space-game001/src/Game.cpp
2026-01-08 23:23:39 +03:00

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#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "utils/Utils.h"
#include "render/OpenGlExtensions.h"
#include <iostream>
#include "render/TextureManager.h"
#include "TextModel.h"
#include <random>
#include <cmath>
#include <algorithm>
namespace ZL
{
#ifdef EMSCRIPTEN
const char* CONST_ZIP_FILE = "space-game001a.zip";
#else
const char* CONST_ZIP_FILE = "";
#endif
Eigen::Quaternionf generateRandomQuaternion(std::mt19937& gen)
{
std::normal_distribution<> distrib(0.0, 1.0);
Eigen::Quaternionf randomQuat = {
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen)
};
return randomQuat.normalized();
}
std::vector<BoxCoords> generateRandomBoxCoords(int N)
{
const float MIN_DISTANCE = 3.0f;
const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE;
const float MIN_COORD = -100.0f;
const float MAX_COORD = 100.0f;
const int MAX_ATTEMPTS = 1000;
std::vector<BoxCoords> boxCoordsArr;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD);
int generatedCount = 0;
while (generatedCount < N)
{
bool accepted = false;
int attempts = 0;
while (!accepted && attempts < MAX_ATTEMPTS)
{
Vector3f newPos(
(float)distrib(gen),
(float)distrib(gen),
(float)distrib(gen)
);
accepted = true;
for (const auto& existingBox : boxCoordsArr)
{
Vector3f diff = newPos - existingBox.pos;
float distanceSquared = diff.squaredNorm();
if (distanceSquared < MIN_DISTANCE_SQUARED)
{
accepted = false;
break;
}
}
if (accepted)
{
Eigen::Quaternionf randomQuat = generateRandomQuaternion(gen);
Matrix3f randomMatrix = randomQuat.toRotationMatrix();
boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix });
generatedCount++;
}
attempts++;
}
if (!accepted) {
break;
}
}
return boxCoordsArr;
}
Game::Game()
: window(nullptr)
, glContext(nullptr)
, newTickCount(0)
, lastTickCount(0)
{
projectiles.reserve(maxProjectiles);
for (int i = 0; i < maxProjectiles; ++i) {
projectiles.emplace_back(std::make_unique<Projectile>());
}
}
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);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColorPlanet", "./shaders/defaultColorPlanet.vertex", "./shaders/defaultColorPlanet_web.fragment", CONST_ZIP_FILE);
*/
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_web.fragment", CONST_ZIP_FILE);
#else
#ifndef SIMPLIFIED
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_desktop.fragment", CONST_ZIP_FILE);
#else
/*renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/default_env.vertex", "./shaders/default_env_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/default_texture.vertex", "./shaders/default_texture_desktop.fragment", CONST_ZIP_FILE);
*/
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("env_sky", "./shaders/env_sky.vertex", "./shaders/env_sky_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "./shaders/defaultAtmosphere.vertex", "./shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetBake", "./shaders/planet_bake.vertex", "./shaders/planet_bake_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetStone", "./shaders/planet_stone.vertex", "./shaders/planet_stone_web.fragment", CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("planetLand", "./shaders/planet_land.vertex", "./shaders/planet_land_web.fragment", CONST_ZIP_FILE);
#endif
#endif
#ifndef SIMPLIFIED
bool cfgLoaded = sparkEmitter.loadFromJsonFile("../config/spark_config.json", renderer, CONST_ZIP_FILE);
bool projCfgLoaded = projectileEmitter.loadFromJsonFile("../config/spark_projectile_config.json", renderer, CONST_ZIP_FILE);
projectileEmitter.setEmissionPoints(std::vector<Vector3f>());
uiManager.loadFromFile("../config/ui.json", renderer, CONST_ZIP_FILE);
uiManager.setButtonCallback("playButton", [this](const std::string& name) {
std::cerr << "Play button pressed: " << name << std::endl;
});
uiManager.setButtonCallback("exitButton", [](const std::string& name) {
Environment::exitGameLoop = true;
});
uiManager.setButtonCallback("settingsButton", [this](const std::string& name) {
if (uiManager.pushMenuFromFile("../config/settings.json", this->renderer, CONST_ZIP_FILE)) {
uiManager.setButtonCallback("Opt1", [this](const std::string& n) {
std::cerr << "Opt1 pressed: " << n << std::endl;
});
uiManager.setButtonCallback("Opt2", [this](const std::string& n) {
std::cerr << "Opt2 pressed: " << n << std::endl;
});
uiManager.setButtonCallback("backButton", [this](const std::string& n) {
uiManager.popMenu();
});
}
else {
std::cerr << "Failed to open settings menu" << std::endl;
}
});
uiManager.setSliderCallback("musicVolumeSlider", [this](const std::string& name, float value) {
std::cerr << "Music volume slider changed to: " << value << std::endl;
musicVolume = value;
Environment::shipVelocity = musicVolume * 20.0f;
});
#endif
cubemapTexture = std::make_shared<Texture>(
std::array<TextureDataStruct, 6>{
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<Texture>(CreateTextureDataFromPng("./resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE));
