedModel.h" /> <ClInclude Include="BoneAnimatedModel.h" />
<ClInclude Include="Environment.h" />
<ClInclude Include="Game.h" /> <ClInclude Include="Game.h" />
<ClInclude Include="GameObjectManager.h" />
<ClInclude Include="GameWorld.h" />
<ClInclude Include="InputManager.h" />
<ClInclude Include="Inventory.h" /> <ClInclude Include="Inventory.h" />
<ClInclude Include="Math.h" /> <ClInclude Include="Math.h" />
<ClInclude Include="md3test.h" /> <ClInclude Include="md3test.h" />
@ -171,6 +181,7 @@
<ClInclude Include="OpenGlExtensions.h" /> <ClInclude Include="OpenGlExtensions.h" />
<ClInclude Include="Physics.h" /> <ClInclude Include="Physics.h" />
<ClInclude Include="Renderer.h" /> <ClInclude Include="Renderer.h" />
<ClInclude Include="RenderSystem.h" />
<ClInclude Include="ShaderManager.h" /> <ClInclude Include="ShaderManager.h" />
<ClInclude Include="TextModel.h" /> <ClInclude Include="TextModel.h" />
<ClInclude Include="TextureManager.h" /> <ClInclude Include="TextureManager.h" />

View File

@ -57,6 +57,21 @@
<ClCompile Include="Inventory.cpp"> <ClCompile Include="Inventory.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="GameWorld.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Environment.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="GameObjectManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="InputManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="RenderSystem.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="TextureManager.h"> <ClInclude Include="TextureManager.h">
@ -101,5 +116,23 @@
<ClInclude Include="Inventory.h"> <ClInclude Include="Inventory.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="ActiveObject.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Environment.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GameWorld.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="InputManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GameObjectManager.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="RenderSystem.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -33,3 +33,4 @@ target_link_libraries(audioplayer
# Test executable # Test executable
add_executable(test_audio examples/test_audio.cpp) add_executable(test_audio examples/test_audio.cpp)
target_link_libraries(test_audio PRIVATE audioplayer stdc++fs) target_link_libraries(test_audio PRIVATE audioplayer stdc++fs)
git add ../../sounds

View File

@ -12,18 +12,26 @@ public:
AudioPlayer(); AudioPlayer();
~AudioPlayer(); ~AudioPlayer();
bool playFromSoundsDir(const std::string& filename); // Для музыки с зацикливанием (если filename пустой - продолжает играть текущую)
bool playMusic(const std::string& filename = "");
// Для одноразовых звуковых эффектов
bool playSound(const std::string& filename);
void stop(); void stop();
bool isPlaying() const; bool isPlaying() const;
private: private:
ALCdevice* device; ALCdevice* device;
ALCcontext* context; ALCcontext* context;
ALuint source; ALuint musicSource; // Источник для музыки
ALuint buffer; ALuint soundSource; // Источник для звуков
ALuint musicBuffer; // Буфер для музыки
ALuint soundBuffer; // Буфер для звуков
bool playing; bool playing;
std::string currentMusic; // Хранит имя текущего музыкального файла
std::vector<char> loadOgg(const std::string& filename); std::vector<char> loadOgg(const std::string& filename, ALuint buffer);
std::string findFileInSounds(const std::string& filename); std::string findFileInSounds(const std::string& filename);
bool isOggFile(const std::string& filename) const; bool isOggFile(const std::string& filename) const;
}; };

View File

@ -6,7 +6,8 @@
#include <cstdint> #include <cstdint>
#include <algorithm> #include <algorithm>
