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Copy pathRenderSystem.cpp
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484 lines (369 loc) · 18.3 KB
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#include "RenderSystem.h"
#include "Environment.h"
#include "Utils.h"
#include "Inventory.h"
#include <GL/gl.h>
#include <iostream>
namespace ZL {
void RenderSystem::initialize() {
/*
renderer.shaderManager.AddShaderFromFiles("default", "./default.vertex", "./default.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultHideCam", "./defaultHideCam.vertex", "./defaultHideCam.fragment");
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./defaultColor.vertex", "./defaultColor.fragment");
renderer.InitOpenGL();*/
}
void RenderSystem::drawScene(GameObjectManager& gameObjects) {
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(0.0f, 0.5f, 1.0f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, Environment::width, Environment::height);
if (Environment::gameIsLoading)
{
drawLoadingScreen(gameObjects);
}
else
if (Environment::finalIsBad || Environment::finalIsGood)
{
drawFinalScreen(gameObjects);
}
else
{
drawWorld(gameObjects);
glClear(GL_DEPTH_BUFFER_BIT);
//drawUI(gameObjects);
}
CheckGlError();
}
void RenderSystem::drawViola(GameObjectManager& gameObjects)
{
static const std::string defaultShaderName = "default";
static const std::string colorShaderName = "defaultColor";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string vColorName = "vColor";
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),
50, 10000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -100 * Environment::zoom });
renderer.RotateMatrix(QuatFromRotateAroundX(Environment::cameraAlpha));
//Go a little bit up to make camera at the position of Viola
renderer.TranslateMatrix({ 0, Environment::cameraDefaultVerticalShift, 0 });
//Viola stuff
renderer.ScaleMatrix(10);
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
renderer.RotateMatrix(QuatFromRotateAroundZ(M_PI));
if (Environment::violaCurrentAnimation == 0)
{
gameObjects.violaIdleModelMutable.AssignFrom(gameObjects.violaIdleModel.mesh);
gameObjects.violaIdleModelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, gameObjects.violaTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.violaIdleModelMutable);
}
else
{
gameObjects.violaWalkModelMutable.AssignFrom(gameObjects.violaWalkModel.mesh);
gameObjects.violaWalkModelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, gameObjects.violaTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.violaWalkModelMutable);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
}
void RenderSystem::drawWorld(GameObjectManager& gameObjects) {
static const std::string defaultShaderName = "default";
static const std::string colorShaderName = "defaultColor";
static const std::string hideCamShaderName = "defaultHideCam";
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
static const std::string vColorName = "vColor";
static const std::string textureUniformName = "Texture";
//static const std::string modelViewMatrixName = "modelView";
/*
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
*/
// Draw cone
//glBindTexture(GL_TEXTURE_2D, gameObjects.coneTexturePtr->getTexID());
//renderer.DrawVertexRenderStruct(gameObjects.coneMeshMutable);
//drawMonster(gameObjects);
//glClear(GL_DEPTH_BUFFER_BIT);
drawViola(gameObjects);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
Vector3f totalCameraTargetPos = Environment::characterPos - Vector3f{ 0, Environment::cameraDefaultVerticalShift, 0 };
renderer.RenderUniform3fv("targetPos", &totalCameraTargetPos.v[0]);
Vector3f cameraPos = Vector3f{ 0,0, 100 * Environment::zoom };
cameraPos = MultVectorMatrix(cameraPos, QuatToMatrix(QuatFromRotateAroundX(Environment::cameraAlpha)));
cameraPos = MultVectorMatrix(cameraPos, QuatToMatrix(QuatFromRotateAroundY(Environment::cameraPhi)));
cameraPos = cameraPos + totalCameraTargetPos;
renderer.RenderUniform3fv("eyePos", &cameraPos.v[0]);
//renderer.RenderUniform3fv("eyePos", &testVec2.v[0]);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
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 });
