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816 lines (625 loc) · 31.6 KB
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// +------------------------------------------------------------+
// | University Racer |
// | Projekt do PGR a GMU, FIT VUT v Brne, 2011 |
// +------------------------------------------------------------+
// | Autori: Tomáš Kimer, xkimer00@stud.fit.vutbr.cz |
// | Tomáš Sychra, xsychr03@stud.fit.vutbr.cz |
// | David Šabata, xsabat01@stud.fit.vutbr.cz |
// +------------------------------------------------------------+
#include "Game.h"
#include "Light.h"
#ifdef _DEBUG
#define new MYDEBUG_NEW
#endif
using namespace std;
#define UNUSED_SHADER_ATTR -1
#define WALK_SPEED 0.01f
#define STATICS_SCALE 0.05f
#define INTRO_TIME_MS 2000
////////////////////////////////////////////////////////////////////////////////
Game::Game(): mouseCaptured(false), drawWireframe(false), followCamera(true)
{
drawShadows = true; // stiny defaultne zapnute
gui = new Gui(windowWidth, windowHeight);
scene = new Scene(*this);
shadowVolumes = new ShadowVolumes();
}
Game::~Game()
{
delete gui;
delete scene;
delete shadowVolumes;
delete physics;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Event handlers
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
void Game::onInit()
{
BaseApp::onInit();
cout << "The Game is loading:" << endl;
cout << "- loading models" << endl;
// nacist modely
container = new ModelContainer;
// modely pro kresleni
BaseModel* chairs = container->load3DS("models/chairs.3ds");
BaseModel* e112 = container->load3DS("models/e112.3ds");
BaseModel* middesk = container->load3DS("models/desk-mid.3ds");
BaseModel* sidedesk = container->load3DS("models/desk-side.3ds");
BaseModel* car = container->load3DS("models/car.3ds");
BaseModel* wheel = container->load3DS("models/wheel.3ds");
BaseModel* plank = container->load3DS("models/plank.3ds");
BaseModel* checkpoint = container->load3DS("models/checkpoint.3ds");
cout << "- initializing physics" << endl;
physics = new Physics();
physics->AddCar(PhysicsUtils::btTransFrom(btVector3(36.2f, 8.95f, -21.7f), btQuaternion(btVector3(0, 1, 0), -M_PI/2.f))); // 0,2,5
//physics->AddRigidBody(5., PhysicsUtils::btTransFrom(btVector3(0, 3, 1)), new btBoxShape(btVector3(0.75,0.75,0.75)))->setAngularVelocity(btVector3(1,1,1)); // TODO konstruktor se neprelozi kvuli Debug.h
cout << "- setting up drawing queue" << endl;
// vykresli E112
if (1) {
container->addModel("e112", e112);
glm::mat4 modelmat = glm::scale(glm::vec3(STATICS_SCALE));
container->queueDraw(e112, modelmat);
physics->AddStaticModel(Physics::CreateStaticCollisionShapes(e112, STATICS_SCALE), PhysicsUtils::btTransFrom(btVector3(0, 0, 0)), false);
}
// vykresli zidle
if (1) {
container->addModel("chairs", chairs);
glm::mat4 scale = glm::scale(glm::vec3(STATICS_SCALE));
glm::mat4 rows[] = {
glm::translate(scale, glm::vec3(-740, 19, -70)),
glm::translate(scale, glm::vec3(-740, 39, -170)),
glm::translate(scale, glm::vec3(-740, 59, -270)),
glm::translate(scale, glm::vec3(-740, 79, -370)),
glm::translate(scale, glm::vec3(-740, 99, -470))
};
std::vector<btCollisionShape*> chairShapes = Physics::CreateStaticCollisionShapes(chairs, STATICS_SCALE);
for (unsigned int rowI = 0; rowI < 5; rowI++)
{
int offsetX = 0; // posunuti zidle na radku
for (unsigned int i = 0; i < 13; i++)
{
if (i == 3 || i == 10)
offsetX += 100;
glm::mat4 col = glm::translate(rows[rowI], glm::vec3(offsetX, 0, 0));
container->queueDraw(chairs, col); // jen testovaci; ulozi se index na posledni pridanou zidli