AudioPlayer::AudioPlayer() : device(nullptr), context(nullptr), source(0), buffer(0), playing(false) { AudioPlayer::AudioPlayer() : device(nullptr), context(nullptr),
musicSource(0), soundSource(0), musicBuffer(0), soundBuffer(0), playing(false) {
device = alcOpenDevice(nullptr); device = alcOpenDevice(nullptr);
if (!device) { if (!device) {
throw std::runtime_error("Failed to open audio device"); throw std::runtime_error("Failed to open audio device");
@ -19,15 +20,21 @@ AudioPlayer::AudioPlayer() : device(nullptr), context(nullptr), source(0), buffe
} }
alcMakeContextCurrent(context); alcMakeContextCurrent(context);
alGenSources(1, &source); alGenSources(1, &musicSource);
alGenBuffers(1, &buffer); alGenSources(1, &soundSource);
alGenBuffers(1, &musicBuffer);
alGenBuffers(1, &soundBuffer);
} }
AudioPlayer::~AudioPlayer() { AudioPlayer::~AudioPlayer() {
if (source) if (musicSource)
alDeleteSources(1, &source); alDeleteSources(1, &musicSource);
if (buffer) if (soundSource)
alDeleteBuffers(1, &buffer); alDeleteSources(1, &soundSource);
if (musicBuffer)
alDeleteBuffers(1, &musicBuffer);
if (soundBuffer)
alDeleteBuffers(1, &soundBuffer);
if (context) { if (context) {
alcMakeContextCurrent(nullptr); alcMakeContextCurrent(nullptr);
@ -44,28 +51,35 @@ bool AudioPlayer::isOggFile(const std::string& filename) const {
} }
std::string AudioPlayer::findFileInSounds(const std::string& filename) { std::string AudioPlayer::findFileInSounds(const std::string& filename) {
// Check relative to executable location first (../../sounds) // Primary search path - "sounds" directory next to executable
std::filesystem::path soundsDir = std::filesystem::current_path() / ".." / ".." / "sounds"; std::filesystem::path soundsDir = std::filesystem::current_path() / "sounds";
// Fallback to ../sounds if not found // Alternative search paths
std::filesystem::path altSoundsDir = std::filesystem::current_path() / ".." / "sounds"; std::vector<std::filesystem::path> altPaths = {
std::filesystem::current_path() / ".." / "sounds", // One level up
std::filesystem::current_path() / ".." / ".." / "sounds", // Two levels up
"/home/albert/gay-jam/ZeptoLabTest1/sounds" // Absolute path
};
std::cout << "🔍 Searching for \"" << filename << "\" in:\n"; std::cout << "🔍 Searching for \"" << filename << "\" in:\n";
std::cout << " " << soundsDir << "\n"; std::cout << " " << soundsDir << "\n";
std::cout << " " << altSoundsDir << "\n";
if (std::filesystem::exists(soundsDir / filename)) { if (std::filesystem::exists(soundsDir / filename)) {
return (soundsDir / filename).string(); return (soundsDir / filename).string();
} }
if (std::filesystem::exists(altSoundsDir / filename)) { // Try alternative paths
return (altSoundsDir / filename).string(); for (const auto& path : altPaths) {
std::cout << " " << path << "\n";
if (std::filesystem::exists(path / filename)) {
return (path / filename).string();
}
} }
throw std::runtime_error("❌ File not found: " + filename); throw std::runtime_error("❌ File not found: " + filename);
} }
std::vector<char> AudioPlayer::loadOgg(const std::string& filename) { std::vector<char> AudioPlayer::loadOgg(const std::string& filename, ALuint buffer) {
FILE* file = fopen(filename.c_str(), "rb"); FILE* file = fopen(filename.c_str(), "rb");
if (!file) { if (!file) {
throw std::runtime_error("Cannot open file: " + filename); throw std::runtime_error("Cannot open file: " + filename);
@ -101,45 +115,79 @@ std::vector<char> AudioPlayer::loadOgg(const std::string& filename) {
return audioData; return audioData;
} }
bool AudioPlayer::playFromSoundsDir(const std::string& filename) { bool AudioPlayer::playMusic(const std::string& filename) {
try { try {
// Если filename пустой, просто проверяем играет ли музыка
