space-game001/main.cpp
2025-02-23 21:24:15 +03:00

448 lines
12 KiB
C++
Executable File

#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 "AnimatedModel.h"
ZL::AnimatedModel testLoadModel();
namespace ZL
{
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 DrawBackground()
{
renderer.PushMatrix();
renderer.LoadIdentity();
//renderer.TranslateMatrix({ -gs.backgroundShift, 0.0f, 0.f });
glBindTexture(GL_TEXTURE_2D, GameObjects::backgroundTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::backgroundMesh);
renderer.PopMatrix();
}
void DrawBird()
{
renderer.PushMatrix();
renderer.LoadIdentity();
Vector2f birdScreenShift = gs.birdCurrentPos - Env::birdStartPos;
renderer.TranslateMatrix({ 200.f + birdScreenShift.v[0], Env::getActualClientHeight() * 0.5f + birdScreenShift.v[1], 0.f });
renderer.RotateMatrix(QuatFromRotateAroundZ(gs.birdAngle));
glBindTexture(GL_TEXTURE_2D, GameObjects::birdTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::birdMesh);
renderer.PopMatrix();
}
void DrawPipes()
{
for (auto& pipePair : gs.pipePairArr)
{
glBindTexture(GL_TEXTURE_2D, GameObjects::pipeTexturePtr->getTexID());
//Draw bottom pipe:
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ (pipePair.xPos), pipePair.bottomPipeVShift, 0.f });
renderer.DrawVertexRenderStruct(GameObjects::pipeMesh);
//Draw top pipe:
renderer.LoadIdentity();
renderer.TranslateMatrix({ (pipePair.xPos), Env::getActualClientHeight() + pipePair.topPipeVShift, 0.f });
renderer.ScaleMatrix({ 1.f, -1.f, 1.f });
renderer.DrawVertexRenderStruct(GameObjects::pipeMesh);
renderer.PopMatrix();
}
}
void DrawUi()
{
if (gs.isGameOver)
{
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, GameObjects::gameOverTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::gameOverMesh);
renderer.PopMatrix();
}
}
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(0.0f, 0.1f, 0.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, Env::width, Env::height);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width) / static_cast<float>(Env::height), 100, 100000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -30000 });
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 3.0));
for (int i = 0; i < GameObjects::testmd3.parts.size(); i++)
{
for (int j = 0; j < GameObjects::testmd3.parts[i].renderMeshes.size(); j++)
{
glBindTexture(GL_TEXTURE_2D, GameObjects::testmd3.parts[i].textures[0]->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::testmd3.parts[i].renderMeshes[j]);
}
}
/*
GameObjects::testObjMeshMutable.AssignFrom(GameObjects::testObjMesh);
GameObjects::testObjMeshMutable.data.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(gs.rotateTimer * M_PI / 3.0)));
GameObjects::testObjMeshMutable.RefreshVBO();*/
//GameObjects::testmd3mutable[0].RefreshVBO();
//GameObjects::testmd3mutable[1].RefreshVBO();
//glBindTexture(GL_TEXTURE_2D, GameObjects::testObjTexturePtr->getTexID());
//renderer.DrawVertexRenderStruct(GameObjects::testObjMeshMutable);
/*
glBindTexture(GL_TEXTURE_2D, GameObjects::md3TexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[0]);
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[1]);
*/
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
/*
renderer.shaderManager.PushShader(colorShaderName);
//renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vColorName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width)/ static_cast<float>(Env::height), 10, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1000 });
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 3.0));
GameObjects::colorCubeMeshMutable.AssignFrom(GameObjects::colorCubeMesh);
GameObjects::colorCubeMeshMutable.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(gs.rotateTimer * M_PI / 3.0)));
renderer.DrawVertexRenderStruct(GameObjects::colorCubeMeshMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vColorName);
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();*/
CheckGlError();
}
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)
{
gs.UpdateScene(CONST_MAX_TIME_INTERVAL); //Limit game update speed to FPS
}
else
{
gs.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();
GameObjects::testmd3 = testLoadModel();
/*
GameObjects::testmd3mutable.resize(GameObjects::testmd3.size());
for (int i = 0; i < GameObjects::testmd3.size(); i++)
{
GameObjects::testmd3[i].Scale(0.01);
GameObjects::testmd3mutable[i].data = GameObjects::testmd3[i];
GameObjects::testmd3mutable[i].RefreshVBO();
}*/
//Load shaders:
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
//Load textures
GameObjects::birdTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./bird.bmp32"));
GameObjects::backgroundTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
GameObjects::pipeTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./pipe.bmp32"));
GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
//GameObjects::md3TexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./model/sarge/band.png"));
CheckGlError();
//Create bird mesh
GameObjects::birdMesh.data = CreateRect2D({ 0.f, 0.f }, { GameConsts::birdScale * BIRD_WIDTH, GameConsts::birdScale * BIRD_HEIGHT }, 0);
GameObjects::birdMesh.RefreshVBO();
float backgroundTextureScale = Env::height / static_cast<float>(BACKGROUND_HEIGHT);
//Create pipe mesh
GameObjects::pipeMesh.data = CreateRect2D({ PIPE_WIDTH * GameConsts::pipeScale * (-0.5f), Env::getActualClientHeight() * 0.5f + PIPE_HEIGHT * GameConsts::pipeScale * (-0.5f) }, { PIPE_WIDTH * GameConsts::pipeScale * 0.5f, PIPE_HEIGHT * GameConsts::pipeScale * 0.5f }, 0);
GameObjects::pipeMesh.RefreshVBO();
//Create background mesh depending on screen size
Env::backgroundSectionWidth = BACKGROUND_WIDTH * backgroundTextureScale;
GameObjects::backgroundMesh.data = CreateRectHorizontalSections2D({ BACKGROUND_WIDTH * backgroundTextureScale * (0.5f), BACKGROUND_HEIGHT * backgroundTextureScale * (0.5f) }, { BACKGROUND_WIDTH * backgroundTextureScale * 0.5f, BACKGROUND_HEIGHT * backgroundTextureScale * 0.5f }, -0.5, 2);
GameObjects::backgroundMesh.RefreshVBO();
CheckGlError();
//Create Game Over UI mesh depending on screen size
float gameOverTextureScale = Env::height / static_cast<float>(GAMEOVER_HEIGHT);
GameObjects::gameOverMesh.data = CreateRect2D({ GAMEOVER_WIDTH * gameOverTextureScale * 0.5f, GAMEOVER_HEIGHT * gameOverTextureScale * 0.5f }, { GAMEOVER_WIDTH * gameOverTextureScale * 0.5f, GAMEOVER_HEIGHT * gameOverTextureScale * 0.5f }, 0.1f);
GameObjects::gameOverMesh.RefreshVBO();
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();
//Set some game values
Env::birdStartPos = { Env::width * 0.2f, Env::getActualClientHeight() * 0.5f };
//Exact value depends on the bird look texture and must be calculated manually:
gs.birdEllipse.a = GameConsts::birdScale * 236.f;
gs.birdEllipse.b = GameConsts::birdScale * 160.f;
gs.RestartGame();
renderer.InitOpenGL();
CheckGlError();
}
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)
{
if (gs.isGameOver)
{
gs.RestartGame();
}
else
{
gs.BirdJump();
}
}
}
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
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);
SDL_Renderer* renderer = NULL;
SDL_CreateWindowAndRenderer(CONST_WIDTH, CONST_HEIGHT, SDL_WINDOW_OPENGL, &ZL::window, &renderer);
#else
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
return 1;
}
// 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
}