526 lines
21 KiB
C++
526 lines
21 KiB
C++
#include "Engine.h"
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// ============================================================================
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// Standard library
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// ============================================================================
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#include <iostream>
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#include <vector>
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#include <random>
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#include <memory>
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#include <type_traits>
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// ============================================================================
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// OpenGL
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// ============================================================================
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// ============================================================================
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// Math
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// ============================================================================
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/quaternion.hpp>
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// ============================================================================
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// Third party
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// ============================================================================
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#include <ft2build.h>
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#include FT_FREETYPE_H
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// ============================================================================
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// Engine — core
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// ============================================================================
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#include "common.h"
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#include "Window.h"
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#include "Camera.h"
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#include "Keyboard.h"
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#include "Mouse.h"
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#include "Physics.h"
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#include "RenderSystem.h"
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#include "SoundSystem.h"
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#include "ResourceManager.h"
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#include "tFunctions.h"
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#include "Debug.h"
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// Rendering
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#include "shaderClass.h"
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#include "VBO.h"
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#include "VAO.h"
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#include "EBO.h"
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#include "FBO.h"
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#include "texture.h"
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#include "Material.h"
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#include "Mesh.h"
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#include "Model.h"
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#include "Cubemap.h"
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#include "QuadVertices.h"
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#include "Particle.h"
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#include "Lighting.h"
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#include "DirLight.h"
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// Scene
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#include "Folder.h"
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#include "Sound.h"
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#include "Gui.h"
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#include "font.h"
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// Character / animation
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#include "Rig.h"
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#include "Animator.h"
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#include "Character.h"
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#include "DefaultBodyComponents.h"
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#include "BodyComponentActions.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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// ============================================================================
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// Constructor — window, callbacks, systems, shaders
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// ============================================================================
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Engine::Engine()
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{
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engine = this;
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glfwSetFramebufferSizeCallback(window->handle, framebuffer_size_callback);
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glfwSetCursorPosCallback(window->handle, mouse_callback);
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glfwSetScrollCallback(window->handle, scroll_callback);
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glfwSetKeyCallback(window->handle, key_callback);
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glfwSetMouseButtonCallback(window->handle, mouse_button_callback);
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glfwSwapInterval(1);
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rendersystem = new RenderSystem();
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rendersystem->Initialize();
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physicsengine = new Physics();
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mainf = new Folder();
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camera = new Camera();
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camera->t.TranslateTo({ 0.0f, 5.0f, 0.0f });
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rendersystem->RigShader = new Shader("shaders/rig.vert", "shaders/default.frag");
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rendersystem->MeshShader = new Shader("shaders/default.vert", "shaders/default.frag");
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rendersystem->MeshShadowShader = new Shader("shaders/meshshadow.vert", "shaders/shadow.frag");
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rendersystem->RigShadowShader = new Shader("shaders/rigshadow.vert", "shaders/shadow.frag");
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rendersystem->SkyboxShader = new Shader("shaders/skybox.vert", "shaders/skybox.frag");
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rendersystem->ScreenShader = new Shader("shaders/ScreenShader.vert", "shaders/ScreenShader.frag");
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rendersystem->ImageBoxShader = new Shader("shaders/ImageBox.vert", "shaders/ImageBox.frag");