if (filename.empty()) {
if (!isPlaying()) {
alSourcei(musicSource, AL_LOOPING, AL_TRUE); // Включаем зацикливание
alSourcePlay(musicSource);
}
return true;
}
// Если filename не пустой, загружаем новую музыку
if (!isOggFile(filename)) { if (!isOggFile(filename)) {
std::cerr << "❌ Error: File must be an .ogg file\n"; std::cerr << "❌ Error: Music file must be an .ogg file\n";
return false; return false;
} }
std::string fullPath = findFileInSounds(filename); std::string fullPath = findFileInSounds(filename);
std::cout << "✅ Found file: " << fullPath << "\n"; std::cout << "✅ Found music file: " << fullPath << "\n";
auto audioData = loadOgg(fullPath); // Останавливаем текущую музыку
alSourcei(source, AL_BUFFER, buffer); alSourceStop(musicSource);
alGetError(); // Clear any previous errors // Загружаем и настраиваем новую музыку
loadOgg(fullPath, musicBuffer);
alSourcei(musicSource, AL_BUFFER, musicBuffer);
alSourcei(musicSource, AL_LOOPING, AL_TRUE); // Включаем зацикливание
std::cout << "▶️ Starting playback...\n"; std::cout << "▶️ Starting music playback...\n";
alSourcePlay(source); alSourcePlay(musicSource);
ALenum error = alGetError();
if (error != AL_NO_ERROR) {
std::cerr << "❌ OpenAL error: " << error << std::endl;
return false;
}
currentMusic = filename;
playing = true; playing = true;
return true; return true;
} catch (const std::exception& e) { } catch (const std::exception& e) {
std::cerr << "❌ Error: " << e.what() << std::endl; std::cerr << "❌ Error playing music: " << e.what() << std::endl;
return false;
}
}
bool AudioPlayer::playSound(const std::string& filename) {
try {
if (!isOggFile(filename)) {
std::cerr << "❌ Error: Sound file must be an .ogg file\n";
return false;
}
std::string fullPath = findFileInSounds(filename);
std::cout << "✅ Found sound file: " << fullPath << "\n";
// Загружаем и настраиваем звук
loadOgg(fullPath, soundBuffer);
alSourcei(soundSource, AL_BUFFER, soundBuffer);
alSourcei(soundSource, AL_LOOPING, AL_FALSE); // Выключаем зацикливание
std::cout << "▶️ Playing sound effect...\n";
alSourcePlay(soundSource);
return true;
} catch (const std::exception& e) {
std::cerr << "❌ Error playing sound: " << e.what() << std::endl;
return false; return false;
} }
} }
void AudioPlayer::stop() { void AudioPlayer::stop() {
alSourceStop(source); alSourceStop(musicSource);
alSourceStop(soundSource);
playing = false; playing = false;
} }
bool AudioPlayer::isPlaying() const { bool AudioPlayer::isPlaying() const {
ALint state; ALint state;
alGetSourcei(source, AL_SOURCE_STATE, &state); alGetSourcei(musicSource, AL_SOURCE_STATE, &state);
return state == AL_PLAYING; return state == AL_PLAYING;
} }

583
main.cpp
View File

@ -1,579 +1,24 @@
#include "TextureManager.h"
#include "ShaderManager.h"
#include "Renderer.h"
#include "ObjLoader.h"
#include "Physics.h"
#include <string>
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <fstream>
#include "Game.h" #include "Game.h"
#include "AnimatedModel.h" #include "Environment.h"
#include "BoneAnimatedModel.h"
#include "TextModel.h"
#include "Inventory.h" int main(int argc, char* argv[]) {
#include <memory> constexpr int CONST_WIDTH = 1280;
constexpr int CONST_HEIGHT = 720;
namespace ZL ZL::Environment::width = CONST_WIDTH;
{ ZL::Environment::height = CONST_HEIGHT;
void worldToScreenCoordinates(Vector3f objectPos,
Matrix4f projectionModelView,
int screenWidth, int screenHeight,
int& screenX, int& screenY) {
ZL::Game game;
Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f}; game.setup();
Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
// Ïåðñïåêòèâíîå äåëåíèå
float ndcX = clipCoords.v[0] / clipCoords.v[3];
float ndcY = clipCoords.v[1] / clipCoords.v[3];