offsetX += 105;
physics->AddStaticModel(chairShapes, PhysicsUtils::btTransFrom(glm::scale(col, glm::vec3(1/STATICS_SCALE))), false);
}
}
}
// vykresli prostredni lavice
if (1) {
container->addModel("middesk", middesk);
glm::mat4 scale = glm::scale(glm::vec3(STATICS_SCALE));
glm::mat4 rows[] = {
glm::translate(scale, glm::vec3(-365, 13, -43)),
glm::translate(scale, glm::vec3(-365, 33, -143)),
glm::translate(scale, glm::vec3(-365, 53, -243)),
glm::translate(scale, glm::vec3(-365, 73, -343)),
glm::translate(scale, glm::vec3(-365, 93, -443))
};
std::vector<btCollisionShape*> middeskShapes = Physics::CreateStaticCollisionShapes(middesk, STATICS_SCALE);
for (unsigned int rowI = 0; rowI < 5; rowI++)
{
glm::mat4 col = glm::translate(rows[rowI], glm::vec3(0, 0, 0));
physics->AddStaticModel(middeskShapes, PhysicsUtils::btTransFrom(glm::scale(col, glm::vec3(1/STATICS_SCALE))), false);
container->queueDraw(middesk, col);
shadowVolumes->addModel(middesk, col);
}
}
// vykresli postranni lavice
if (1) {
container->addModel("sidedesk", sidedesk);
glm::mat4 scale = glm::scale(glm::vec3(STATICS_SCALE));
glm::mat4 rows[] = {
glm::translate(scale, glm::vec3(-785, 20, -15)),
glm::translate(scale, glm::vec3(-785, 40, -115)),
glm::translate(scale, glm::vec3(-785, 60, -215)),
glm::translate(scale, glm::vec3(-785, 80, -315)),
glm::translate(scale, glm::vec3(-785, 100, -415))
};
std::vector<btCollisionShape*> sidedeskShapes = Physics::CreateStaticCollisionShapes(sidedesk, STATICS_SCALE);
glm::vec3 otherside(1250, 0, 0);
for (unsigned int rowI = 0; rowI < 5; rowI++)
{
// leva strana (z pohledu z katedry)
glm::mat4 col = glm::translate(rows[rowI], glm::vec3(0, 0, 0));
container->queueDraw(sidedesk, col);
physics->AddStaticModel(sidedeskShapes, PhysicsUtils::btTransFrom(glm::scale(col, glm::vec3(1/STATICS_SCALE))), false);
// prava strana
glm::mat4 mat = glm::translate(col, otherside);
container->queueDraw(sidedesk, mat);
//shadowVolumes->addModel(sidedesk, mat);
physics->AddStaticModel(sidedeskShapes, PhysicsUtils::btTransFrom(glm::scale(mat, glm::vec3(1/STATICS_SCALE))), false);
}
}
// pro kazde svetlo v kontejneru pridat kouli, ktera ho znazornuje
if (1) {
BaseModel* sphere = container->load3DS("models/sphere.3ds");
container->addModel("lightsphere", sphere);
vector<Light> lights = container->getLights();
for (vector<Light>::iterator it = lights.begin(); it != lights.end(); it++)
{
glm::vec4 pos = (*it).Position();
glm::mat4 mat = glm::scale(glm::translate(pos.x, pos.y, pos.z), glm::vec3(0.001));
//glm::mat4 mat = glm::translate(glm::scale(glm::vec3(0.01)), pos.x, pos.y, pos.z);
container->queueDraw(sphere, mat);
shadowVolumes->addLight(glm::vec3(pos));
}
}
// pridat auto
if (1) {
container->addModel("car", car);
carQueueItem = container->queueDraw(car);
}
// pridat kola auta
if (1) {
container->addModel("wheel", wheel);
for (unsigned int i = 0; i < 4; i++)
wheelQueueItem[i] = container->queueDraw(wheel);
}
// pridat desticky
if (1) {
container->addModel("plank", plank);
std::vector<btCollisionShape*> plankShapes = Physics::CreateStaticCollisionShapes(plank);
glm::vec3 pos[] = {
glm::vec3(20.8f, 8.62f, -21.8f), //deska spojujici stoly nahore v pravo 1
glm::vec3(-21.36f, 6.82f, -21.8f), //deska v levo jede se na zem z horniho stolu
glm::vec3(-30.36f, 4.20f, -18.9f), //deska v v evo jede se smere dolu
glm::vec3(-20.8f, 4.0f, -17.0f), //po sjeti o patro nize prejizdime pres MOST (v levo)
glm::vec3(-6.36f, 3.19f, -13.95f), //deska uprosred jede se smerem dolu ve smeru jizdy
glm::vec3(-6.36f, 2.19f, -9.0f), //deska uprosred jede se smerem dolu ve smeru jizdy - ploska 2