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rendersystem->BoxShader = new Shader("shaders/Box.vert", "shaders/Box.frag");
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rendersystem->Text2DShader = new Shader("shaders/2DText.vert", "shaders/2DText.frag");
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rendersystem->ParticleShader = new Shader("shaders/Particle.vert", "shaders/Particle.frag");
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}
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// ============================================================================
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// Initiate — scene setup + game loop
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// ============================================================================
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void Engine::Initiate()
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{
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// ------------------------------------------------------------------------
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// Assets
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// ------------------------------------------------------------------------
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Font* arial = new Font("assets/ft/arial.ttf");
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Texture* blanktex = new Texture("assets/blanktexture.png");
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Texture* magic = new Texture("assets/itsmagicbitch.jpg");
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Texture* snowflake = new Texture("assets/snowflake.png");
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Texture* leontex = new Texture("assets/revolvertex.png");
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// ------------------------------------------------------------------------
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// Shared rig + animations
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// ------------------------------------------------------------------------
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Rig* testrig = new Rig("assets/rig.glb");
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Animation* testanimation = new Animation("assets/walkanim.glb");
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Animation* punchanim = new Animation("assets/punchanim.glb");
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// ------------------------------------------------------------------------
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// Player character
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// ------------------------------------------------------------------------
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Character* testcharacter = new Character();
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testcharacter->name = "character";
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testcharacter->castshadow = true;
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testcharacter->body->t.ScaleBy({ 0.5f, 1.8f, 0.5f });
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testcharacter->body->t.TranslateTo({ 0.0f, 0.9f, 0.0f });
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testcharacter->body->SetRig(testrig);
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// Base animator (weight 0) — walk, looped
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testcharacter->body->SetAnimation(testanimation);
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testcharacter->body->animator->loops = true;
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// Punch animator (weight 1) — one-shot, starts stopped
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Animator* punchAnimator = testcharacter->body->AddAnimator(1);
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punchAnimator->loops = false;
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punchAnimator->SetAnimation(punchanim);
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punchAnimator->StopAnimation();
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testcharacter->BindToRenderSystem();
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p* characterBody = new p(testcharacter->body);
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characterBody->mass = 80.0f;
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characterBody->lockRotation = true;
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characterBody->friction = 0.0f;
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physicsengine->AddObject(characterBody);
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// ------------------------------------------------------------------------
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// NPC
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// ------------------------------------------------------------------------
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Character* npc = new Character();
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npc->name = "npc";
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npc->castshadow = true;
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npc->body->t.ScaleBy({ 0.5f, 1.8f, 0.5f });
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npc->body->t.TranslateTo({ 3.0f, 0.9f, 3.0f });
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npc->body->SetRig(testrig);
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npc->body->SetAnimation(testanimation);
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npc->BindToRenderSystem();
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p* npcBody = new p(npc->body);
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npcBody->mass = 80.0f;
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npcBody->lockRotation = true;
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npcBody->friction = 0.0f;
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physicsengine->AddObject(npcBody);
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// ------------------------------------------------------------------------
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// Rain particles
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// ------------------------------------------------------------------------
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ParticleEmitter* rain = new ParticleEmitter();
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rain->name = "rain";
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rain->tex = snowflake;
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rain->opaque = false;
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rain->speed = 35.0f;
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rain->lifespan = 0.6f;
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rain->angularvelocity = { 0.0f, 0.0f, glm::radians(10.0f) };
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rain->size = { 0.04f, 0.4f, 0.0f };
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rain->emitangle = { glm::radians(60.0f), glm::radians(360.0f), glm::radians(60.0f) };
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rain->facecamera = false;
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rain->color = { 1.0f, 1.0f, 1.0f, 1.0f };
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rain->emitdirection = ParticleEmitter::EmitDirection::Perpendicular;
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rain->t.TranslateTo({ 0.0f, 10.0f, 0.0f });
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rain->t.RotateToQuaternion(glm::quat(glm::vec3(glm::radians(85.0f), 0.0f, 0.0f)));