// Ïðåîáðàçóåì NDC â ýêðàííûå êîîðäèíàòû
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
//screenY = (int)((1.0f - ndcY) * 0.5f * screenHeight);
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
}
namespace Env
{
int windowHeaderHeight = 0;
int width = 0;
int height = 0;
float zoom = 10.0;
bool leftPressed = false;
bool rightPressed = false;
bool upPressed = false;
bool downPressed = false;
Vector3f cameraShift = {0,0,0};
Vector3f characterPos = { 0,0,0 };
/*
Vector2f birdStartPos;
float backgroundSectionWidth;
int getActualClientHeight()
{
return height - windowHeaderHeight;
}*/
}
struct ActiveObject
{
std::shared_ptr<Texture> activeObjectTexturePtr;
VertexDataStruct activeObjectMesh;
VertexRenderStruct activeObjectMeshMutable;
std::shared_ptr<Texture> activeObjectScreenTexturePtr;
VertexDataStruct activeObjectScreenMesh;
VertexRenderStruct activeObjectScreenMeshMutable;
Vector3f objectPos;
bool highlighted = false;
};
namespace GameObjects
{
std::shared_ptr<Texture> testObjTexturePtr;
std::shared_ptr<Texture> roomTexturePtr;
std::shared_ptr<Texture> coneTexturePtr;
//std::shared_ptr<Texture> activeObjectTexturePtr;
VertexDataStruct colorCubeMesh;
VertexRenderStruct colorCubeMeshMutable;
VertexDataStruct testObjMesh;
VertexRenderStruct testObjMeshMutable;
BoneSystem bx;
VertexRenderStruct bxMutable;
VertexDataStruct textMesh;
VertexRenderStruct textMeshMutable;
VertexDataStruct coneMesh;
VertexRenderStruct coneMeshMutable;
std::vector<ActiveObject> activeObjects;
}
static SDL_Window* window = NULL;
static SDL_GLContext gl_context;
Renderer renderer;
//GameState gs;
const size_t CONST_TIMER_INTERVAL = 10;
const size_t CONST_MAX_TIME_INTERVAL = 1000;
bool ExitGameLoop = false;
//To calculate when to call Update
size_t NewTickCount;
size_t LastTickCount;
void DrawScene()
{
static const std::string defaultShaderName = "default";
static const std::string colorShaderName = "defaultColor";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string vColorName = "vColor";
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, Env::width, Env::height);
renderer.shaderManager.PushShader(colorShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast<float>(Env::width) / static_cast<float>(Env::height), 50, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100 * Env::zoom });
float t = 0.3;
renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
GameObjects::bxMutable.AssignFrom(GameObjects::bx.mesh);
GameObjects::bxMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(GameObjects::bxMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();
#if 0
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast<float>(Env::width) / static_cast<float>(Env::height), 50, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100* Env::zoom });
float t = 0.3;
renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
//GameObjects::textMeshMutable.AssignFrom(GameObjects::textMesh);
//GameObjects::textMeshMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, GameObjects::coneTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::coneMeshMutable);
renderer.TranslateMatrix(Env::cameraShift);
//ActiveObject ao1;
for (auto& ao : GameObjects::activeObjects)
{
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
glBindTexture(GL_TEXTURE_2D, GameObjects::roomTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::textMeshMutable);
auto latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
glClear(GL_DEPTH_BUFFER_BIT);
renderer.PushProjectionMatrix(static_cast<float>(Env::width), static_cast<float>(Env::height));
renderer.PushMatrix();
renderer.LoadIdentity();
for (auto& ao : GameObjects::activeObjects)
{
if (ao.highlighted)
{