renderer.RotateMatrix(QuatFromRotateAroundX(Environment::cameraAlpha));
renderer.RotateMatrix(QuatFromRotateAroundY(Environment::cameraPhi));
renderer.TranslateMatrix(Environment::cameraShift);
//Go a little bit up to make camera at the position of Viola
renderer.TranslateMatrix({ 0, Environment::cameraDefaultVerticalShift, 0 });
// Draw active objects
/*drawObjects(gameObjects);
// Draw room
glBindTexture(GL_TEXTURE_2D, gameObjects.rooms[gameObjects.current_room_index].roomTexture->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.rooms[gameObjects.current_room_index].textMeshMutable);
if (gameObjects.current_room_index == 1 && Environment::goToLevel3 == false)
{
drawMonster(gameObjects);
}*/
//drawViola(gameObjects);
glBindTexture(GL_TEXTURE_2D, gameObjects.landTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.landMeshRender);
glBindTexture(GL_TEXTURE_2D, gameObjects.modelTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.modelMeshRender);
Matrix4f latestProjectionModelView = renderer.GetProjectionModelViewMatrix();
// Проверяем пересечение с мышью после расчета всех матриц
const_cast<GameObjectManager&>(gameObjects).checkMouseIntersection(
lastMouseX, lastMouseY, latestProjectionModelView);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
// Store matrix for UI rendering
currentProjectionModelView = latestProjectionModelView;
}
void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
// Устанавливаем нужный шейдер для UI (например, "default")
renderer.shaderManager.PushShader("default");
// Если шейдер ожидает атрибуты вершин, их нужно включить
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
// Отрисовка диалогового окна, если оно активно
if (gameObjects.isDialogActive && gameObjects.dialogTexturePtr) {
renderer.PushMatrix();
float xPos = Environment::width / 2.0f - 250; // Центрируем
float yPos = Environment::height / 2.0f - 125; // Центрируем
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
renderer.ScaleMatrix(Vector3f{10.5f, 10.5f, 1.0f}); // Увеличиваем размер
glBindTexture(GL_TEXTURE_2D, gameObjects.dialogTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable); // Используем 2D меш инвентаря
renderer.PopMatrix();
}
// Отрисовка диалогового окна батарейки
if (gameObjects.isBatteryDialogActive && gameObjects.batteryDialogTexturePtr) {
renderer.PushMatrix();
float xPos = Environment::width / 2.0f - 250; // Центрируем
float yPos = Environment::height / 2.0f - 125; // Центрируем
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
renderer.ScaleMatrix(Vector3f{10.5f, 10.5f, 1.0f}); // Увеличиваем размер
glBindTexture(GL_TEXTURE_2D, gameObjects.batteryDialogTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable); // Используем 2D меш инвентаря
renderer.PopMatrix();
}
//for (const auto* ao : gameObjects.aoMgr.findByHighlighted(true)) {
for (auto& ao : gameObjects.rooms[gameObjects.current_room_index].findByHighlighted(true)) {
std::cout << ao->name << std::endl;
std::cout << "Draw" << std::endl;
if (ao->activeObjectScreenTexturePtr) {
std::cout << "Found activeObjectScreenTexturePtr" << std::endl;
int screenX, screenY;
Vector3f objectPosPlusShift = ao->objectPos + Vector3f{ 0, -Environment::itemDefaultVerticalShift, 0 };
worldToScreenCoordinates(objectPosPlusShift, currentProjectionModelView,
Environment::width, Environment::height, screenX, screenY);
renderer.PushMatrix();
// Здесь можно использовать вычисленные screenX, screenY,
// но для теста оставляем фиксированное значение
renderer.TranslateMatrix(Vector3f{screenX + 0.f, screenY + 0.f, 0.0f});
glBindTexture(GL_TEXTURE_2D, ao->activeObjectScreenTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao->activeObjectScreenMeshMutable);
renderer.PopMatrix();
}
}
const auto& inventoryMap = ZL::ReturnInventory();
int i = 0;
for (const auto& [name, item] : inventoryMap) {
renderer.PushMatrix();
if (item.isSelected) {
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});
renderer.ScaleMatrix(Vector3f{1.5f, 1.5f, 1.0f});
glBindTexture(GL_TEXTURE_2D, item.texture->getTexID());
}
else {
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, item.texture->getTexID());