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rain->BindToRenderSystem();
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mainf->AddChild(rain);
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// ------------------------------------------------------------------------
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// 3D audio
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// ------------------------------------------------------------------------
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Sound* music = new Sound();
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music->name = "music";
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music->LoadSound("assets/fs.wav", true);
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music->Update3DPosition(0.0f, 0.0f, 0.0f);
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music->PlayTrack(true);
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mainf->AddChild(music);
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// ------------------------------------------------------------------------
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// GUI
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// ------------------------------------------------------------------------
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Box* crosshair = new Box();
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crosshair->Color = { 0.0f, 0.0f, 0.0f };
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crosshair->t2d.center = { 0.5f, 0.5f };
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crosshair->t2d.position = { 0.5f, 0.5f, 0.0f, 0.0f };
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crosshair->t2d.size = { 0.0f, 0.0f, 4.0f, 4.0f };
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crosshair->BindToRenderSystem();
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TextBox* tb = new TextBox();
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tb->font = arial;
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tb->text = "ASDASD\nASDASD\nADSADSA";
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tb->fontsize = 0.5f;
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tb->Color = { 0.0f, 0.0f, 0.0f };
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tb->t2d.position = { 0.5f, 0.5f, 0.0f, 0.0f };
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tb->t2d.center = { 0.0f, 0.0f };
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tb->textCenter = { 0.0f, 0.5f };
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tb->t2d.size = { 0.2f, 0.1f, 0.0f, 0.0f };
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tb->BindToRenderSystem();
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TextBox* fpsCounter = new TextBox();
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fpsCounter->font = arial;
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fpsCounter->text = "TEST1231231123";
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fpsCounter->fontsize = 0.5f;
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fpsCounter->Color = { 0.0f, 0.0f, 0.0f };
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fpsCounter->t2d.position = { 1.0f, 0.0f, 0.0f, 0.0f };
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fpsCounter->t2d.center = { 1.0f, 0.0f };
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fpsCounter->textCenter = { 0.0f, 0.5f };
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fpsCounter->t2d.size = { 0.1f, 0.1f, 0.0f, 0.0f };
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fpsCounter->BindToRenderSystem();
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ImageBox* testgui = new ImageBox();
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testgui->tex = magic;
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testgui->Color = { 1.0f, 1.0f, 1.0f };
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testgui->Opacity = 0.8f;
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testgui->rounding = 0.1f;
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testgui->t2d.center = { 0.0f, 1.0f };
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testgui->t2d.position = { 0.0f, 1.0f, 10.0f, -10.0f };
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testgui->t2d.size = { 0.0f, 0.0f, 744.0f / 2.0f, 914.0f / 2.0f };
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testgui->BindToRenderSystem();
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// ------------------------------------------------------------------------
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// World meshes
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// ------------------------------------------------------------------------
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Model leonrevolver("assets/leonrevolver.obj");
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for (Mesh* mesh : leonrevolver.meshes) {
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auto newmesh = mesh->Clone();
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newmesh->name = "revolver";
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newmesh->castshadow = true;
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newmesh->meshTexture = leontex;
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newmesh->t.TranslateBy({ 4.0f, 4.0f, 4.0f });
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newmesh->BindToRenderSystem();
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mainf->AddChild(newmesh);
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}
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Mesh* debugcube = CreateCubeMesh();
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debugcube->name = "debugcube";
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debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
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debugcube->BindToRenderSystem();
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mainf->AddChild(debugcube);
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Mesh* floor = CreateCubeMesh();
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floor->name = "floor";
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floor->meshTexture = blanktex;
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floor->t.ScaleTo({ 100.0f, 2.0f, 100.0f });
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floor->t.TranslateTo({ 0.0f, -1.0f, 0.0f });
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floor->BindToRenderSystem();
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mainf->AddChild(floor);
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p* floorBody = new p(floor);
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floorBody->velocity = false;
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physicsengine->AddObject(floorBody);
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Mesh* cube = CreateCubeMesh();
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cube->name = "cube";
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cube->meshTexture = blanktex;
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cube->t.ScaleTo({ 1.0f, 1.0f, 1.0f });
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cube->t.TranslateTo({ 5.0f, 4.0f, 6.5f });
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cube->BindToRenderSystem();
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mainf->AddChild(cube);
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Mesh* cube2 = CreateCubeMesh();
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cube2->name = "cubee";
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cube2->meshTexture = blanktex;