glm::vec3(-19.5f, 3.50f, -7.0f), //deska v levo jede ze zeme nahoru na levy stul
glm::vec3(-36.85f, 5.10f, -4.00f), //ROURA DOLU MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-37.29f, 5.10f, -4.00f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-36.40f, 5.10f, -4.00f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-27.85f, 2.071f, 7.61f),//deska LEVO, SJEZD z LAVICE na LINO
glm::vec3(-17.725f, 0.273f, 20.0f), //vyjezd za katedru
glm::vec3(17.55f, 0.273f, 20.0f), //sjezd u katedry
glm::vec3(35.36f, 0.273f, 2.08f), //deska v pravo jede se smerem nahoru ve smeru jizdy - ploska 1
glm::vec3(24.3f, 2.47f, -2.0f), //deska v pravo jede ze zeme nahoru na prosredni stul
glm::vec3(-10.85f, 5.072f, -4.017f), //ROURA NAHORU 2 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-11.29f, 5.072f, -4.017f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-10.41, 5.072f, -4.017f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-10.85f, 6.07f, -9.02f), //ROURA NAHORU 3 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-11.29f, 6.07f, -9.02f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(-10.41f, 6.07f, -9.02f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(4.9f, 7.075f, -14.023f), //ROURA NAHORU 4 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(5.34f, 7.075f, -14.023f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(4.46f, 7.075f, -14.023f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(20.8f, 7.62f, -16.9), //deska spojujici stoly nahore v pravo 2 (ta niz)
glm::vec3(36.15f, 8.07f, -18.99f), //ROURA NAHORU 5 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(36.59f, 8.07f, -18.99f), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(35.71f, 8.07f, -18.99f) //deska PRAVO, SJEZD z LAVICE na LAVICI
};
glm::vec3 scale[] = {
glm::vec3(0.006,0.0006,0.009), //deska spojujici stoly nahore v pravo 1
glm::vec3(0.006,0.0006,0.0115), //deska v levo jede se na zem z horniho stolu
glm::vec3(0.006,0.0006,0.006), //deska v v evo jede se smere dolu
glm::vec3(0.006,0.0006,0.009), //po sjeti o patro nize prejizdime pres MOST (v levo)
glm::vec3(0.006,0.0006,0.006), //deska uprosred jede se smerem dolu ve smeru jizdy
glm::vec3(0.006,0.0006,0.006), //deska uprosred jede se smerem dolu ve smeru jizdy - ploska 2
glm::vec3(0.006,0.0006,0.015), //deska v levo jede ze zeme nahoru na levy stul
glm::vec3(0.0045,0.0006,0.006), //ROURA DOLU MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.007,0.0006,0.028),//deska LEVO, SJEZD z LAVICE na LINO
glm::vec3(0.006,0.0006,0.009), //vyjezd za katedru
glm::vec3(0.006,0.0006,0.009), //sjezd u katedry
glm::vec3(0.006,0.0006,0.009), //deska v pravo jede se smerem nahoru ve smeru jizdy - ploska 1
glm::vec3(0.006,0.0006,0.020), //deska v pravo jede ze zeme nahoru na prosredni stul
glm::vec3(0.0045,0.0006,0.006), //ROURA NAHORU 2 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0045,0.0006,0.006),//ROURA NAHORU 3 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0045,0.0006,0.006), //ROURA NAHORU 4 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.006,0.0006,0.009), //deska spojujici stoly nahore v pravo 2 (ta niz)
glm::vec3(0.0045,0.0006,0.006), //ROURA NAHORU 5 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::vec3(0.0009,0.0006,0.006) //deska PRAVO, SJEZD z LAVICE na LAVICI
};
glm::mat4 rot[] = {
glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), //deska spojujici stoly nahore v pravo 1
glm::rotate(glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), -30.f, glm::vec3(1.f,0.f,0.f)), //deska v levo jede se na zem z horniho stolu
