Merge pull request #4 from Neirokan/optimize
Fix animation erase, optimize hitbox and glState push/popmaster
commit
33fee79c74
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@ -58,6 +58,8 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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Time::startTimer("d projections");
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if (_useOpenGL) {
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GLfloat *view = camera->glInvModel();
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screen->pushGLStates();
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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();
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@ -66,9 +68,9 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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delete[] model;
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}
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}
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screen->popGLStates();
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delete[] view;
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} else {
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screen->pushGLStates();
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// clear triangles from previous frame
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camera->clear();
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// project triangles to the camera plane
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@ -81,11 +83,9 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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}
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_triPerSec = camera->buffSize() * Time::fps();
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screen->popGLStates();
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}
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Time::stopTimer("d projections");
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screen->pushGLStates();
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if (Consts::SHOW_FPS_COUNTER) {
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screen->drawText(std::to_string(Time::fps()) + " fps",
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Vec2D(static_cast<double>(screen->width()) - 100.0, 10.0), 25,
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@ -93,7 +93,6 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name,
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}
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printDebugInfo();
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gui();
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screen->popGLStates();
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}
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screen->display();
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@ -112,13 +112,14 @@ void Screen::drawText(const sf::Text &text) {
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}
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// OpenGL functions
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void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count) {
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void Screen::prepareToGlDrawMesh() {
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if (!sf::Shader::isAvailable())
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{
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Log::log("Shaders are not available!");
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}
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sf::Shader::bind(NULL);
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glEnable(GL_CULL_FACE); // enable culling face
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glCullFace(GL_BACK); // cull faces from back
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glFrontFace(GL_CCW); // vertex order (counter clock wise)
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@ -147,15 +148,20 @@ void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t
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// Enable position and texture coordinates vertex components
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), geometry);
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glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), geometry + 3);
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// Disable normal and color vertex components
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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// Apply some transformations
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// Prepare to apply some transformations
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glMatrixMode(GL_MODELVIEW);
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}
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// OpenGL functions
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void Screen::glDrawMesh(GLfloat* geometry, GLfloat* view, GLfloat* model, size_t count) {
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glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), geometry);
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glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), geometry + 3);
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glLoadIdentity();
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glLoadMatrixf(view);
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@ -163,6 +169,4 @@ void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t
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// Draw the mesh
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glDrawArrays(GL_TRIANGLES, 0, count);
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sf::Shader::bind(NULL);
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}
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@ -60,6 +60,8 @@ public:
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void setMouseCursorVisible(bool visible);
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// OpenGL functions
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void prepareToGlDrawMesh();
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void glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count);
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[[nodiscard]] std::shared_ptr<sf::RenderWindow> renderWindow() { return _window; }
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@ -70,16 +70,12 @@ void Timeline::update() {
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return;
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}
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// TODO: sometimes I catch an exception here: EXC_BAD_ACCESS (code=EXC_I386_GPFLT)
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for (auto&[listName, animationList] : _instance->_animations) {
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if (animationList.empty()) {
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/*
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* TODO If you delete this line you will not catch an exception.
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* Maybe something wrong with std::map::erase()
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*/
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_instance->_animations.erase(listName);
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for (auto iter = _instance->_animations.begin(); iter != _instance->_animations.end(); ) {
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if (iter->second.empty()) {
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_instance->_animations.erase(iter++);
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continue;
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}
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auto& animationList = iter->second;
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auto it = animationList.begin();
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// If it the front animation is 'a_wait()' we should wait until waiting time is over
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@ -98,6 +94,7 @@ void Timeline::update() {
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it++;
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}
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}
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iter++;
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}
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}
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@ -18,7 +18,6 @@ void Window::addButton(int x, int y, int w, int h, std::function<void()> click,
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void Window::update() {
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_screen->pushGLStates();
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_screen->setTitle(_name);
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_screen->drawSprite(_back);
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@ -46,7 +45,6 @@ void Window::update() {
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_screen->drawText(button.text());
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}
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}
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_screen->popGLStates();
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}
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void Window::setBackgroundTexture(const std::string &texture, double sx, double sy, int w, int h) {
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@ -2,28 +2,34 @@
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// Created by Иван Ильин on 04.11.2021.
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//
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#include <algorithm>
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#include <set>
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#include "HitBox.h"
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#include "../Consts.h"
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HitBox::HitBox(const Mesh &mesh) {
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_hitBox.reserve(mesh.triangles().size() * 3);
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for(const auto& t : mesh.triangles()) {
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for(int i = 0; i < 3; i++) {
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// we dont need to add the same points in hit box
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_addIfUnique(Vec3D(t[i]));
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}
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}
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_hitBox.shrink_to_fit();
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bool HitBox::Vec3DLess::operator()(const Vec3D& lhs, const Vec3D& rhs) const noexcept {
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if (fabs(lhs.x() - rhs.x()) >= Consts::EPS)
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return lhs.x() < rhs.x();
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else if (fabs(lhs.y() - rhs.y()) >= Consts::EPS)
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return lhs.y() < rhs.y();
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else if (fabs(lhs.z() - rhs.z()) >= Consts::EPS)
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return lhs.z() < rhs.z();
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else
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return false;
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}
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void HitBox::_addIfUnique(Vec3D &&point) {
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HitBox::HitBox(const Mesh& mesh) {
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// we dont need to add the same points in hit box
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std::set<Vec3D, HitBox::Vec3DLess> points;
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auto check = [&point](const auto& p) { return p == point; };
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for (const auto& t : mesh.triangles())
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for (int i = 0; i < 3; i++)
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points.insert(Vec3D(t[i]));
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if (std::find_if(_hitBox.rbegin(), _hitBox.rend(), check) == _hitBox.rend()) {
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_hitBox.push_back(point);
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}
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_hitBox.reserve(points.size());
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for (const auto& it : points)
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_hitBox.push_back(it);
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_hitBox.shrink_to_fit();
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}
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HitBox HitBox::Box(const Mesh &mesh) {
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@ -9,9 +9,11 @@
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class HitBox final {
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private:
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std::vector<Vec3D> _hitBox;
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struct Vec3DLess {
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bool operator()(const Vec3D& lhs, const Vec3D& rhs) const noexcept;
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};
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void _addIfUnique(Vec3D &&point);
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std::vector<Vec3D> _hitBox;
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public:
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HitBox() = default;
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