space-game001/Game.cpp

206 lines
6.9 KiB
C++
Executable File

#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "Utils.h"
#include "Inventory.h" // Add this include
#include <SDL2/SDL.h>
#include <iostream>
namespace ZL
{
void Game::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);
}
Game::Game() : window(nullptr), glContext(nullptr), exitGameLoop(false),
newTickCount(0), lastTickCount(0) {
}
Game::~Game() {
if (glContext) {
SDL_GL_DeleteContext(glContext);
}
if (window) {
SDL_DestroyWindow(window);
}
SDL_Quit();
}
void Game::setup() {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
return;
}
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);
window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
Environment::width, Environment::height, SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
ZL::BindOpenGlFunctions();
ZL::CheckGlError();
// Initialize renderer
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
renderer.InitOpenGL();
// Initialize game objects
gameObjects.initialize();
}
void Game::drawScene() {
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(0.3f, 0.3f, 0.3f, 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);
// 3D Scene rendering
{
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));
// Draw cone
glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
renderer.TranslateMatrix(Environment::cameraShift);
// Draw active objects
for (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);
auto latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// 2D UI rendering
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
// Draw highlighted objects UI
for (auto& ao : gameObjects.activeObjects) {
if (ao.highlighted) {
int screenX, screenY;
worldToScreenCoordinates(ao.objectPos, latestProjectionModelView,
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();
}
}
// 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();
}
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.update();
lastTickCount = newTickCount;
}
}
void Game::render() {
SDL_GL_MakeCurrent(window, glContext);
ZL::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 Game::update() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
exitGameLoop = true;
}
gameObjects.handleEvent(event);
}
render();
}
} // namespace ZL