787 lines
25 KiB
C++
787 lines
25 KiB
C++
#include "Game.h"
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#include "AnimatedModel.h"
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#include "BoneAnimatedModel.h"
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#include "utils/Utils.h"
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#include "render/OpenGlExtensions.h"
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#include <iostream>
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#include "render/TextureManager.h"
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#include "TextModel.h"
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#include <random>
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#include <cmath>
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#include <algorithm>
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#ifdef __ANDROID__
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#include <android/log.h>
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#endif
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namespace ZL
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{
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#ifdef EMSCRIPTEN
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const char* CONST_ZIP_FILE = "resources.zip";
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#else
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const char* CONST_ZIP_FILE = "";
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#endif
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Eigen::Quaternionf generateRandomQuaternion(std::mt19937& gen)
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{
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std::normal_distribution<> distrib(0.0, 1.0);
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Eigen::Quaternionf randomQuat = {
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen)
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};
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return randomQuat.normalized();
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}
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std::vector<BoxCoords> generateRandomBoxCoords(int N)
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{
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const float MIN_DISTANCE = 3.0f;
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const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE;
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const float MIN_COORD = -100.0f;
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const float MAX_COORD = 100.0f;
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const int MAX_ATTEMPTS = 1000;
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std::vector<BoxCoords> boxCoordsArr;
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
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int generatedCount = 0;
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while (generatedCount < N)
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{
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bool accepted = false;
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int attempts = 0;
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while (!accepted && attempts < MAX_ATTEMPTS)
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{
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Vector3f newPos(
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(float)distrib(gen),
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(float)distrib(gen),
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(float)distrib(gen)
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);
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accepted = true;
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for (const auto& existingBox : boxCoordsArr)
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{
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Vector3f diff = newPos - existingBox.pos;
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float distanceSquared = diff.squaredNorm();
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if (distanceSquared < MIN_DISTANCE_SQUARED)
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{
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accepted = false;
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break;
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}
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}
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if (accepted)
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{
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Eigen::Quaternionf randomQuat = generateRandomQuaternion(gen);
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Matrix3f randomMatrix = randomQuat.toRotationMatrix();
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boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
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generatedCount++;
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}
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attempts++;
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}
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if (!accepted) {
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break;
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}
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}
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return boxCoordsArr;
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}
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Game::Game()
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: window(nullptr)
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, glContext(nullptr)
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, newTickCount(0)
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, lastTickCount(0)
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{
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projectiles.reserve(maxProjectiles);
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for (int i = 0; i < maxProjectiles; ++i) {
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projectiles.emplace_back(std::make_unique<Projectile>());