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cube2->t.ScaleTo({ 1.0f, 1.0f, 1.0f });
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cube2->t.TranslateTo({ 10.0f, 4.0f, 10.5f });
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cube2->BindToRenderSystem();
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mainf->AddChild(cube2);
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// Ground check
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auto IsGrounded = [&]() -> bool {
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Ray downRay;
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downRay.origin = testcharacter->body->t.GetTranslation();
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downRay.direction = glm::vec3(0.0f, -1.0f, 0.0f);
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const float halfHeight = testcharacter->body->t.GetScale().y * 0.5f;
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for (p* obj : physicsengine->GetObjects()) {
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if (obj->pointer == testcharacter->body) continue;
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if (!obj->collision) continue;
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auto hit = IsRayInT(downRay, obj->pointer->t);
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if (hit.has_value()) {
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if (glm::distance(downRay.origin, hit.value()) < halfHeight + 0.15f)
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return true;
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}
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}
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return false;
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};
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// ========================================================================
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// Game loop
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// ========================================================================
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while (!glfwWindowShouldClose(window->handle))
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{
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frame++;
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const float deltatime = 1.0f / float(fps);
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const glm::vec3 camFront = camera->t.GetFrontVector();
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const glm::vec3 camRight = camera->t.GetRightVector();
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const float movespeed = 3.0f;
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// --------------------------------------------------------------------
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// Input — mouse
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// --------------------------------------------------------------------
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while (Mouse::Event buffer = mouse->Read()) {
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if (buffer.GetType() == Mouse::Event::Type::Move) {
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float xoffset = mouse->GetX() - mouse->GetLastX();
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float yoffset = mouse->GetLastY() - mouse->GetY();
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camera->ProcessMouseMovement(xoffset, yoffset);
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}
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else if (buffer.GetType() == Mouse::Event::Type::RPress) {
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camera->lockedcursor = !camera->lockedcursor;
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}
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}
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// --------------------------------------------------------------------
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// Input — held movement
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// --------------------------------------------------------------------
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glm::vec3 inputVel = glm::vec3(0.0f);
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if (keyboard->IsKeyDown('W')) inputVel += glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
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if (keyboard->IsKeyDown('S')) inputVel -= glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
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if (keyboard->IsKeyDown('A')) inputVel += glm::normalize(glm::vec3(camRight.x, 0.0f, camRight.z));
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if (keyboard->IsKeyDown('D')) inputVel -= glm::normalize(glm::vec3(camRight.x, 0.0f, camRight.z));
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if (glm::length(inputVel) > 0.0f)
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inputVel = glm::normalize(inputVel) * movespeed;
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// --------------------------------------------------------------------
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// Input — keyboard events
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// --------------------------------------------------------------------
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while (Keyboard::Event buffer = keyboard->ReadKey()) {
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if (buffer.GetCode() == 'E' && buffer.IsPress()) {
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Mesh* nc = CreateCubeMesh();
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nc->name = "cube!";
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nc->t.ScaleTo(1.0f);
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nc->t.TranslateTo(camera->t.GetTranslation());
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nc->t.RotateByEulerAngles({ 0.0f, 0.0f, 0.0f });
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nc->BindToRenderSystem();
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mainf->AddChild(nc);
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physicsengine->AddObject(new p(nc));
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}
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if (buffer.GetCode() == 'F' && buffer.IsPress()) {
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const glm::vec3 playerPos = testcharacter->body->t.GetTranslation();
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const glm::vec3 playerFront = glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
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// Restart punch on high-priority animator
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punchAnimator->m_CurrentTime = 0.0f;
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punchAnimator->PlayAnimation();
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debugcube->t.TranslateTo(playerPos + playerFront * 0.8f);
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debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
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debugcube->t.RotateToQuaternion(LookAt(-playerFront));
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std::optional<TInTInfo> hit = TInT(debugcube->t, npc->body->t);
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if (hit.has_value()) {
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std::cout << "HIT NPC\n";
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npcBody->WakeUp();
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npcBody->linearvelocity += playerFront * 5.0f + glm::vec3(0.0f, 3.0f, 0.0f);