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, latestProjectionModelView, Env::width, Env::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();
}
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
#endif
CheckGlError();
}
void UpdateScene(size_t ms)
{
const float SPEED = 0.1f;
if (Env::leftPressed)
{
Env::cameraShift.v[0] += SPEED * ms;
}
if (Env::rightPressed)
{
Env::cameraShift.v[0] -= SPEED * ms;
}
if (Env::upPressed)
{
Env::cameraShift.v[2] += SPEED * ms;
}
if (Env::downPressed)
{
Env::cameraShift.v[2] -= SPEED * ms;
}
Env::characterPos.v[0] = -Env::cameraShift.v[0];
Env::characterPos.v[1] = -Env::cameraShift.v[1];
Env::characterPos.v[2] = -Env::cameraShift.v[2];
for (auto& ao : GameObjects::activeObjects)
{
if (sqrtf(
(Env::characterPos.v[0] - ao.objectPos.v[0]) * (Env::characterPos.v[0] - ao.objectPos.v[0])
+
(Env::characterPos.v[1] - ao.objectPos.v[1]) * (Env::characterPos.v[1] - ao.objectPos.v[1])
+
(Env::characterPos.v[2] - ao.objectPos.v[2]) * (Env::characterPos.v[2] - ao.objectPos.v[2])
) < 50.f)
{
ao.highlighted = true;
}
else
{
ao.highlighted = false;
}
}
}
void ProcessTickCount()
{
if (LastTickCount == 0)
{
LastTickCount = SDL_GetTicks64();
return;
}
NewTickCount = SDL_GetTicks64();
if (NewTickCount - LastTickCount > CONST_TIMER_INTERVAL)
{
if (NewTickCount - LastTickCount > CONST_MAX_TIME_INTERVAL)
{
UpdateScene(CONST_MAX_TIME_INTERVAL); //Limit game update speed to FPS
}
else
{
UpdateScene(NewTickCount - LastTickCount);
}
LastTickCount = NewTickCount;
}
}
void setup() {
static const int BIRD_WIDTH = 512;
static const int BIRD_HEIGHT = 512;
static const int BACKGROUND_WIDTH = 900;
static const int BACKGROUND_HEIGHT = 504;
static const int PIPE_WIDTH = 244;
static const int PIPE_HEIGHT = 1500;
static const int GAMEOVER_WIDTH = 1400;
static const int GAMEOVER_HEIGHT = 720;
ZL::BindOpenGlFunctions();
CheckGlError();
//Load shaders:
std::cout << "Hello test 1" << std::endl;
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
std::cout << "Hello test 2" << std::endl;
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
std::cout << "Hello test 2x" << std::endl;
//GameObjects::bx.LoadFromFile("mesh_armature_and_animation_data.txt");
GameObjects::bx.LoadFromFile("via004.txt");
std::cout << "Hello test 3" << std::endl;
CheckGlError();
GameObjects::roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
GameObjects::coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
GameObjects::colorCubeMesh = CreateCube3D(5.0);
GameObjects::colorCubeMeshMutable.data = CreateCube3D(5.0);
GameObjects::colorCubeMeshMutable.RefreshVBO();
GameObjects::testObjMesh = LoadFromObjFile("./chair_01.obj");
GameObjects::testObjMesh.Scale(10);
GameObjects::testObjMesh.SwapZandY();
GameObjects::testObjMeshMutable.data = GameObjects::testObjMesh;
GameObjects::testObjMeshMutable.RefreshVBO();
/*
GameObjects::textMesh = LoadFromTextFile("./mesh001.txt");
GameObjects::coneMesh = LoadFromTextFile("./cone001.txt");
GameObjects::coneMesh.Scale(200);
GameObjects::textMeshMutable.AssignFrom(GameObjects::textMesh);
GameObjects::textMeshMutable.RefreshVBO();
GameObjects::coneMeshMutable.AssignFrom(GameObjects::coneMesh);
GameObjects::coneMeshMutable.RefreshVBO();
*/
ActiveObject ao1;
ao1.activeObjectMesh = LoadFromTextFile("./book001.txt");
ao1.activeObjectMesh.Scale(4);
ao1.activeObjectMeshMutable.AssignFrom(ao1.activeObjectMesh);
ao1.activeObjectMeshMutable.RefreshVBO();
ao1.objectPos = Vector3f{50, 0, -300};
ao1.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
ao1.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
ao1.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
ao1.activeObjectScreenMeshMutable.AssignFrom(ao1.activeObjectScreenMesh);
ao1.activeObjectScreenMeshMutable.RefreshVBO();