glm::rotate(25.f, glm::vec3(1.f,0.f,0.f)), //deska v v evo jede se smere dolu
glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), //po sjeti o patro nize prejizdime pres MOST (v levo)
glm::rotate(25.f, glm::vec3(1.f,0.f,0.f)), //deska uprosred jede se smerem dolu ve smeru jizdy
glm::rotate(25.f, glm::vec3(1.f,0.f,0.f)), //deska uprosred jede se smerem dolu ve smeru jizdy - ploska 2
glm::rotate(glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), 27.f, glm::vec3(1.f,0.f,0.f)), //deska v levo jede ze zeme nahoru na levy stul
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //ROURA DOLU MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //deska LEVO, SJEZD z LAVICE na LINO
glm::rotate(glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), -15.f, glm::vec3(1.f,0.f,0.f)), //vyjezd za katedru
glm::rotate(glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), 15.f, glm::vec3(1.f,0.f,0.f)), //sjezd u katedry
glm::rotate(15.f, glm::vec3(1.f,0.f,0.f)), //deska v pravo jede se smerem nahoru ve smeru jizdy - ploska 1
glm::rotate(glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), 20.f, glm::vec3(1.f,0.f,0.f)), //deska v pravo jede ze zeme nahoru na prosredni stul
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //ROURA NAHORU 2 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)),//deska PRAVO, SJEZD z LAVICE na LAVICI
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //ROURA NAHORU 3 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska PRAVO, SJEZD z LAVICE na LAVICI
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //ROURA NAHORU 4 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska PRAVO, SJEZD z LAVICE na LAVICI
glm::rotate(90.f, glm::vec3(0.f,1.f,0.f)), //deska spojujici stoly nahore v pravo 2 (ta niz)
glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), //ROURA NAHORU 5 MEZI ZIDLEMA //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)), //deska LEVO, SJEZD z LAVICE na LAVICI
glm::rotate(glm::rotate(17.f, glm::vec3(1.f,0.f,0.f)), 90.f, glm::vec3(0.f,0.f,1.f)) //deska PRAVO, SJEZD z LAVICE na LAVICI
};
int arrLen = sizeof(pos) / sizeof(glm::vec3);
for(int i = 0; i < arrLen; i++) {
container->queueDraw(plank, glm::translate(pos[i]) * rot[i] * glm::scale(scale[i]));
physics->AddStaticModel(plankShapes, PhysicsUtils::btTransFrom(glm::translate(pos[i]) * rot[i]), true, btVector3(scale[i].x,scale[i].y,scale[i].z));
}
}
// vykresli checkpointy
if (1) {
container->addModel("checkpoint", checkpoint);
glm::mat4 rows[] = {
//prvni checkpoint
glm::rotate(glm::translate(glm::vec3(30.8f, 9.02f, -21.8f)), -90.f, glm::vec3(0, 1, 0)),
// druhy checkpoint
glm::rotate(glm::translate(glm::vec3(-10.8f, 9.02f, -21.8f)), -90.f, glm::vec3(0, 1, 0)),
// treti checkpoint
glm::rotate(glm::translate(glm::vec3(-30.36f, 5.43f, -20.7f)), 0.f, glm::vec3(0, 1, 0)),
// ctvrty checkpoint
glm::rotate(glm::translate(glm::vec3(-6.36f, 4.43f, -15.8f)), 0.f, glm::vec3(0, 1, 0)),
// paty checkpoint
glm::rotate(glm::translate(glm::vec3(-6.36f, 3.43f, -10.9f)), 0.f, glm::vec3(0, 1, 0)),
// sesty checkpoint
glm::rotate(glm::translate(glm::vec3(-16.36f, 2.41f, -7.f)), -90.f, glm::vec3(0, 1, 0)),
//sedmy checkpoint
glm::rotate(glm::translate(glm::vec3(-36.85f, 5.99f, -5.82f)), 0.f, glm::vec3(0, 1, 0)),
//osmy checkpoint
glm::rotate(glm::translate(glm::vec3(-27.85f, 4.99f, -0.8f)), 0.f, glm::vec3(0, 1, 0)),
//devaty checkpoint
glm::rotate(glm::translate(glm::vec3(-26.85f, 0.25f, 18.5f)), 45.f, glm::vec3(0, 1, 0)),