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}
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}
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Game::~Game() {
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if (glContext) {
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SDL_GL_DeleteContext(glContext);
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}
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if (window) {
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SDL_DestroyWindow(window);
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}
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SDL_Quit();
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}
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void Game::setup() {
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glContext = SDL_GL_CreateContext(ZL::Environment::window);
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "Game", "Start for Android");
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const char* testFiles[] = {
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"resources/shaders/default.vertex",
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"resources/shaders/default_web.fragment",
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nullptr
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};
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for (int i = 0; testFiles[i] != nullptr; i++) {
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SDL_RWops* file = SDL_RWFromFile(testFiles[i], "rb");
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if (file) {
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Sint64 size = SDL_RWsize(file);
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__android_log_print(ANDROID_LOG_INFO, "Game", "Found: %s (size: %lld)", testFiles[i], size);
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SDL_RWclose(file);
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} else {
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__android_log_print(ANDROID_LOG_WARN, "Game", "Not found: %s (SDL error: %s)",
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testFiles[i], SDL_GetError());
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}
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}
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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"Step 1xxxxxxx");
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#endif
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// Initialize renderer
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#ifndef SIMPLIFIED
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE);
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#else
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renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
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"Step 2xxxxxxx");
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#endif
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renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Step 2");
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#endif
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renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Step 3");
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#endif
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renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Step 4");
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#endif
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renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Step 5");
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#endif
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renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
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#ifdef __ANDROID__
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__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
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"Step 1");
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#endif
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#endif
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bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE);
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bool projCfgLoaded = projectileEmitter.loadFromJsonFile("resources/config/spark_projectile_config.json", renderer, CONST_ZIP_FILE);
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projectileEmitter.setEmissionPoints(std::vector<Vector3f>());
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uiManager.loadFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE);
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uiManager.setButtonCallback("shootButton", [this](const std::string& name) {
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uint64_t now = SDL_GetTicks64();
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if (now - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
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lastProjectileFireTime = now;
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fireProjectiles();
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}
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});
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uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
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Environment::shipVelocity = value * 1000.f;
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});
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cubemapTexture = std::make_shared<Texture>(
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std::array<TextureDataStruct, 6>{
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
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CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE)
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});
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cubemap.data = ZL::CreateCubemap(500);
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cubemap.RefreshVBO();
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//Load texture
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spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE));