GameObjects::activeObjects.push_back(ao1);
std::cout << "Hello test 4x" << std::endl;
renderer.InitOpenGL();
CheckGlError();
std::cout << "Hello test 5x" << std::endl;
// ТЕСТИРУЕМ ÐЗÐ<E28094>ИМОДЕЙСТÐИЕ С ИÐ<CB9C>ÐЕÐ<E280A2>ТÐ<C2A2>РЕМ
auto roomTexturePtr = std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
auto coneTexturePtr = std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromBmp24("./conus.bmp"));
// ДобавлÑ<C2BB>ем предметы в инвентарь
ZL::AddItemToInventory("RoomCeramics", roomTexturePtr);
ZL::AddItemToInventory("Cone", coneTexturePtr);
std::cout << "Before removal:\n";
ZL::PrintInventory();
// УдалÑ<C2BB>ем "Cone" из инвенÑарÑ<E282AC>
ZL::RemoveItemFromInventory("Cone");
std::cout << "\nAfter removal:\n";
ZL::PrintInventory();
}
void render() {
SDL_GL_MakeCurrent(window, gl_context);
CheckGlError();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawScene();
ProcessTickCount();
SDL_GL_SwapWindow(window);
}
void update() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
ExitGameLoop = true;
}
if (event.type == SDL_MOUSEBUTTONDOWN) {
static int x = 0;
GameObjects::bx.Interpolate(x);
x = x + 3;
}
if (event.type == SDL_MOUSEWHEEL) {
static const float zoomstep = 1.0f;
if (event.wheel.y > 0) {
// ��������� ����� - ����������� zoom
Env::zoom -= zoomstep;
}
else if (event.wheel.y < 0) {
// ��������� ���� - ��������� zoom
Env::zoom += zoomstep;
}
// ������������ zoom, ����� �� �� ���� �������������
if (Env::zoom < zoomstep) {
Env::zoom = zoomstep;
}
}
if (event.type == SDL_KEYDOWN) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Env::leftPressed = true;
break;
case SDLK_RIGHT:
case SDLK_d:
Env::rightPressed = true;
break;
case SDLK_UP:
case SDLK_w:
Env::upPressed = true;
break;
case SDLK_DOWN:
case SDLK_s:
Env::downPressed = true;
break;
}
}
if (event.type == SDL_KEYUP) {
switch (event.key.keysym.sym) {
case SDLK_LEFT:
case SDLK_a:
Env::leftPressed = false;
break;
case SDLK_RIGHT:
case SDLK_d:
Env::rightPressed = false;
break;
case SDLK_UP:
case SDLK_w:
Env::upPressed = false;
break;
case SDLK_DOWN:
case SDLK_s:
Env::downPressed = false;
break;
}
}
}
render();
}
};
int main(int argc, char* argv[])
{
constexpr int CONST_WIDTH = 1280;
constexpr int CONST_HEIGHT = 720;
ZL::Env::width = CONST_WIDTH;
ZL::Env::height = CONST_HEIGHT;
#ifdef EMSCRIPTEN #ifdef EMSCRIPTEN
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); emscripten_set_main_loop([](){ game.update(); }, 0, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_Renderer* renderer = NULL;
SDL_CreateWindowAndRenderer(CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL, &ZL::window, &renderer);
#else #else
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) { while (!game.shouldExit()) {
SDL_Log("Failed to initialize SDL: %s", SDL_GetError()); game.update();
return 1; SDL_Delay(2);
} }
// Use a core profile setup.
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
ZL::window = SDL_CreateWindow("Jumping Bird", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL);
#endif
//todo
ZL::Env::windowHeaderHeight = 0;
ZL::gl_context = SDL_GL_CreateContext(ZL::window);
ZL::CheckGlError();
ZL::setup();
#ifdef EMSCRIPTEN
// register update as callback
emscripten_set_main_loop(ZL::update, 0, 1);
#else
while (!ZL::ExitGameLoop) {
ZL::update();
SDL_Delay(2);
}
SDL_GL_DeleteContext(ZL::gl_context);
SDL_DestroyWindow(ZL::window);
SDL_Quit();
exit(0);
#endif #endif
return 0;
} }

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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 RenderSystem.cpp \
-o sdl_app -O2 -std=c++17 \
-I cmakeaudioplayer/include \
$(pkg-config --cflags --libs sdl2 gl) \
$(pkg-config --cflags --libs vorbis vorbisfile ogg) \
-lopenal
./sdl_app