spaceshipBase = LoadFromTextFile02("./resources/spaceship006.txt", CONST_ZIP_FILE);
spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
//spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/cap_D.png", CONST_ZIP_FILE));
//spaceshipBase = LoadFromTextFile02("./resources/spaceship006x.txt", CONST_ZIP_FILE);
//spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
//spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
spaceship.AssignFrom(spaceshipBase);
spaceship.RefreshVBO();
//Boxes
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/box/box.png", CONST_ZIP_FILE));
boxBase = LoadFromTextFile02("./resources/box/box.txt", CONST_ZIP_FILE);
std::cout << "Init step 1 " << std::endl;
boxCoordsArr = generateRandomBoxCoords(50);
std::cout << "Init step 2 " << std::endl;
boxRenderArr.resize(boxCoordsArr.size());
std::cout << "Init step 3x " << std::endl;
for (int i = 0; i < boxCoordsArr.size(); i++)
{
boxRenderArr[i].AssignFrom(boxBase);
//boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999);
boxRenderArr[i].RefreshVBO();
}
std::cout << "Init step 4 " << std::endl;
#ifndef SIMPLIFIED
if (!cfgLoaded)
{
throw std::runtime_error("Failed to load spark emitter config file!");
}
#endif
/* buttonTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/button.png", CONST_ZIP_FILE));
button.data.PositionData.push_back({ 100, 100, 0 });
button.data.PositionData.push_back({ 100, 150, 0 });
button.data.PositionData.push_back({ 300, 150, 0 });
button.data.PositionData.push_back({ 100, 100, 0 });
button.data.PositionData.push_back({ 300, 150, 0 });
button.data.PositionData.push_back({ 300, 100, 0 });
button.data.TexCoordData.push_back({ 0,0 });
button.data.TexCoordData.push_back({ 0,1 });
button.data.TexCoordData.push_back({ 1,1 });
button.data.TexCoordData.push_back({ 0,0 });
button.data.TexCoordData.push_back({ 1,1 });
button.data.TexCoordData.push_back({ 1,0 });
button.RefreshVBO();*/
/*
musicVolumeBarTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/musicVolumeBarTexture.png", CONST_ZIP_FILE));
musicVolumeBar.data.PositionData.push_back({ 1190, 100, 0 });
musicVolumeBar.data.PositionData.push_back({ 1190, 600, 0 });
musicVolumeBar.data.PositionData.push_back({ 1200, 600, 0 });
musicVolumeBar.data.PositionData.push_back({ 1190, 100, 0 });
musicVolumeBar.data.PositionData.push_back({ 1200, 600, 0 });
musicVolumeBar.data.PositionData.push_back({ 1200, 100, 0 });
musicVolumeBar.data.TexCoordData.push_back({ 0,0 });
musicVolumeBar.data.TexCoordData.push_back({ 0,1 });
musicVolumeBar.data.TexCoordData.push_back({ 1,1 });
musicVolumeBar.data.TexCoordData.push_back({ 0,0 });
musicVolumeBar.data.TexCoordData.push_back({ 1,1 });
musicVolumeBar.data.TexCoordData.push_back({ 1,0 });
musicVolumeBar.RefreshVBO();
musicVolumeBarButtonTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/musicVolumeBarButton.png", CONST_ZIP_FILE));
float musicVolumeBarButtonButtonCenterY = 350.0f;
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.PositionData.push_back({ musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 });
musicVolumeBarButton.data.TexCoordData.push_back({ 0,0 });
musicVolumeBarButton.data.TexCoordData.push_back({ 0,1 });
musicVolumeBarButton.data.TexCoordData.push_back({ 1,1 });
musicVolumeBarButton.data.TexCoordData.push_back({ 0,0 });
musicVolumeBarButton.data.TexCoordData.push_back({ 1,1 });
musicVolumeBarButton.data.TexCoordData.push_back({ 1,0 });
musicVolumeBarButton.RefreshVBO();*/
std::cout << "Init step 5 " << std::endl;
renderer.InitOpenGL();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
std::cout << "Init step 6 " << std::endl;
planetObject.init();
std::cout << "Init step 7 " << std::endl;
//rockTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", CONST_ZIP_FILE));
std::cout << "Init step 8 " << std::endl;
}
void Game::drawCubemap(float skyPercent)
{
static const std::string defaultShaderName = "default";
static const std::string envShaderName = "env_sky";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string textureUniformName = "Texture";
static const std::string skyPercentUniformName = "skyPercent";
renderer.shaderManager.PushShader(envShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f(skyPercentUniformName, skyPercent);
renderer.EnableVertexAttribArray(vPositionName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.RotateMatrix(Environment::inverseShipMatrix);
Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
Matrix3f viewMatrix = Environment::inverseShipMatrix;
Vector3f viewLightDir = (viewMatrix * worldLightDir).normalized();
// Передаем вектор НА источник света
Vector3f lightToSource = -viewLightDir;
renderer.RenderUniform3fv("uLightDirView", lightToSource.data());
// 2. Базовый цвет атмосферы (голубой)
Vector3f skyColor = { 0.0f, 0.5f, 1.0f };
renderer.RenderUniform3fv("uSkyColor", skyColor.data());
// 1. Вектор направления от центра планеты к игроку (в мировых координатах)
