SQCSimulator2023/SQCSim2021/engine.cpp
2023-09-30 14:46:54 -04:00

625 lines
18 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#include "engine.h"
Engine::Engine() {}
Engine::~Engine() {
m_world.CleanUpWorld(m_renderCount, true);
for (int x = 0; x < WORLD_SIZE_X; ++x)
for (int y = 0; y < WORLD_SIZE_Y; ++y)
if (m_world.GetChunks().Get(x, y))
m_world.GetChunks().Get(x, y)->~Chunk();
}
void Engine::Init() {
GLenum glewErr = glewInit();
if (glewErr != GLEW_OK) {
std::cerr << " ERREUR GLEW : " << glewGetErrorString(glewErr) << std::endl;
abort();
}
glDisable(GL_FRAMEBUFFER_SRGB);
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (float)Width() / (float)Height(), 0.1f, VIEW_DISTANCE);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_SUBTRACT);
//
// Objet de skybox avec sa propre texture et son propre shader!
m_skybox.Init(0.2f);
// Objet de musique!
//m_audio.ToggleMusicState();
// Array pour les balles.
for (int x = 0; x < MAX_BULLETS; ++x)
m_bullets[x] = nullptr;
uint64_t seed = SEED;
std::string playname = "La Chienne à Jacques";
if (NETWORK_TEST) { // Test connexion réseau.
if (!m_conn.Init()) {
if (!m_conn.Connect(SRV_ADDR, playname)) {
// setup jeu en réseau.
std::cout << "ID reçu du serveur: " << std::to_string(m_conn.getId()) << "!" << std::endl;
std::cout << "Seed reçu du serveur: " << std::to_string(m_conn.getSeed()) << "!" << std::endl;
seed = m_conn.getSeed();
}
else std::cout << "Erreur de connexion." << std::endl;
}
else std::cout << "Erreur de création de socket." << std::endl;
}
m_world.SetSeed(seed);
// Init Chunks
m_world.GetChunks().Reset(nullptr);
// Gestion de souris.
CenterMouse();
HideCursor();
}
void Engine::DeInit() {}
void Engine::LoadResource() {
LoadTexture(m_skybox.GetTexture(), TEXTURE_PATH "skybox.png", true);
LoadTexture(m_textureCrosshair, TEXTURE_PATH "cross.bmp", true);
LoadTexture(m_textureFont, TEXTURE_PATH "font.bmp", true);
LoadTexture(m_textureGun, TEXTURE_PATH "gun01.png", false);
TextureAtlas::TextureIndex texDirtIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal3.png");
TextureAtlas::TextureIndex texIceIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "metal2.png");
TextureAtlas::TextureIndex texGrassIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "grass.png");
TextureAtlas::TextureIndex texMetalIndex = m_textureAtlas.AddTexture(TEXTURE_PATH "dirt.png");
if (!m_textureAtlas.Generate(TEXTURE_SIZE, false)) {
std::cout << " Unable to generate texture atlas ..." << std::endl;
abort();
}
float u, v, s;
m_textureAtlas.TextureIndexToCoord(texDirtIndex, u, v, s, s);
m_blockinfo[BTYPE_DIRT] = new BlockInfo(BTYPE_DIRT, "Dirt", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texGrassIndex, u, v, s, s);
m_blockinfo[BTYPE_GRASS] = new BlockInfo(BTYPE_GRASS, "Grass", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texMetalIndex, u, v, s, s);
m_blockinfo[BTYPE_METAL] = new BlockInfo(BTYPE_METAL, "Metal", u, v, s, 1);
m_textureAtlas.TextureIndexToCoord(texIceIndex, u, v, s, s);
m_blockinfo[BTYPE_ICE] = new BlockInfo(BTYPE_ICE, "Ice", u, v, s, 1);
std::cout << " Loading and compiling shaders ..." << std::endl;
if (!m_shader01.Load(SHADER_PATH "shader01.vert", SHADER_PATH "shader01.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
if (!m_skybox.GetShader().Load(SHADER_PATH "skybox.vert", SHADER_PATH "skybox.frag", true)) {
std::cout << " Failed to load shader " << std::endl;
exit(1);
}
}
void Engine::UnloadResource() {}
void Engine::DisplayCrosshair() {
m_textureCrosshair.Bind();
static const int crossSize = 32;
glLoadIdentity();
glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0);
glTexCoord2f(1, 0);
glVertex2i(crossSize, 0);
glTexCoord2f(1, 1);
glVertex2i(crossSize, crossSize);
glTexCoord2f(0, 1);
glVertex2i(0, crossSize);
glEnd();
}
void Engine::DisplayCurrentItem() {
}
void Engine::DisplayHud(int timer) {
glBindTexture(GL_TEXTURE_2D, 0);
glLoadIdentity();
glDisable(GL_BLEND);
