// // Created by Иван Ильин on 14.01.2021. // #include #include #include #include "Screen.h" #include "utils/Time.h" #include "utils/Log.h" #include "ResourceManager.h" void Screen::open(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background, sf::Uint32 style) { _title = name; _background = background; sf::ContextSettings settings; settings.depthBits = 12; settings.antialiasingLevel = 1; _window->create(sf::VideoMode(screenWidth, screenHeight), name, style, settings); _window->setVerticalSyncEnabled(verticalSync); } void Screen::display() { sf::Event event{}; while (_window->pollEvent(event)) { if (event.type == sf::Event::Closed) { _window->close(); } } std::string title = _title + " (" + std::to_string(Time::fps()) + " fps)"; _window->setTitle(title); if(_renderVideo) { sf::Texture copyTexture; copyTexture.create(_window->getSize().x, _window->getSize().y); copyTexture.update(*_window); // most of the time of video rendering is wasting on .png sequence saving // 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(); } 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(); 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; } } void Screen::clear() { // Clear the depth buffer glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); _window->clear(_background); } void Screen::drawTriangle(const Triangle &triangle) { sf::Vertex tris[3] = { sf::Vertex(sf::Vector2f(static_cast(triangle[0].x()), static_cast(triangle[0].y())), triangle.color()), sf::Vertex(sf::Vector2f(static_cast(triangle[1].x()), static_cast(triangle[1].y())), triangle.color()), sf::Vertex(sf::Vector2f(static_cast(triangle[2].x()), static_cast(triangle[2].y())), triangle.color()) }; _window->draw(tris, 3, sf::Triangles); } void Screen::setTitle(const std::string &title) { _title = title; } bool Screen::isOpen() { return _window->isOpen(); } void Screen::close() { _window->close(); } 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); polygon.setPoint(0, sf::Vector2f(static_cast(p1.x()), static_cast(p1.y()))); polygon.setPoint(1, sf::Vector2f(static_cast(p2.x()), static_cast(p2.y()))); polygon.setPoint(2, sf::Vector2f(static_cast(p3.x()), static_cast(p3.y()))); polygon.setPoint(3, sf::Vector2f(static_cast(p4.x()), static_cast(p4.y()))); polygon.setFillColor(color); _window->draw(polygon); } void Screen::drawText(const std::string &string, const Vec2D &position, int size, sf::Color color) { sf::Text text; text.setFont(*ResourceManager::loadFont(Consts::MEDIUM_FONT)); text.setCharacterSize(size); text.setFillColor(color); text.setStyle(sf::Text::Italic); text.setPosition(static_cast(position.x()), static_cast(position.y())); text.setString(string); _window->draw(text); } void Screen::drawSprite(const sf::Sprite &sprite) { _window->draw(sprite); } void Screen::drawText(const sf::Text &text) { _window->draw(text); } // OpenGL functions void Screen::prepareToGlDrawMesh() { if (!sf::Shader::isAvailable()) { Log::log("Shaders are not available!"); } sf::Shader::bind(NULL); 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(_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 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); glLoadIdentity(); glLoadMatrixf(view); glMultMatrixf(model); // Draw the mesh glDrawArrays(GL_TRIANGLES, 0, count); }