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spaceshipBase = LoadFromTextFile02("resources/spaceship006.txt", CONST_ZIP_FILE);
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spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
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//spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/cap_D.png", CONST_ZIP_FILE));
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//spaceshipBase = LoadFromTextFile02("./resources/spaceship006x.txt", CONST_ZIP_FILE);
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//spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
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//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
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//spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
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spaceship.AssignFrom(spaceshipBase);
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spaceship.RefreshVBO();
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//Boxes
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boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/box/box.png", CONST_ZIP_FILE));
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boxBase = LoadFromTextFile02("resources/box/box.txt", CONST_ZIP_FILE);
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std::cout << "Init step 1 " << std::endl;
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boxCoordsArr = generateRandomBoxCoords(50);
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std::cout << "Init step 2 " << std::endl;
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boxRenderArr.resize(boxCoordsArr.size());
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std::cout << "Init step 3x " << std::endl;
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for (int i = 0; i < boxCoordsArr.size(); i++)
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{
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boxRenderArr[i].AssignFrom(boxBase);
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//boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999);
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boxRenderArr[i].RefreshVBO();
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}
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std::cout << "Init step 4 " << std::endl;
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if (!cfgLoaded)
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{
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throw std::runtime_error("Failed to load spark emitter config file!");
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}
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std::cout << "Init step 5 " << std::endl;
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renderer.InitOpenGL();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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std::cout << "Init step 6 " << std::endl;
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planetObject.init();
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planetObject.taskManager = &taskManager;
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std::cout << "Init step 7 " << std::endl;
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//rockTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", CONST_ZIP_FILE));
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std::cout << "Init step 8 " << std::endl;
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}
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void Game::drawCubemap(float skyPercent)
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env_sky";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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static const std::string skyPercentUniformName = "skyPercent";
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renderer.shaderManager.PushShader(envShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.RotateMatrix(Environment::inverseShipMatrix);
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Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
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Matrix3f viewMatrix = Environment::inverseShipMatrix;
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Vector3f viewLightDir = (viewMatrix * worldLightDir).normalized();
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// Передаем вектор НА источник света
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Vector3f lightToSource = -viewLightDir;
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renderer.RenderUniform3fv("uLightDirView", lightToSource.data());
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// 2. Базовый цвет атмосферы (голубой)
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Vector3f skyColor = { 0.0f, 0.5f, 1.0f };
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renderer.RenderUniform3fv("uSkyColor", skyColor.data());
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// 1. Вектор направления от центра планеты к игроку (в мировых координатах)
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// Предполагаем, что планета в (0,0,0). Если нет, то (shipPosition - planetCenter)
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Vector3f playerDirWorld = Environment::shipPosition.normalized();
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// 2. Направление света в мировом пространстве
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//Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
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// 3. Считаем глобальную освещенность для игрока (насколько он на свету)
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// Это одно число для всего кадра
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float playerLightFactor = playerDirWorld.dot(-worldLightDir);
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// Ограничиваем и делаем переход мягче
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playerLightFactor = std::clamp((playerLightFactor + 0.2f) / 1.2f, 0.0f, 1.0f);
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renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
