space-game001/RenderSystem.cpp
2025-03-02 09:29:31 +03:00

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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(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(0.0f, 0.5f, 1.0f, 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::drawViola(GameObjectManager& gameObjects)
{
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";
renderer.shaderManager.PushShader(colorShaderName);
renderer.EnableVertexAttribArray(vPositionName);
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));
renderer.ScaleMatrix(10);
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
if (Environment::violaCurrentAnimation == 0)
{
gameObjects.violaIdleModelMutable.AssignFrom(gameObjects.violaIdleModel.mesh);
gameObjects.violaIdleModelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(gameObjects.violaIdleModelMutable);
}
else
{
gameObjects.violaWalkModelMutable.AssignFrom(gameObjects.violaWalkModel.mesh);
gameObjects.violaWalkModelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(gameObjects.violaWalkModelMutable);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();
}
void RenderSystem::drawWorld(GameObjectManager& gameObjects) {
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";
/*
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
*/
// Draw cone
//glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
//renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
drawViola(gameObjects);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
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));
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();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
// 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) {
if (ao.activeObjectScreenTexturePtr){
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();
} else {}
}
}
// 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