// Предполагаем, что планета в (0,0,0). Если нет, то (shipPosition - planetCenter)
Vector3f playerDirWorld = Environment::shipPosition.normalized();
// 2. Направление света в мировом пространстве
//Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
// 3. Считаем глобальную освещенность для игрока (насколько он на свету)
// Это одно число для всего кадра
float playerLightFactor = playerDirWorld.dot(-worldLightDir);
// Ограничиваем и делаем переход мягче
playerLightFactor = std::clamp((playerLightFactor + 0.2f) / 1.2f, 0.0f, 1.0f);
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
renderer.RenderUniform1f("skyPercent", skyPercent);
CheckGlError();
glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID());
renderer.DrawVertexRenderStruct(cubemap);
CheckGlError();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.shaderManager.PopShader();
CheckGlError();
}
void Game::drawShip()
{
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";
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),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
renderer.TranslateMatrix({ 0, -Environment::zoom * 0.03f, 0 });
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
renderer.DrawVertexRenderStruct(spaceship);
for (const auto& p : projectiles) {
if (p && p->isActive()) {
p->draw(renderer);
}
}
#ifndef SIMPLIFIED
sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
#endif
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";
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),
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::UpdateVolumeKnob() {
float musicVolumeBarButtonButtonCenterY = volumeBarMinY + musicVolume * (volumeBarMaxY - volumeBarMinY);
auto& pos = musicVolumeBarButton.data.PositionData;
pos[0] = { musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 };
pos[1] = { musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 };
pos[2] = { musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 };
pos[3] = { musicVolumeBarButtonButtonCenterX - musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 };
pos[4] = { musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY + musicVolumeBarButtonButtonRadius, 0 };
pos[5] = { musicVolumeBarButtonButtonCenterX + musicVolumeBarButtonButtonRadius, musicVolumeBarButtonButtonCenterY - musicVolumeBarButtonButtonRadius, 0 };
musicVolumeBarButton.RefreshVBO();
}
void Game::UpdateVolumeFromMouse(int mouseX, int mouseY) {
int uiX = mouseX;
int uiY = Environment::height - mouseY;
Environment::shipVelocity = (musicVolume) * (20.0);
if (uiY < volumeBarMinY || uiY > volumeBarMaxY)
{
return;
}
float t = (uiY - volumeBarMinY) / (volumeBarMaxY - volumeBarMinY);
if (t < 0.0f) t = 0.0f;
if (t > 1.0f) t = 1.0f;
musicVolume = t;
UpdateVolumeKnob();
}*/
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.PushProjectionMatrix(Environment::width, Environment::height, -1, 1);
//renderer.PushMatrix();
//renderer.LoadIdentity();
//glBindTexture(GL_TEXTURE_2D, buttonTexture->getTexID());
//renderer.DrawVertexRenderStruct(button);
//glBindTexture(GL_TEXTURE_2D, musicVolumeBarTexture->getTexID());
//renderer.DrawVertexRenderStruct(musicVolumeBar);
//glBindTexture(GL_TEXTURE_2D, musicVolumeBarButtonTexture->getTexID());
//renderer.DrawVertexRenderStruct(musicVolumeBarButton);
//renderer.PopMatrix();
//renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
uiManager.draw(renderer);
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();
#ifndef SIMPLIFIED
drawUI();
#endif
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;
#ifndef SIMPLIFIED
//gameObjects.updateScene(delta);
sparkEmitter.update(static_cast<float>(delta));
#endif
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;
}
#ifndef SIMPLIFIED
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));
#endif
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;
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;
}
else if (event.type == SDL_MOUSEBUTTONDOWN) {
int mx = event.button.x;
int my = event.button.y;
int uiX = mx;
int uiY = Environment::height - my;
uiManager.onMouseDown(uiX, uiY);
bool uiHandled = false;
#ifndef SIMPLIFIED
if (event.button.button == SDL_BUTTON_LEFT && !uiManager.isUiInteraction()) {
uint64_t now = SDL_GetTicks64();
if (now - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
lastProjectileFireTime = now;
fireProjectiles();
}
}
#endif
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;
}
}
else if (event.type == SDL_MOUSEBUTTONUP) {
int mx = event.button.x;
int my = event.button.y;
int uiX = mx;
int uiY = Environment::height - my;
uiManager.onMouseUp(uiX, uiY);
if (!uiManager.isUiInteraction()) {
Environment::tapDownHold = false;
}
}
else if (event.type == SDL_MOUSEMOTION) {
int mx = event.motion.x;
int my = event.motion.y;
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;
}
}
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;
}
}
else 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;
}
}
}
render();
}
} // namespace ZL