shooter/engine/Engine.cpp

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//
// Created by Иван Ильин on 14.01.2021.
//
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#include <iostream>
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#include "Engine.h"
#include "utils/Time.h"
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#include "utils/ResourceManager.h"
#include "animation/Timeline.h"
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#include "io/SoundController.h"
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Engine::Engine() {
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Time::init();
Timeline::init();
ResourceManager::init();
SoundController::init();
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}
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void Engine::create(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background,
sf::Uint32 style) {
_name = name;
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screen->open(screenWidth, screenHeight, name, verticalSync, background, style);
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Log::log("Engine::create(): started engine (" + std::to_string(screenWidth) + "x" + std::to_string(screenHeight) +
") with title '" + name + "'.");
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Time::update();
start();
camera->init(screenWidth, screenHeight);
while (screen->isOpen()) {
// 'd' in the beginning of the name means debug.
// While printing debug info we will take into account only timer names witch start with 'd '
Time::startTimer("d all");
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screen->clear();
Time::update();
Time::startTimer("d game update");
update();
Time::stopTimer("d game update");
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// sometimes we dont need to update physics world
// (for example in menu or while pause)
// hence we can set '_updateWorld' equal to false in setUpdateWorld(bool):
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if (_updateWorld) {
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Time::startTimer("d animations");
Timeline::update();
Time::stopTimer("d animations");
Time::startTimer("d collisions");
world->update();
Time::stopTimer("d collisions");
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Time::startTimer("d projections");
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if (_useOpenGL) {
GLfloat *view = camera->glInvModel();
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screen->popGLStates();
screen->prepareToGlDrawMesh();
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for (auto &it : *world) {
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if (it.second->isVisible()) {
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GLfloat *model = it.second->glModel();
GLfloat *geometry = it.second->glFloatArray();
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screen->glDrawMesh(geometry, view, model, 3 * it.second->triangles().size());
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delete[] model;
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}
}
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screen->pushGLStates();
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delete[] view;
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} else {
// clear triangles from previous frame
camera->clear();
// project triangles to the camera plane
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for (auto &it : *world) {
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camera->project(it.second);
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}
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// draw triangles on the screen
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for (auto &t : camera->sorted()) {
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screen->drawTriangle(*t);
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}
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_triPerSec = camera->buffSize() * Time::fps();
}
Time::stopTimer("d projections");
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if (Consts::SHOW_FPS_COUNTER) {
screen->drawText(std::to_string(Time::fps()) + " fps",
Vec2D(static_cast<double>(screen->width()) - 100.0, 10.0), 25,
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sf::Color(100, 100, 100));
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}
printDebugInfo();
gui();
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}
screen->display();
Time::stopTimer("d all");
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}
}
void Engine::exit() {
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if (screen->isOpen()) {
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screen->close();
}
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SoundController::free();
ResourceManager::free();
Timeline::free();
Time::free();
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Log::log("Engine::exit(): exit engine (" + std::to_string(screen->width()) + "x" +
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std::to_string(screen->height()) + ") with title '" + screen->title() + "'.");
}
void Engine::printDebugInfo() const {
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if (_showDebugInfo) {
// coordinates & fps:
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std::string text = _name + "\n\n X: " +
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std::to_string((camera->position().x())) + "\n Y: " +
std::to_string((camera->position().y())) + "\n Z: " +
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std::to_string((camera->position().z())) + "\n RY:" +
std::to_string(camera->angle().y()/M_PI) + "PI\n RL: " +
std::to_string(camera->angleLeftUpLookAt().x()/M_PI) + "PI\n\n" +
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std::to_string(screen->width()) + "x" +
std::to_string(screen->height()) + "\t" +
std::to_string(Time::fps()) + " fps";
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if (_useOpenGL) {
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text += "\n Using OpenGL acceleration";
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} else {
text += "\n" + std::to_string(_triPerSec) + " tris/s";
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}
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sf::Text t;
t.setFont(*ResourceManager::loadFont(Consts::THIN_FONT));
t.setString(text);
t.setCharacterSize(30);
t.setFillColor(sf::Color::Black);
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t.setPosition(static_cast<float>(screen->width()) - 400.0f, 10.0f);
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screen->drawText(t);
// timers:
int timerWidth = screen->width() - 100;
float xPos = 50;
float yPos = 300;
int height = 50;
double totalTime = Time::elapsedTimerSeconds("d all");
double timeSum = 0;
int i = 0;
for (auto &[timerName, timer] : Time::timers()) {
int width = timerWidth * timer.elapsedSeconds() / totalTime;
if (timerName == "d all" || timerName[0] != 'd') {
continue;
}
screen->drawTetragon(Vec2D{xPos, yPos + height * i},
Vec2D{xPos + width, yPos + height * i},
Vec2D{xPos + width, yPos + height + height * i},
Vec2D{xPos, yPos + height + height * i},
{static_cast<sf::Uint8>(255.0 * static_cast<double>(width) / timerWidth),
static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
0, 100});
screen->drawText(
timerName.substr(2, timerName.size()) + ":\t" +
std::to_string((int) (1.0 / timer.elapsedSeconds())) + " / s \t (" +
std::to_string((int) (100 * timer.elapsedSeconds() / totalTime)) + "%)",
Vec2D{xPos + 10, yPos + height * i + 5}, 30,
sf::Color(0, 0, 0, 150));
i++;
timeSum += timer.elapsedSeconds();
}
int width = timerWidth * (totalTime - timeSum) / totalTime;
screen->drawTetragon(Vec2D{xPos, yPos + height * i},
Vec2D{xPos + width, yPos + height * i},
Vec2D{xPos + width, yPos + height + height * i},
Vec2D{xPos, yPos + height + height * i},
{static_cast<sf::Uint8>(255.0 * static_cast<double>(width) / timerWidth),
static_cast<sf::Uint8>(255.0 * (1.0 - static_cast<double>(width) / timerWidth)),
0, 100});
screen->drawText("other:\t" + std::to_string((int) (1.0 / (totalTime - timeSum))) + " / s \t (" +
std::to_string((int) (100 * (totalTime - timeSum) / totalTime)) + "%)",
Vec2D{xPos + 10, yPos + height * i + 5}, 30,
sf::Color(0, 0, 0, 150));
}
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}