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camera->AddScreenshake(0.15f); // landing a punch feels impactful
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}
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else {
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std::cout << "MISSED\n";
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}
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}
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if (buffer.GetCode() == GLFW_KEY_LEFT_SHIFT && buffer.IsPress()) {
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glm::vec3 dashDir = glm::length(inputVel) > 0.0f
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? glm::normalize(inputVel)
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: glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
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characterBody->linearvelocity.x += dashDir.x * 18.0f;
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characterBody->linearvelocity.z += dashDir.z * 18.0f;
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camera->AddScreenshake(0.04f);
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}
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if (buffer.GetCode() == 'G' && buffer.IsPress()) {
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camera->AddScreenshake(0.2f);
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}
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if (buffer.GetCode() == GLFW_KEY_SPACE && buffer.IsPress()) {
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if (IsGrounded())
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characterBody->linearvelocity.y = 5.0f;
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}
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}
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// --------------------------------------------------------------------
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// Input — held keys
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// --------------------------------------------------------------------
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if (keyboard->IsKeyDown(GLFW_KEY_ESCAPE))
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glfwSetWindowShouldClose(window->handle, 1);
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// Movement + damping
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const float accel = 40.0f;
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const float damp = 0.75f;
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characterBody->linearvelocity.x *= damp;
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characterBody->linearvelocity.z *= damp;
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characterBody->linearvelocity.x += inputVel.x * accel * deltatime;
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characterBody->linearvelocity.z += inputVel.z * accel * deltatime;
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// --------------------------------------------------------------------
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// Scene updates
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// --------------------------------------------------------------------
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{
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const glm::vec3 playerPos = testcharacter->body->t.GetTranslation();
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const glm::vec3 playerFront = glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z));
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debugcube->t.TranslateTo(playerPos + playerFront * 0.8f);
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debugcube->t.ScaleTo({ 0.8f, 0.8f, 0.8f });
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debugcube->t.RotateToQuaternion(LookAt(-playerFront));
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}
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rain->t.TranslateTo(camera->t.GetTranslation() + glm::vec3(0.0f, 20.0f, 0.0f));
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for (int i = 0; i < 30; i++) rain->Emit();
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testcharacter->body->t.RotateToQuaternion(
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LookAt(-glm::normalize(glm::vec3(camFront.x, 0.0f, camFront.z)))
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);
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camera->t.TranslateTo(
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testcharacter->body->t.GetTranslation() - camera->t.GetFrontVector() * 3.0f
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);
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Sound* music = static_cast<Sound*>(mainf->GetFirstChildOfName("music"));
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Mesh* cube = static_cast<Mesh*>(mainf->GetFirstChildOfName("cube"));
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music->Update3DPosition(cube->t.GetTranslation());
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|
|
|
soundsystem->SetListenerPosition(
|
|
camera->t.GetTranslation(),
|
|
camera->t.GetFrontVector(),
|
|
camera->t.GetUpVector()
|
|
);
|
|
|
|
// --------------------------------------------------------------------
|
|
// FPS counter
|
|
// --------------------------------------------------------------------
|
|
{
|
|
static double lastTime = glfwGetTime();
|
|
static int frameCount = 0;
|
|
static int measuredFps = 0;
|
|
static float accumulator = 0.0f;
|
|
double now = glfwGetTime();
|
|
accumulator += (float)(now - lastTime);
|
|
lastTime = now;
|
|
frameCount++;
|
|
if (accumulator >= 0.25f) {
|
|
measuredFps = (int)(frameCount / accumulator);
|
|
frameCount = 0;
|
|
accumulator = 0.0f;
|
|
}
|
|
fpsCounter->text = std::to_string(measuredFps) + " FPS";
|
|
}
|
|
|
|
// --------------------------------------------------------------------
|
|
// Step systems
|
|
// --------------------------------------------------------------------
|
|
camera->Step(deltatime);
|
|
rain->Step(deltatime);
|
|
testcharacter->Step(deltatime);
|
|
npc->Step(deltatime);
|
|
soundsystem->Update();
|
|
physicsengine->Step(deltatime);
|
|
|
|
// --------------------------------------------------------------------
|
|
// Render
|
|
// --------------------------------------------------------------------
|
|
rendersystem->Render(*camera);
|
|
|
|
glfwPollEvents();
|
|
}
|
|
}
|
|
|
|
// ============================================================================
|
|
// GLFW callbacks
|
|
// ============================================================================
|
|
void framebuffer_size_callback(GLFWwindow* window, int w, int h)
|
|
{
|
|
}
|
|
|
|
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
{
|
|
if (action == GLFW_PRESS) keyboard->KeyDown(key);
|
|
else if (action == GLFW_RELEASE) keyboard->KeyUp(key);
|
|
}
|
|
|
|
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
|
{
|
|
}
|
|
|
|
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
|
|
{
|
|
mouse->OnMouseMove(static_cast<float>(xposIn), static_cast<float>(yposIn));
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
glfwSetCursorPos(window, ::window->width / 2, ::window->height / 2);
|
|
mouse->OnMouseMove(::window->width / 2.0f, ::window->height / 2.0f);
|
|
}
|
|
|
|
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
|
{
|
|
if (button == GLFW_MOUSE_BUTTON_RIGHT) {
|
|
if (action == GLFW_PRESS) mouse->RightDown();
|
|
else mouse->RightUp();
|
|
}
|
|
else if (button == GLFW_MOUSE_BUTTON_LEFT) {
|
|
if (action == GLFW_PRESS) mouse->LeftDown();
|
|
else mouse->LeftUp();
|
|
}
|
|
} |