}
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
renderer.PopMatrix();
i++;
}
// Отрисовка кубиков
if (gameObjects.current_room_index == 0) {
for (int j = gameObjects.selectedCubes.size() - 1; j >= 0; j--) {
auto& cube = gameObjects.selectedCubes[j];
renderer.PushMatrix();
float xPos = (gameObjects.SELECTED_CUBE_MARGIN + 300.0f)
+ j * (gameObjects.SELECTED_CUBE_ICON_SIZE + gameObjects.SELECTED_CUBE_MARGIN);
float yPos = 500.0f;
renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
renderer.ScaleMatrix(Vector3f{2.8f, 2.8f, 1.0f});
glBindTexture(GL_TEXTURE_2D, cube.texture->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
renderer.PopMatrix();
}
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// Выключаем атрибуты, чтобы сохранить баланс
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
// Снимаем шейдер, тем самым балансируя стек
renderer.shaderManager.PopShader();
}
void RenderSystem::drawLoadingScreen(const GameObjectManager& gameObjects)
{
renderer.shaderManager.PushShader("default");
// Если шейдер ожидает атрибуты вершин, их нужно включить
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
glBindTexture(GL_TEXTURE_2D, gameObjects.loadingScreenTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(gameObjects.loadingScreenMeshMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// Выключаем атрибуты, чтобы сохранить баланс
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
// Снимаем шейдер, тем самым балансируя стек
renderer.shaderManager.PopShader();
}
void RenderSystem::drawFinalScreen(const GameObjectManager& gameObjects)
{
renderer.shaderManager.PushShader("default");
// Если шейдер ожидает атрибуты вершин, их нужно включить
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
if (Environment::finalIsBad)
{
glBindTexture(GL_TEXTURE_2D, gameObjects.finalBadTexturePtr->getTexID());
}
else
{
glBindTexture(GL_TEXTURE_2D, gameObjects.finalGoodTexturePtr->getTexID());
}
renderer.DrawVertexRenderStruct(gameObjects.loadingScreenMeshMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// Выключаем атрибуты, чтобы сохранить баланс
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
// Снимаем шейдер, тем самым балансируя стек
renderer.shaderManager.PopShader();
}
void RenderSystem::drawMonster(const GameObjectManager& gameObjects)
{
renderer.shaderManager.PushShader("default");
static const std::string vPositionName = "vPosition";
static const std::string vTexCoordName = "vTexCoord";
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushProjectionMatrix(static_cast<float>(Environment::width),
static_cast<float>(Environment::height));
renderer.PushMatrix();
renderer.LoadIdentity();
std::cout << "Found activeObjectScreenTexturePtr" << std::endl;
int screenX, screenY;
Vector3f objectPosPlusShift = Vector3f{ -300, 50, -70 };
worldToScreenCoordinates(objectPosPlusShift, currentProjectionModelView,
Environment::width, Environment::height, screenX, screenY);
renderer.PushMatrix();
// Здесь можно использовать вычисленные screenX, screenY,
// но для теста оставляем фиксированное значение
renderer.TranslateMatrix(Vector3f{ screenX + 0.f, screenY + 0.f, 0.0f });
if (Environment::monsterState == 0)
{
glBindTexture(GL_TEXTURE_2D, gameObjects.monsterTexturePtr1->getTexID());
}
else
{
glBindTexture(GL_TEXTURE_2D, gameObjects.monsterTexturePtr2->getTexID());
}
renderer.DrawVertexRenderStruct(gameObjects.monsterScreenMeshMutable);
renderer.PopMatrix();
renderer.PopMatrix();
renderer.PopProjectionMatrix();
// Выключаем атрибуты, чтобы сохранить баланс
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
// Снимаем шейдер, тем самым балансируя стек
renderer.shaderManager.PopShader();
}
void RenderSystem::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);
}
void RenderSystem::drawObjects(GameObjectManager& gameObjects){
for (const auto& ao : gameObjects.activeObjects) {
renderer.PushMatrix();
renderer.TranslateMatrix(ao.objectPos);
glBindTexture(GL_TEXTURE_2D, ao.activeObjectTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(ao.activeObjectMeshMutable);
renderer.PopMatrix();
}
}
} // namespace ZL