// Barre HP
float fBarWidth = Width() / 4;
float fBarHeight = Height() / 25;
float fPosX = Width() / 20;
float fPosY = Height() - (Height() - (fBarHeight * 4));
float playerHp = m_player.GetHP();
float facteurOmbrage = m_displayInfo ? 0.5f : 1.0f;
// Arrière-plan (Barre HP)
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
//TODO: Associer avec méchanique de vie du joueur
// Barre HP
glColor3f(0.0f * facteurOmbrage, 1.0f * facteurOmbrage, 0.0f * facteurOmbrage);
glBegin(GL_QUADS);
glVertex2f(fPosX, fPosY - fBarHeight); // Bas-Gauche
glVertex2f(fPosX + fBarWidth * playerHp, fPosY - fBarHeight); // Bas-Droite
glVertex2f(fPosX + fBarWidth * playerHp, fPosY); // Haut-Droite
glVertex2f(fPosX, fPosY); // Haut-Gauche
glEnd();
// Barre équip
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0f * facteurOmbrage, 1.0f * facteurOmbrage, 1.0f * facteurOmbrage);
m_textureGun.Bind();
float margin = Width() * 0.05;
float itemWidth = Width() * 0.33;
float itemHeight = itemWidth / 2.208;
float startX = Width() - itemWidth - margin;
float startY = margin;
glTranslated(startX, startY, 0);
glBegin(GL_QUADS);
glTexCoord2f(1, 0); glVertex2i(0, 0);
glTexCoord2f(0, 0); glVertex2i(itemWidth, 0);
glTexCoord2f(0, 1); glVertex2i(itemWidth, itemHeight);
glTexCoord2f(1, 1); glVertex2i(0, itemHeight);
glEnd();
glDisable(GL_BLEND);
// Username
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor3f(1.0f, 1.0f, 1.0f);
float scale = GetScale();
m_textureFont.Bind();
std::ostringstream ss;
ss << m_player.GetUsername();
PrintText(fPosX, fPosY, scale, ss.str());
//Countdown
ss.str("");
ss << "Time: " << (int)(timer / 60) << ":" << std::setw(2) << std::setfill('0') << timer % 60;
PrintText(Width() - Width() * 0.15, Height() - (Height() / 19.2), scale, ss.str());
}
void Engine::DisplayInfo(float elapsedTime, BlockType bloc) {
// Bind de la texture pour le font
m_textureFont.Bind();
std::ostringstream ss;
float scale = GetScale();
unsigned int x = Width() / 25;
ss << " Fps : " << GetFps(elapsedTime);
PrintText(x, Height() - (Height() / 19.2), scale, ss.str());
ss.str("");
ss << " Rendered Chunks : " << m_renderCount;
PrintText(x, Height() - (Height() / 13.7), scale, ss.str());
ss.str("");
ss << " To-Be-Deleted Chunks : " << m_world.GettbDeleted();
PrintText(x, Height() - (Height() / 10.7), scale, ss.str());
ss.str("");
ss << " Velocity : " << m_player.GetVelocity(); // IMPORTANT : on utilise l operateur << pour afficher la position
PrintText(x, Height() / 48, scale, ss.str());
ss.str("");
ss << " Direction : " << m_player.GetDirection();
PrintText(x, Height() / 24, scale, ss.str());
ss.str("");
ss << " Position : " << m_player.GetPosition();
PrintText(x, Height() / 16, scale, ss.str());
ss.str("");
ss << " Block : ";
if (bloc == BTYPE_LAST)
ss << "Weapon.";
else ss << (int)bloc;
PrintText(x, Height() / 12, scale, ss.str());
}
void Engine::DrawHud(float elapsedTime, BlockType bloc) {
// Setter le blend function, tout ce qui sera noir sera transparent
glDisable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBlendEquation(GL_FUNC_ADD);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, Width(), 0, Height(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int timer = GetCountdown(elapsedTime);
if (m_displayInfo) {
DisplayInfo(elapsedTime, bloc);
}
if (m_displayHud) {
DisplayHud(timer);
}
if (m_displayCrosshair) {
DisplayCrosshair();
}
// Reset du blend function
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void Engine::PrintText(float x, float y, float scale, const std::string& t) {
glLoadIdentity();
glTranslated(x, y, 0);
for (unsigned int i = 0; i < t.length(); ++i) {
float left = (float)((t[i] - 32) % 16) / 16.f;
float top = (float)((t[i] - 32) / 16) / 16.f;
top += .5f;
glBegin(GL_QUADS);
glTexCoord2f(left, 1.f - top - .0625f); glVertex2f(0, 0);
glTexCoord2f(left + .0625f, 1.f - top - .0625f); glVertex2f(12 * scale, 0);
glTexCoord2f(left + .0625f, 1.f - top); glVertex2f(12 * scale, 12 * scale);