//desaty checkpoint
glm::rotate(glm::translate(glm::vec3(-18.725f, 0.25f, 20.0f)), 90.f, glm::vec3(0, 1, 0)),
//jedenacty checkpoint
glm::rotate(glm::translate(glm::vec3(14.725f, 1.25f, 20.0f)), 90.f, glm::vec3(0, 1, 0)),
//dvanacty checkpoint
glm::rotate(glm::translate(glm::vec3(35.36f, 0.25f, 3.1f)), 180.f, glm::vec3(0, 1, 0)),
//trinacty checkpoint
glm::rotate(glm::translate(glm::vec3(28.4f, 1.35f, -2.0f)), -90.f, glm::vec3(0, 1, 0)),
//ctrnacty checkpoint
glm::rotate(glm::translate(glm::vec3(-10.85f, 5.f, -2.3f)), 180.f, glm::vec3(0, 1, 0)),
//patnacty checkpoint
glm::rotate(glm::translate(glm::vec3(4.9f, 7.0f, -12.256f)), 180.f, glm::vec3(0, 1, 0)),
//sestnacty checkpoint
glm::rotate(glm::translate(glm::vec3(36.15f, 8.0f, -17.5f)), 180.f, glm::vec3(0, 1, 0))
};
int arrLen = sizeof(rows) / sizeof(glm::mat4);
for (int i = 0 ; i < arrLen ; i++) {
container->queueDraw(checkpoint, glm::scale(rows[i], glm::vec3(CHECKPOINT_SCALE)));
physics->Checkpoint().Add(PhysicsUtils::btTransFrom(rows[i]));
}
}
cout << "- constructing scene" << endl;
// vyrobit scenu
scene->addModelContainer(container);
scene->init();
cout << "- constructing shadow volumes" << endl;
// vygenerovat stinova telesa (pro vsechna svetla; nehlede na to jestli sviti nebo ne)
shadowVolumes->generate();
cout << "- done!" << endl;
// rozsvitit vsechna svetla
enabledLights = vector<bool>(shadowVolumes->getLightsCount(), true);
// nacist vsechny materialy
ShaderManager::loadPrograms();
// vychozi gui texty
Gui::POSITION pos = {Gui::TOP, Gui::LEFT};
guiTime = gui->addString(".", pos);
pos.left = Gui::RIGHT;
guiCheckpoint = gui->addString(".", pos);
// pomocny shader na kresleni car a na kresleni lavic bez generovaneho sumu
ShaderManager::loadProgram("line");
ShaderManager::loadProgram("glossy");
// po startu nepouzivat generovane textury - hodne zpomaluji
ShaderManager::addShaderSubstitution("desk", "glossy");
}
void Game::onWindowRedraw(const GameTime & gameTime)
{
BaseApp::onWindowRedraw(gameTime);
handleActiveKeys(gameTime);
// fyzika -------------------------------------------------
physics->StepSimulation(gameTime.Elapsed().ms() * 0.001f);
physics->Checkpoint().Collision(physics->GetCar()->GetVehicle()->getRigidBody(), gameTime);
glm::mat4 carMatrix = glm::scale(PhysicsUtils::glmMat4From(physics->GetCar()->GetWorldTransform()), glm::vec3(CAR_SCALE));
container->updateDrawingMatrix(carQueueItem, carMatrix);
if (followCamera)
{
btVector3 vel = physics->GetCar()->GetVehicle()->getRigidBody()->getLinearVelocity();
if (gameTime.Total() > INTRO_TIME_MS)
camera.Follow(carMatrix, glm::vec3(vel.x(), vel.y(), vel.z()), gameTime);
}
for (int i = 0; i < physics->GetCar()->GetVehicle()->getNumWheels(); i++)
{
physics->GetCar()->GetVehicle()->updateWheelTransform(i, true); //synchronize the wheels with the (interpolated) chassis worldtransform
glm::mat4 wheelMatrix = glm::scale(PhysicsUtils::glmMat4From(physics->GetCar()->GetVehicle()->getWheelInfo(i).m_worldTransform), glm::vec3(CAR_SCALE));
if (i == PhysicsCar::WHEEL_FRONTRIGHT || i == PhysicsCar::WHEEL_REARRIGHT)
wheelMatrix = glm::rotate(wheelMatrix, 180.f, glm::vec3(0.f, 1.f, 0.f));
container->updateDrawingMatrix(wheelQueueItem[i], wheelMatrix);
}
// ---------------------------------------------------------
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// pohledova a projekcni matice - pro kresleni stinovych teles
glm::mat4 mView = getCamera()->GetMatrix();
glm::mat4 mPerspective = glm::perspective(45.0f, (float)getWindowAspectRatio(), 0.1f, 1000.0f);
if (drawShadows)
{
