116 lines
3.0 KiB
C++
Executable File
116 lines
3.0 KiB
C++
Executable File
#include "Game.h"
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#include "AnimatedModel.h"
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#include "BoneAnimatedModel.h"
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#include "Utils.h"
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#include "Inventory.h" // Add this include
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#include "OpenGlExtensions.h"
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#include <iostream>
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namespace ZL
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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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, renderer(renderSystem.getRenderer()) // Инициализация ссылки на renderer
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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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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
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SDL_Log("Failed to initialize SDL: %s", SDL_GetError());
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return;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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window = SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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Environment::width, Environment::height, SDL_WINDOW_OPENGL);
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Environment::window = window;
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glContext = SDL_GL_CreateContext(window);
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ZL::BindOpenGlFunctions();
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ZL::CheckGlError();
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std::cout << "Hello 1" << std::endl;
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// Initialize renderer
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renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
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renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
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// Initialize game objects
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std::cout << "Hello 2" << std::endl;
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gameObjects.initialize();
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std::cout << "Hello 3" << std::endl;
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renderer.InitOpenGL();
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}
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void Game::drawScene() {
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// Вместо прямого рисования используем RenderSystem
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renderSystem.drawScene(gameObjects);
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}
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void Game::processTickCount() {
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if (lastTickCount == 0) {
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lastTickCount = SDL_GetTicks64();
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return;
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}
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newTickCount = SDL_GetTicks64();
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if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
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size_t delta = (newTickCount - lastTickCount > CONST_MAX_TIME_INTERVAL) ?
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CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
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gameObjects.updateScene(delta);
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lastTickCount = newTickCount;
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}
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}
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void Game::render() {
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SDL_GL_MakeCurrent(window, glContext);
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ZL::CheckGlError();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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drawScene();
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processTickCount();
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SDL_GL_SwapWindow(window);
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}
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void Game::update() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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Environment::exitGameLoop = true;
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}
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gameObjects.handleEvent(event);
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}
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render();
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}
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} // namespace ZL
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