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renderer.RenderUniform1f("skyPercent", skyPercent);
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CheckGlError();
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glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID());
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renderer.DrawVertexRenderStruct(cubemap);
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CheckGlError();
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.DisableVertexAttribArray(vPositionName);
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renderer.shaderManager.PopShader();
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CheckGlError();
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}
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void Game::drawShip()
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{
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static const std::string defaultShaderName = "default";
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static const std::string envShaderName = "env";
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static const std::string vPositionName = "vPosition";
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static const std::string vTexCoordName = "vTexCoord";
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static const std::string textureUniformName = "Texture";
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.TranslateMatrix({ 0, -Environment::zoom * 0.03f, 0 });
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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renderer.DrawVertexRenderStruct(spaceship);
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glEnable(GL_BLEND);
|
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
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for (const auto& p : projectiles) {
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if (p && p->isActive()) {
|
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p->draw(renderer);
|
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}
|
||
}
|
||
|
||
|
||
sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
||
projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
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glDisable(GL_BLEND);
|
||
renderer.PopMatrix();
|
||
renderer.PopProjectionMatrix();
|
||
renderer.DisableVertexAttribArray(vPositionName);
|
||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||
|
||
renderer.shaderManager.PopShader();
|
||
CheckGlError();
|
||
}
|
||
|
||
void Game::drawBoxes()
|
||
{
|
||
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";
|
||
|
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.RenderUniform1i(textureUniformName, 0);
|
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renderer.EnableVertexAttribArray(vPositionName);
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renderer.EnableVertexAttribArray(vTexCoordName);
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||
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renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
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static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
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Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||
|
||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||
{
|
||
renderer.PushMatrix();
|
||
|
||
renderer.LoadIdentity();
|
||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||
renderer.TranslateMatrix(-Environment::shipPosition);
|
||
renderer.TranslateMatrix({ 0.f, 0.f, 45000.f });
|
||
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
||
renderer.RotateMatrix(boxCoordsArr[i].m);
|
||
|
||
glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID());
|
||
//glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID());
|
||
renderer.DrawVertexRenderStruct(boxRenderArr[i]);
|
||
|
||
renderer.PopMatrix();
|
||
}
|
||
renderer.PopProjectionMatrix();
|
||
renderer.DisableVertexAttribArray(vPositionName);
|
||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||
|
||
renderer.shaderManager.PopShader();
|
||
CheckGlError();
|
||
}
|
||
|
||
void Game::drawUI()
|
||
{
|
||
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";
|
||
|
||
glClear(GL_DEPTH_BUFFER_BIT);
|
||
|
||
renderer.shaderManager.PushShader(defaultShaderName);
|
||
renderer.RenderUniform1i(textureUniformName, 0);
|
||
renderer.EnableVertexAttribArray(vPositionName);
|
||
renderer.EnableVertexAttribArray(vTexCoordName);
|
||
|
||
renderer.DisableVertexAttribArray(vPositionName);
|
||
renderer.DisableVertexAttribArray(vTexCoordName);
|
||
glEnable(GL_BLEND);
|
||
uiManager.draw(renderer);
|
||
glDisable(GL_BLEND);
|
||
renderer.shaderManager.PopShader();
|
||
CheckGlError();
|
||
}
|
||
|
||
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, 1.0f, 0.0f, 1.0f);
|
||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
||
|
||
glViewport(0, 0, Environment::width, Environment::height);
|
||
|
||
CheckGlError();
|
||
|
||
float skyPercent = 0.0;
|
||
float distance = planetObject.distanceToPlanetSurface(Environment::shipPosition);
|
||
if (distance > 1500.f)
|
||
{
|
||
skyPercent = 0.0f;
|
||
}
|
||
else if (distance < 800.f)
|
||
{
|
||
skyPercent = 1.0f;
|
||
}
|
||
else
|
||
{
|
||
skyPercent = (1500.f - distance) / (1500.f - 800.f);
|
||
}
|
||
|
||
|
||
drawCubemap(skyPercent);
|
||
planetObject.draw(renderer);
|
||
if (planetObject.distanceToPlanetSurface(Environment::shipPosition) > 100.f)
|
||
{
|
||
glClear(GL_DEPTH_BUFFER_BIT);
|
||
}
|
||
drawShip();
|
||
drawBoxes();
|
||
|
||
drawUI();
|
||
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;
|
||
|
||
sparkEmitter.update(static_cast<float>(delta));
|
||
planetObject.update(static_cast<float>(delta));
|
||
|
||
if (Environment::tapDownHold) {
|
||
|
||
float diffx = Environment::tapDownCurrentPos(0) - Environment::tapDownStartPos(0);
|
||
float diffy = Environment::tapDownCurrentPos(1) - Environment::tapDownStartPos(1);
|
||
|
||
if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
|
||
{
|
||
|
||
float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
|
||
float deltaAlpha = rotationPower * delta * static_cast<float>(M_PI) / 500000.f;
|
||
|
||