// ===================================================================================================
// vicepruchodove kresleni se stencil stiny podle:
// http://www.angelfire.com/games5/duktroa/RealTimeShadowTutorial.htm
// vykreslit scenu ambientne se zapisem do z-bufferu ---------
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_BLEND); // vypnout blending (kreslime nejnizsi vrstvu)
glDepthMask(GL_TRUE); // zapisovat do z-bufferu
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // zapisovat do color bufferu
// vykreslit scenu ambientnimi slozkami vsech rozsvicenych svetel
scene->draw(true, false, enabledLights);
glBlendFunc(GL_ONE, GL_ONE); // budeme pricitat prispevky (difuzni+spekularni) od jednotlivych svetel
glDepthMask(GL_FALSE); // pri kresleni stinovych teles bude z-buffer read-only
glEnable(GL_STENCIL_TEST); // budeme pouzivat stencil buffer
// -----------------------------------------------------------
for (unsigned int lightI = 0; lightI < enabledLights.size(); lightI++)
{
// zhasnute svetla neni treba blendovat
if (enabledLights[lightI] == false)
continue;
glDisable(GL_BLEND); // nezapisovat barvu (pouze stencil)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClear(GL_STENCIL_BUFFER_BIT); // vycistit stencil
glDepthFunc(GL_LESS); // pouziti LESS by melo zabranit artefaktum
glStencilFunc(GL_ALWAYS, 0, 0); // stencil test vzdy projde
glCullFace(GL_FRONT); // kreslime odvracene facy
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); // inkrementujeme stencil, pokud z-test failne
shadowVolumes->draw( lightI, mView, mPerspective );
glCullFace(GL_BACK); // kreslime privracene facy
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP); // dekrementujeme stencil, pokud z-test failne
shadowVolumes->draw( lightI, mView, mPerspective );
// -----------------------------------------------------------
// vykreslit scenu normalne ----------------------------------
// We draw our lighting now that we created the shadows area in the stencil buffer
glDepthFunc(GL_LEQUAL); // we put it again to LESS or EQUAL (or else you will get some z-fighting)
glCullFace(GL_BACK); // we draw the front face
glEnable(GL_BLEND); // We enable blending
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // We enable color buffer
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Drawing will not affect the stencil buffer
glStencilFunc(GL_EQUAL, 0x0, 0xff); // And the most important thing, the stencil function. Drawing if equal to 0
// v poli priznaku rozsvitit jen jedno svetlo
vector<bool> lght = vector<bool>(enabledLights.size(), false);
lght[lightI] = true;
// vykreslit scenu osvetlenou pouze jednim svetlem a pouze difuznimi a spekularnimi slozkami
scene->draw(false, true, lght);
}
// ================================================================================================
}
// bezne vykresleni bez stinu
else {
scene->draw(true, true, enabledLights);
}
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
if (drawWireframe)
{
// vykreslit fyziku
physics->DebugDrawWorld();
drawLines(physics->GetDebugDrawer()->GetLines());
}
// ---------------------------------------
// Vykresleni ingame gui
#if 1
ostringstream time;
time << physics->Checkpoint().GetTime(gameTime); //physics->GetCar()->GetVehicle()->getCurrentSpeedKmHour(); //gameTime.Total();
gui->updateString(guiTime, time.str());
ostringstream checkpoint;
if (physics->Checkpoint().PassedFinish())
checkpoint << "R-restart";
else
checkpoint << "CP:" << physics->Checkpoint().PassedNum()+1 << "/" << physics->Checkpoint().Count();
