shooter/engine/Screen.cpp

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//
// Created by Иван Ильин on 14.01.2021.
//
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#include <utility>
#include <cmath>
#include <SFML/OpenGL.hpp>
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#include "Screen.h"
#include "utils/Time.h"
#include "utils/Log.h"
#include "ResourceManager.h"
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void Screen::open(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background,
sf::Uint32 style) {
_title = name;
_background = background;
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sf::ContextSettings settings;
settings.depthBits = 12;
settings.antialiasingLevel = 1;
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_window->create(sf::VideoMode(screenWidth, screenHeight), name, style, settings);
_window->setVerticalSyncEnabled(verticalSync);
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}
void Screen::display() {
sf::Event event{};
while (_window->pollEvent(event)) {
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if (event.type == sf::Event::Closed) {
_window->close();
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}
}
std::string title = _title + " (" + std::to_string(Time::fps()) + " fps)";
_window->setTitle(title);
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if(_renderVideo) {
sf::Texture copyTexture;
copyTexture.create(_window->getSize().x, _window->getSize().y);
copyTexture.update(*_window);
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// most of the time of video rendering is wasting on saving .png sequence
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// that's why we will save all images in the end
// TODO: sometimes we have a huge time delay here for no obvious reason
_renderSequence.push_back(copyTexture);
}
_window->display();
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}
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void Screen::startRender() {
stopRender();
_renderVideo = true;
}
void Screen::stopRender() {
if(_renderVideo) {
int i = 0;
for(; i < _renderSequence.size(); i++) {
_renderSequence[i].copyToImage().saveToFile("film/png/" + std::to_string(i) + ".png");
}
_renderSequence.clear();
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// TODO: .png sequence looks better than a final video (poor clarity and desaturated colors)
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std::string c = "ffmpeg -stats -r 60 -i film/png/%d.png -vcodec libx264 -crf 1 -pix_fmt yuv420p -frames " + std::to_string(i) + " film/mp4/" + std::to_string(_scene) + "_" + _title + ".mp4";
popen(c.c_str(), "w");
_scene++;
_renderVideo = false;
}
}
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void Screen::clear() {
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// Clear the depth buffer
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
_window->clear(_background);
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}
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void Screen::drawTriangle(const Triangle &triangle) {
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sf::Vertex tris[3] =
{
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sf::Vertex(sf::Vector2f(static_cast<float>(triangle[0].x()), static_cast<float>(triangle[0].y())),
triangle.color()),
sf::Vertex(sf::Vector2f(static_cast<float>(triangle[1].x()), static_cast<float>(triangle[1].y())),
triangle.color()),
sf::Vertex(sf::Vector2f(static_cast<float>(triangle[2].x()), static_cast<float>(triangle[2].y())),
triangle.color())
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};
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_window->draw(tris, 3, sf::Triangles);
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}
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void Screen::setTitle(const std::string &title) {
_title = title;
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}
bool Screen::isOpen() {
return _window->isOpen();
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}
void Screen::close() {
_window->close();
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}
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void Screen::setMouseCursorVisible(bool visible) {
_window->setMouseCursorVisible(visible);
}
void Screen::drawTetragon(const Vec2D &p1, const Vec2D &p2, const Vec2D &p3, const Vec2D &p4, sf::Color color) {
sf::ConvexShape polygon;
polygon.setPointCount(4);
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polygon.setPoint(0, sf::Vector2f(static_cast<float>(p1.x()), static_cast<float>(p1.y())));
polygon.setPoint(1, sf::Vector2f(static_cast<float>(p2.x()), static_cast<float>(p2.y())));
polygon.setPoint(2, sf::Vector2f(static_cast<float>(p3.x()), static_cast<float>(p3.y())));
polygon.setPoint(3, sf::Vector2f(static_cast<float>(p4.x()), static_cast<float>(p4.y())));
polygon.setFillColor(color);
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_window->draw(polygon);
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}
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void Screen::drawText(const std::string &string, const Vec2D &position, int size, sf::Color color) {
sf::Text text;
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text.setFont(*ResourceManager::loadFont(Consts::MEDIUM_FONT));
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text.setCharacterSize(size);
text.setFillColor(color);
text.setStyle(sf::Text::Italic);
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text.setPosition(static_cast<float>(position.x()), static_cast<float>(position.y()));
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text.setString(string);
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_window->draw(text);
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}
void Screen::drawSprite(const sf::Sprite &sprite) {
_window->draw(sprite);
}
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void Screen::drawText(const sf::Text &text) {
_window->draw(text);
}
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// OpenGL functions
void Screen::prepareToGlDrawMesh() {
if (!sf::Shader::isAvailable())
{
Log::log("Shaders are not available!");
}
sf::Shader::bind(NULL);
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glEnable(GL_CULL_FACE); // enable culling face
glCullFace(GL_BACK); // cull faces from back
glFrontFace(GL_CCW); // vertex order (counter clock wise)
// Enable Z-buffer read and write
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glClearDepth(1.f);
// Disable lighting
glDisable(GL_LIGHTING);
// enable alpha channel:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Configure the viewport (the same size as the window)
glViewport(0, 0, _window->getSize().x, _window->getSize().y);
// Setup a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat ratio = static_cast<float>(_window->getSize().x) / _window->getSize().y;
glFrustum(-ratio, ratio, -1.f, 1.f, 1.0f, 500.f);
// Enable position and texture coordinates vertex components
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Disable normal and color vertex components
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Prepare to apply some transformations
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glMatrixMode(GL_MODELVIEW);
}
// OpenGL functions
void Screen::glDrawMesh(GLfloat* geometry, GLfloat* view, GLfloat* model, size_t count) {
glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), geometry);
glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), geometry + 3);
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glLoadIdentity();
glLoadMatrixf(view);
glMultMatrixf(model);
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// Draw the mesh
glDrawArrays(GL_TRIANGLES, 0, count);
}