glTexCoord2f(left, 1.f - top); glVertex2f(0, 12 * scale);
glEnd();
glTranslated(8 * scale, 0, 0);
}
}
float Engine::GetScale() const {
float widthRatio = Width() / BASE_WIDTH;
float heightRatio = Height() / BASE_HEIGHT;
return (widthRatio + heightRatio) / 2.0f;
}
int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
int Engine::GetCountdown(float elapsedTime) {
if (m_resetcountdown)
{
m_countdown = m_time + COUNTDOWN;
m_resetcountdown = false;
}
if (m_countdown < m_time)
Stop();
if(!m_stopcountdown)
m_time += elapsedTime;
return m_countdown - (int)m_time;
}
void Engine::Render(float elapsedTime) {
//static float gameTime = elapsedTime;
static irrklang::ISound* step; // Pour les sons de pas.
static float pollTime = 0;
static float bulletTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
//gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
Transformation skybox;
Vector3f vstep;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
static bool leftright = false;
if (pollTime >= .005f) {
Player::Sound snd = m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), &m_world, elapsedTime);
switch (snd) {
case Player::Sound::STEP:
if (leftright)
vstep = Vector3f(m_player.GetPosition().x + m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z + m_player.GetDirection().x);
else vstep = Vector3f(m_player.GetPosition().x - m_player.GetDirection().z, m_player.GetPosition().y - 1.7f, m_player.GetPosition().z - m_player.GetDirection().x);
m_audio.Create3DAudioObj(step, AUDIO_PATH "step.wav", vstep, m_player.GetVelocity(), .8f);
leftright = !leftright;
break;
case Player::Sound::FALL:
m_audio.Create3DAudioObj(step, AUDIO_PATH "hit.wav", m_player.GetPosition(), m_player.GetVelocity(), 1.f);
break;
default: break;
}
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
// son vecteur de vélocité (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
// (donc l'objet ne bouge pas relativement au joueur, ce qui est pratique pour une skybox!).
if (m_mouseWU) bloc++;
else if (m_mouseWD) bloc--;
if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST équipe l'arme.
m_mouseWU = m_mouseWD = false;
if (m_mouseL) {
if (bloc != BTYPE_LAST)
m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
else if (bulletTime <= 0.f) {
for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
if (!m_bullets[x]) {
m_bullets[x] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
break;
}
else if (x == MAX_BULLETS - 1) { // S'il y a pas d'espace dans l'array, prendre la place de la première balle de l'array.
m_bullets[0]->~Bullet();
m_bullets[0] = new Bullet(m_player.GetPOV() + m_player.GetDirection(), m_player.GetDirection());
}
bulletTime = .1f;
m_audio.Create3DAudioObj(m_powpow, AUDIO_PATH "windowsaccount.wav", m_player.GetPOV(), m_player.GetDirection() * 10, .5f);
if (m_flash) { // Coupe le rendering et affiche un frame blanc, pour simuler un flash.
glClearColor(.8f, .8f, .8f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glClearColor(0.f, 0.f, 0.f, 1.f);
return;
}
}
}
else if (m_mouseR)
m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
for (int x = 0; x < MAX_BULLETS; ++x) // Array de bullets en jeu.
if (m_bullets[x])
if (m_bullets[x]->Update(&m_world, elapsedTime)) {
m_bullets[x]->~Bullet();
m_bullets[x] = nullptr;
}
m_wrenderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
m_world.Update(m_bullets, m_player.GetPosition(), m_blockinfo);
m_wrenderer.UpdateWorld(&m_world, m_player.GetPosition(), m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);
DrawHud(elapsedTime, bloc);
static bool fell = false;
if (m_player.GetPosition().y < 1.7f && !fell) {
m_audio.Create3DAudioObj(m_scream, AUDIO_PATH "scream.wav", m_player.GetPOV(), m_player.GetVelocity(), 1.f);
fell = true;
}
else if (m_player.GetPosition().y < -20.f) {
m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f)); // Respawn si le bonho- joueur tombe en bas du monde.