Eigen::Vector3f rotationDirection(diffy, diffx, 0.0f);
|
||
rotationDirection.normalize(); // Eigen-way нормализация
|
||
|
||
// Создаем кватернион через AngleAxis
|
||
// Конструктор принимает (угол_в_радианах, ось_вращения)
|
||
Eigen::Quaternionf rotateQuat(Eigen::AngleAxisf(deltaAlpha, rotationDirection));
|
||
|
||
Matrix3f rotateMat = rotateQuat.toRotationMatrix();
|
||
|
||
Environment::shipMatrix = Environment::shipMatrix * rotateMat;
|
||
Environment::inverseShipMatrix = Environment::shipMatrix.inverse();
|
||
|
||
}
|
||
}
|
||
|
||
if (fabs(Environment::shipVelocity) > 0.01f)
|
||
{
|
||
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity * delta / 1000.f };
|
||
Vector3f velocityDirectionAdjusted = Environment::shipMatrix * velocityDirection;
|
||
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
|
||
}
|
||
|
||
for (auto& p : projectiles) {
|
||
if (p && p->isActive()) {
|
||
p->update(static_cast<float>(delta), renderer);
|
||
}
|
||
}
|
||
|
||
std::vector<Vector3f> projCameraPoints;
|
||
for (const auto& p : projectiles) {
|
||
if (p && p->isActive()) {
|
||
Vector3f worldPos = p->getPosition();
|
||
Vector3f rel = worldPos - Environment::shipPosition;
|
||
Vector3f camPos = Environment::inverseShipMatrix * rel;
|
||
projCameraPoints.push_back(camPos);
|
||
}
|
||
}
|
||
if (!projCameraPoints.empty()) {
|
||
projectileEmitter.setEmissionPoints(projCameraPoints);
|
||
projectileEmitter.emit();
|
||
}
|
||
else {
|
||
projectileEmitter.setEmissionPoints(std::vector<Vector3f>());
|
||
}
|
||
|
||
std::vector<Vector3f> shipCameraPoints;
|
||
for (const auto& lp : shipLocalEmissionPoints) {
|
||
Vector3f adjusted = lp + Vector3f{ 0.0f, -Environment::zoom * 0.03f, 0.0f };
|
||
shipCameraPoints.push_back(adjusted);
|
||
}
|
||
if (!shipCameraPoints.empty()) {
|
||
sparkEmitter.setEmissionPoints(shipCameraPoints);
|
||
}
|
||
|
||
sparkEmitter.update(static_cast<float>(delta));
|
||
projectileEmitter.update(static_cast<float>(delta));
|
||
lastTickCount = newTickCount;
|
||
}
|
||
}
|
||
|
||
void Game::fireProjectiles() {
|
||
std::vector<Vector3f> localOffsets = {
|
||
Vector3f{ -1.5f, 0.9f, 5.0f },
|
||
Vector3f{ 1.5f, 0.9f, 5.0f }
|
||
};
|
||
|
||
const float projectileSpeed = 60.0f;
|
||
const float lifeMs = 5000.0f;
|
||
const float size = 0.5f;
|
||
|
||
Vector3f localForward = { 0,0,-1 };
|
||
Vector3f worldForward = (Environment::shipMatrix * localForward).normalized();
|
||
|
||
for (const auto& lo : localOffsets) {
|
||
Vector3f worldPos = Environment::shipPosition + Environment::shipMatrix * lo;
|
||
Vector3f worldVel = worldForward * (projectileSpeed + Environment::shipVelocity);
|
||
|
||
for (auto& p : projectiles) {
|
||
if (!p->isActive()) {
|
||
p->init(worldPos, worldVel, lifeMs, size, projectileTexture, renderer);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
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;
|
||
}
|
||
#ifdef __ANDROID__
|
||
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
|
||
Environment::exitGameLoop = true;
|
||
}
|
||
#endif
|
||
|
||
|
||
#ifdef __ANDROID__
|
||
if (event.type == SDL_FINGERDOWN) {
|
||
// Координаты Finger в SDL нормализованы от 0.0 до 1.0
|
||
int mx = static_cast<int>(event.tfinger.x * Environment::width);
|
||
int my = static_cast<int>(event.tfinger.y * Environment::height);
|
||
handleDown(mx, my);
|
||
}
|
||
else if (event.type == SDL_FINGERUP) {
|
||
int mx = static_cast<int>(event.tfinger.x * Environment::width);
|
||
int my = static_cast<int>(event.tfinger.y * Environment::height);
|
||
handleUp(mx, my);
|
||
}
|
||
else if (event.type == SDL_FINGERMOTION) {
|
||
int mx = static_cast<int>(event.tfinger.x * Environment::width);
|
||
int my = static_cast<int>(event.tfinger.y * Environment::height);
|
||
handleMotion(mx, my);
|
||
}
|
||
#else
|
||
|
||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||
int mx = event.button.x;
|
||
int my = event.button.y;
|
||
handleDown(mx, my);
|
||
}
|
||
if (event.type == SDL_MOUSEBUTTONUP) {
|
||
|
||
int mx = event.button.x;
|
||
int my = event.button.y;
|
||
handleUp(mx, my);
|
||
}
|
||
if (event.type == SDL_MOUSEMOTION) {
|
||
|
||
int mx = event.motion.x;
|
||
int my = event.motion.y;
|
||
handleMotion(mx, my);
|
||
|
||
}
|
||
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;
|
||
}
|
||
}
|
||
if (event.type == SDL_KEYUP)
|
||
{
|
||
if (event.key.keysym.sym == SDLK_i)
|
||
{
|
||
Environment::shipVelocity += 500.f;
|
||
}
|
||
if (event.key.keysym.sym == SDLK_k)
|
||
{
|
||
Environment::shipVelocity -= 500.f;
|
||
}
|
||
if (event.key.keysym.sym == SDLK_o)
|
||
{
|
||
Environment::shipVelocity += 50.f;
|
||
}
|
||
if (event.key.keysym.sym == SDLK_l)
|
||
{
|
||
Environment::shipVelocity -= 50.f;
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
render();
|
||
}
|
||
|
||
void Game::handleDown(int mx, int my)
|
||
{
|
||
int uiX = mx;
|
||
int uiY = Environment::height - my;
|
||
|
||
uiManager.onMouseDown(uiX, uiY);
|
||
|
||
bool uiHandled = false;
|
||
|
||
for (const auto& button : uiManager.findButton("") ? std::vector<std::shared_ptr<UiButton>>{} : std::vector<std::shared_ptr<UiButton>>{}) {
|
||
(void)button;
|
||
}
|
||
|
||
auto pressedSlider = [&]() -> std::shared_ptr<UiSlider> {
|
||
for (const auto& slider : uiManager.findSlider("") ? std::vector<std::shared_ptr<UiSlider>>{} : std::vector<std::shared_ptr<UiSlider>>{}) {
|
||
(void)slider;
|
||
}
|
||
return nullptr;
|
||
}();
|
||
|
||
if (!uiManager.isUiInteraction()) {
|
||
Environment::tapDownHold = true;
|
||
|
||
Environment::tapDownStartPos(0) = mx;
|
||
Environment::tapDownStartPos(1) = my;
|
||
|
||
Environment::tapDownCurrentPos(0) = mx;
|
||
Environment::tapDownCurrentPos(1) = my;
|
||
}
|
||
}
|
||
void Game::handleUp(int mx, int my)
|
||
{
|
||
int uiX = mx;
|
||
int uiY = Environment::height - my;
|
||
|
||
uiManager.onMouseUp(uiX, uiY);
|
||
|
||
if (!uiManager.isUiInteraction()) {
|
||
Environment::tapDownHold = false;
|
||
}
|
||
}
|
||
|
||
void Game::handleMotion(int mx, int my)
|
||
{
|
||
int uiX = mx;
|
||
int uiY = Environment::height - my;
|
||
|
||
uiManager.onMouseMove(uiX, uiY);
|
||
|
||
if (Environment::tapDownHold && !uiManager.isUiInteraction()) {
|
||
Environment::tapDownCurrentPos(0) = mx;
|
||
Environment::tapDownCurrentPos(1) = my;
|
||
}
|
||
}
|
||
|
||
|
||
} // namespace ZL
|