gui->updateString(guiCheckpoint, checkpoint.str());
gui->draw();
#endif
// ---------------------------------------
SDL_GL_SwapBuffers();
}
void Game::drawLines(vector<PhysicsDebugDraw::LINE> & lines)
{
// vykresleni car -----------------------
glDisable(GL_CULL_FACE);
vector<GLfloat> vertices;
vector<GLuint> indices;
unsigned int indexI = 0;
for (vector<PhysicsDebugDraw::LINE>::iterator it = lines.begin(); it != lines.end(); it++)
{
PhysicsDebugDraw::LINE l = (*it);
vertices.push_back(l.a.x);
vertices.push_back(l.a.y);
vertices.push_back(l.a.z);
vertices.push_back(l.b.x);
vertices.push_back(l.b.y);
vertices.push_back(l.b.z);
indices.push_back(indexI);
indices.push_back(indexI + 1);
indexI += 2;
}
ShaderManager::PROGRAMBINDING activeBinding = ShaderManager::useProgram("line");
if (activeBinding.iEnabledLightsUniform != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.iEnabledLightsUniform);
if (activeBinding.vLightsUniform != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.vLightsUniform);
if (activeBinding.mMVInverseTranspose != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.mMVInverseTranspose);
if (activeBinding.normalAttrib != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.normalAttrib);
if (activeBinding.tangentAttrib != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.tangentAttrib);
if (activeBinding.texposAttrib != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.texposAttrib);
if (activeBinding.matParams.ambient != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.matParams.ambient);
if (activeBinding.matParams.diffuse != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.matParams.diffuse);
if (activeBinding.matParams.specular != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.matParams.specular);
if (activeBinding.matParams.shininess != UNUSED_SHADER_ATTR)
glDisableVertexAttribArray(activeBinding.matParams.shininess);
// vrcholy
glEnableVertexAttribArray(activeBinding.positionAttrib);
glVertexAttribPointer(activeBinding.positionAttrib, 3, GL_FLOAT, GL_FALSE, 0, (void*)&(vertices.at(0)));
// pohledova matice
glm::mat4 mView = getCamera()->GetMatrix();
glUniformMatrix4fv(activeBinding.mViewUniform, 1, GL_FALSE, glm::value_ptr(mView));
// modelova matice
glm::mat4 modelView = mView * glm::mat4(1.0);
glUniformMatrix4fv(activeBinding.mModelViewUniform, 1, GL_FALSE, glm::value_ptr(modelView));
// projekcni matice
glm::mat4 mProjection = glm::perspective(45.0f, (float)getWindowAspectRatio(), 0.1f, 1000.0f);
glm::mat4 mvp = mProjection * modelView;
glUniformMatrix4fv(activeBinding.mModelViewProjectionUniform, 1, GL_FALSE, glm::value_ptr(mvp));
// kresleni car
glDrawElements(GL_LINES, indices.size(), GL_UNSIGNED_INT, (void*)&(indices.at(0)));
lines.clear();
}
void Game::handleActiveKeys(const GameTime & gameTime)
{
bool wDown = ( find(activeKeys.begin(), activeKeys.end(), SDLK_w) != activeKeys.end() );
bool sDown = ( find(activeKeys.begin(), activeKeys.end(), SDLK_s) != activeKeys.end() );
bool aDown = ( find(activeKeys.begin(), activeKeys.end(), SDLK_a) != activeKeys.end() );
bool dDown = ( find(activeKeys.begin(), activeKeys.end(), SDLK_d) != activeKeys.end() );
// chceme aby byla rychlost pohybu nezavisla na fps
//float f_fps = float(1 / getFPS());
//float f_step = float(WALK_SPEED / f_fps);
//float f_step = float(WALK_SPEED / getFPS());
float f_step = gameTime.Elapsed().ms() * WALK_SPEED;
// vysledkem jsou slozky vektoru ve smerech X ("strafe", ne otaceni) a Z
float x = -( (-1.0f * aDown) + (1.0f * dDown) ) * f_step;
float z = ( (-1.0f * sDown) + (1.0f * wDown) ) * f_step;