fell = false;
}
}
void Engine::KeyPressEvent(unsigned char key) {
switch (key) {
case 0: // A - Gauche
if (!m_keyA) {
m_keyA = true;
}
break;
case 3: // D - Droite
if (!m_keyD) {
m_keyD = true;
}
break;
case 18: // S - Reculer
if (!m_keyS) {
m_keyS = true;
}
break;
case 22: // W - Avancer
if (!m_keyW) {
m_keyW = true;
}
break;
case 36: // ESC - Quitter
Stop();
break;
case 57: // Space - Sauter
if (!m_keySpace) {
m_keySpace = true;
}
break;
case 94: // F10 - Plein écran
IsFullscreen() ? SetFullscreen(false) : SetFullscreen(true);
//SetFullscreen(!IsFullscreen());
break;
case 2: // C - Ignorer
break;
case 5: // F - Ignorer
break;
case 6: // G - Ignorer
break;
case 12: // M - Ignorer
break;
case 7: // H - Ignorer
break;
case 8: // I - Ignorer
break;
case 17: // R - Ignorer
break;
case 19: // T - Ignorer
break;
case 24: // Y - Ignorer
break;
case 255: // Fn - Ignorer
break;
default:
std::cout << "Unhandled key: " << (int)key << std::endl;
}
}
void Engine::KeyReleaseEvent(unsigned char key) {
switch (key) {
case 0: // A - Stop gauche
m_keyA = false;
break;
case 2: // C - Toggle crosshair
m_displayCrosshair = !m_displayCrosshair;
std::cout << "DISPLAY CROSSHAIR " << (m_displayCrosshair ? "enabled" : "disabled") << std::endl;
break;
case 3: // D - Stop droite
m_keyD = false;
break;
case 5: // F - Toggle flash
m_flash = !m_flash;
break;
case 6: // G - Toggle Stop Countdown
m_stopcountdown = !m_stopcountdown;
std::cout << "STOP COUNTDOWN " << (m_stopcountdown ? "enabled" : "disabled") << std::endl;
break;
case 7: // H - Toggle HUD
m_displayHud = !m_displayHud;
std::cout << "DISPLAY HUD " << (m_displayHud ? "enabled" : "disabled") << std::endl;
break;
case 8: // I - Toggle render data
m_displayInfo = !m_displayInfo;
std::cout << "DISPLAY INFO " << (m_displayInfo ? "enabled" : "disabled") << std::endl;
break;
case 12: // M - Toggle music
m_audio.ToggleMusicState();
break;
case 17: // R - Toggle skybox
m_isSkybox = !m_isSkybox;
break;
case 18: // S - Stop reculer
m_keyS = false;
break;
case 19: // T -Reset countdown
m_resetcountdown = true;
std::cout << "RESET COUNTDOWN" << std::endl;
break;
case 22: // W - Stop avancer
m_keyW = false;
break;
case 24: // Y - Wireframe
m_wireframe = !m_wireframe;
if (m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 57: // Espace - Stop sauter
m_keySpace = false;
break;
}
}
void Engine::MouseMoveEvent(int x, int y) {
m_player.TurnLeftRight(x - (Width() / 2));
m_player.TurnTopBottom(y - (Height() / 2));
// Centrer la souris seulement si elle n'est pas déjà centrée
// Il est nécessaire de faire la vérification pour éviter de tomber
// dans une boucle infinie où l'appel à CenterMouse génère un
// MouseMoveEvent, qui rapelle CenterMouse qui rapelle un autre
// MouseMoveEvent, etc
if (x == (Width() / 2) && y == (Height() / 2))
return;
CenterMouse();
}
void Engine::MousePressEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = true;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = true;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = true;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = true;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = true;
break;
case MOUSE_BUTTON_NONE: break;
}
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON& button, int x, int y) {
switch (button) {
case MOUSE_BUTTON_LEFT:
m_mouseL = false;
m_block = false;
break;
case MOUSE_BUTTON_RIGHT:
m_mouseR = false;
m_block = false;
break;
case MOUSE_BUTTON_MIDDLE:
m_mouseC = false;
break;
case MOUSE_BUTTON_WHEEL_UP:
m_mouseWU = false;
break;
case MOUSE_BUTTON_WHEEL_DOWN:
m_mouseWD = false;
break;
case MOUSE_BUTTON_NONE: break;
}
}
bool Engine::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError) {
texture.Load(filename, useMipmaps);
if (!texture.IsValid()) {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
Stop();
return false;
}
return true;
}