#include "Game.h" #include "AnimatedModel.h" #include "BoneAnimatedModel.h" #include "Utils.h" #include "OpenGlExtensions.h" #include #include "TextureManager.h" #include "TextModel.h" namespace ZL { #ifdef EMSCRIPTEN const char* CONST_ZIP_FILE = "space-game001.zip"; #else const char* CONST_ZIP_FILE = ""; #endif Game::Game() : window(nullptr) , glContext(nullptr) , newTickCount(0) , lastTickCount(0) { } Game::~Game() { if (glContext) { SDL_GL_DeleteContext(glContext); } if (window) { SDL_DestroyWindow(window); } SDL_Quit(); } void Game::setup() { glContext = SDL_GL_CreateContext(ZL::Environment::window); ZL::BindOpenGlFunctions(); ZL::CheckGlError(); // Initialize renderer #ifdef EMSCRIPTEN renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_web.fragment", CONST_ZIP_FILE); #else renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env", "./shaders/env.vertex", "./shaders/env_desktop.fragment", CONST_ZIP_FILE); #endif cubemapTexture = std::make_shared( std::array{ CreateTextureDataFromBmp24("./resources/sky/space_rt.bmp", CONST_ZIP_FILE), CreateTextureDataFromBmp24("./resources/sky/space_lf.bmp", CONST_ZIP_FILE), CreateTextureDataFromBmp24("./resources/sky/space_up.bmp", CONST_ZIP_FILE), CreateTextureDataFromBmp24("./resources/sky/space_dn.bmp", CONST_ZIP_FILE), CreateTextureDataFromBmp24("./resources/sky/space_bk.bmp", CONST_ZIP_FILE), CreateTextureDataFromBmp24("./resources/sky/space_ft.bmp", CONST_ZIP_FILE) }); cubemap.data = ZL::CreateCubemap(500); cubemap.RefreshVBO(); //Load texture spaceshipTexture = std::make_unique(CreateTextureDataFromBmp24("./resources/DefaultMaterial_BaseColor.bmp", CONST_ZIP_FILE)); spaceshipBase = LoadFromTextFile02("./resources/spaceship005.txt", CONST_ZIP_FILE); spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0))); spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 }); spaceship.AssignFrom(spaceshipBase); spaceship.RefreshVBO(); renderer.InitOpenGL(); } void Game::drawScene() { 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"; glClearColor(0.0f, 0.5f, 1.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glViewport(0, 0, Environment::width, Environment::height); CheckGlError(); renderer.shaderManager.PushShader(envShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.EnableVertexAttribArray(vPositionName); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), 1, 1000); renderer.PushMatrix(); renderer.LoadIdentity(); renderer.RotateMatrix(Environment::shipMatrix); CheckGlError(); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID()); renderer.DrawVertexRenderStruct(cubemap); CheckGlError(); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.DisableVertexAttribArray(vPositionName); renderer.shaderManager.PopShader(); CheckGlError(); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vTexCoordName); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), 1, 1000); renderer.PushMatrix(); renderer.LoadIdentity(); //renderer.RotateMatrix(Environment::shipMatrix); renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom }); glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID()); renderer.DrawVertexRenderStruct(spaceship); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.DisableVertexAttribArray(vPositionName); renderer.DisableVertexAttribArray(vTexCoordName); renderer.shaderManager.PopShader(); CheckGlError(); } 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.updateScene(delta); if (Environment::tapDownHold) { float diffx = Environment::tapDownCurrentPos.v[0] - Environment::tapDownStartPos.v[0]; float diffy = Environment::tapDownCurrentPos.v[1] - Environment::tapDownStartPos.v[1]; if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold { float rotationPower = sqrtf(diffx * diffx + diffy * diffy); std::cout << rotationPower << std::endl; float deltaAlpha = rotationPower * delta * M_PI / 500000.f; Vector3f rotationDirection = { -diffy, -diffx, 0 }; rotationDirection = rotationDirection.normalized(); Vector4f rotateQuat = { rotationDirection.v[0] * sin(deltaAlpha * 0.5f), rotationDirection.v[1] * sin(deltaAlpha * 0.5f), rotationDirection.v[2] * sin(deltaAlpha * 0.5f), cos(deltaAlpha * 0.5f) }; Matrix3f rotateMat = QuatToMatrix(rotateQuat); Environment::shipMatrix = MultMatrixMatrix(rotateMat, Environment::shipMatrix); } } lastTickCount = newTickCount; } } void Game::render() { SDL_GL_MakeCurrent(ZL::Environment::window, glContext); ZL::CheckGlError(); glClearColor(0.0f, 1.0f, 0.0f, 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; } else if (event.type == SDL_MOUSEBUTTONDOWN) { // 1. Обработка нажатия кнопки мыши Environment::tapDownHold = true; // Координаты начального нажатия Environment::tapDownStartPos.v[0] = event.button.x; Environment::tapDownStartPos.v[1] = event.button.y; // Начальная позиция также становится текущей Environment::tapDownCurrentPos.v[0] = event.button.x; Environment::tapDownCurrentPos.v[1] = event.button.y; } else if (event.type == SDL_MOUSEBUTTONUP) { // 2. Обработка отпускания кнопки мыши Environment::tapDownHold = false; } else if (event.type == SDL_MOUSEMOTION) { // 3. Обработка перемещения мыши if (Environment::tapDownHold) { // Обновление текущей позиции, если кнопка удерживается Environment::tapDownCurrentPos.v[0] = event.motion.x; Environment::tapDownCurrentPos.v[1] = event.motion.y; } } else 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; } } } render(); } } // namespace ZL