camera.Move(x, 0.0f, z);
if ( find(activeKeys.begin(), activeKeys.end(), SDLK_UP) != activeKeys.end() )
physics->GetCar()->Forward();
if ( find(activeKeys.begin(), activeKeys.end(), SDLK_DOWN) != activeKeys.end() )
physics->GetCar()->Backward();
if ( find(activeKeys.begin(), activeKeys.end(), SDLK_SPACE) != activeKeys.end() )
physics->GetCar()->Brake();
if ( find(activeKeys.begin(), activeKeys.end(), SDLK_LEFT) != activeKeys.end() )
physics->GetCar()->TurnLeft();
if ( find(activeKeys.begin(), activeKeys.end(), SDLK_RIGHT) != activeKeys.end() )
physics->GetCar()->TurnRight();
}
void Game::onKeyDown(SDLKey key, Uint16 mod)
{
BaseApp::onKeyDown(key, mod);
// mezernik zamyka mys pro ovladani kamery
if (key == SDLK_m) {
mouseCaptured = !mouseCaptured;
SDL_ShowCursor(!mouseCaptured);
if (mouseCaptured)
SDL_WM_GrabInput(SDL_GRAB_ON);
else
SDL_WM_GrabInput(SDL_GRAB_OFF);
}
// TAB prepina mezi vyplnenym kreslenim a wireframe
if (key == SDLK_TAB) {
drawWireframe = !drawWireframe;
if (drawWireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// ENTER: vraceni auta na posledni projety checkpoint
if (key == SDLK_RETURN) {
if (physics->Checkpoint().FirstPassed())
physics->GetCar()->Reset(physics->Checkpoint().GetLastTrans());
else
physics->GetCar()->Reset(physics->GetCar()->GetInitialTransform());
camera.ResetFollow();
}
// R: reset po dokonceni zavodu
if (key == SDLK_r)
{
physics->Checkpoint().Reset();
physics->GetCar()->Reset(physics->GetCar()->GetInitialTransform());
camera.ResetFollow();
}
// F: follow kamera
if (key == SDLK_f)
followCamera = !followCamera;
// 1-9: rozsveceni a zhasinani svetel
if (key >= SDLK_1 && key <= SDLK_9) {
unsigned int lightI = key - SDLK_1;
if (enabledLights.size() > lightI)
enabledLights[lightI] = !enabledLights[lightI];
}
// F5 - zapnuti/vypnuti generovaneho sumu v shaderu desk lavic
if (key == SDLK_F5) {
const map<string, string>& substitutions = ShaderManager::getSubstitutions();
map<string, string>::const_iterator substIt = substitutions.find("desk");
if (substIt == substitutions.end()) {
ShaderManager::addShaderSubstitution("desk", "glossy");
// je potreba zkopirovat i materialove vlastnosti puvodniho povrchu
//ShaderManager::MATERIALPARAMS params = ShaderManager::getMaterialParams("desk");
//ShaderManager::setMaterialParams("desk_soft", params);
} else
ShaderManager::removeShaderSubstitution("desk");
}
// F6 - zapnuti/vypnuti stinovych teles, resp. stencil stinu
if (key == SDLK_F6) {
drawShadows = !drawShadows;
}
// F1 - zobrazit/skryt napovedu
if (key == SDLK_F1) {
showHelp = !showHelp;
}
}
void Game::onMouseMove(unsigned x, unsigned y, int xrel, int yrel, Uint8 buttons)
{
BaseApp::onMouseMove(x, y, xrel, yrel, buttons);
if(mouseCaptured) {
float vertAngle = -yrel * 0.001f;
float horizAngle = -xrel * 0.001f;
camera.Aim(vertAngle, horizAngle);
if (0) {
cout << "xrel: " << xrel << "\tyrel: " << yrel << endl;
camera.DebugDump();
}
}
}
void Game::onWindowResized(int w, int h)
{
BaseApp::onWindowResized(w, h);
gui->updateScreenDimensions(w, h);
}
string Game::statsString()
{
static unsigned int vertCount = 0;
static unsigned int faceCount = 0;
if (vertCount > 0 && faceCount > 0) {
ostringstream out;
out << vertCount << " vertices, " << faceCount << " faces";
return string(out.str());
}
if (scene->getModelContainers().size() > 0) {
for (vector<ModelContainer*>::iterator it = scene->getModelContainers().begin(); it != scene->getModelContainers().end(); it++)
{
vertCount += (*it)->verticesCount();
faceCount += (*it)->facesCount();
}
}
return "---";
}