// // 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; _w = screenWidth; _h = screenHeight; _background = background; sf::ContextSettings settings; settings.depthBits = 24; settings.antialiasingLevel = 8; _window->create(sf::VideoMode(_w, _h), 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); _window->display(); } 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((float) triangle[0].x(), (float) triangle[0].y()), triangle.color()), sf::Vertex(sf::Vector2f((float) triangle[1].x(), (float) triangle[1].y()), triangle.color()), sf::Vertex(sf::Vector2f((float) triangle[2].x(), (float) triangle[2].y()), triangle.color()) }; _window->pushGLStates(); _window->draw(tris, 3, sf::Triangles); _window->popGLStates(); } 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((float) p1.x(), (float) p1.y())); polygon.setPoint(1, sf::Vector2f((float) p2.x(), (float) p2.y())); polygon.setPoint(2, sf::Vector2f((float) p3.x(), (float) p3.y())); polygon.setPoint(3, sf::Vector2f((float) p4.x(), (float) p4.y())); polygon.setFillColor(color); _window->pushGLStates(); _window->draw(polygon); _window->popGLStates(); } 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((float) position.x(), (float) position.y()); text.setString(string); _window->pushGLStates(); _window->draw(text); _window->popGLStates(); } void Screen::drawSprite(const sf::Sprite &sprite) { _window->pushGLStates(); _window->draw(sprite); _window->popGLStates(); } void Screen::drawText(const sf::Text &text) { _window->pushGLStates(); _window->draw(text); _window->popGLStates(); } // OpenGL functions void Screen::glDrawMesh(GLfloat *geometry, GLfloat *view, GLfloat *model, size_t count) { // OpenGL: // Make the window the active window for OpenGL calls _window->setActive(true); 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); glVertexPointer(3, GL_FLOAT, 7 * sizeof(GLfloat), geometry); glColorPointer(4, GL_FLOAT, 7 * sizeof(GLfloat), geometry + 3); // Disable normal and color vertex components glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(view); //glMultMatrixf(model); // Draw the mesh glDrawArrays(GL_TRIANGLES, 0, count); // Make the window no longer the active window for OpenGL calls _window->setActive(false); } GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr mesh, const Vec3D &cameraPosition) { std::vector &triangles = mesh->triangles(); auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat)); for (int i = 0; i < triangles.size(); i++) { int stride = 21 * i; double dot[3]; sf::Color ambientColor[3]; Triangle MTriangle = triangles[i] * mesh->model(); for (int k = 0; k < 3; k++) { dot[k] = MTriangle.norm().dot((Vec3D(MTriangle[k]) - cameraPosition).normalized()); sf::Color color = triangles[i].color(); ambientColor[k] = sf::Color((sf::Uint8) (color.r * (0.3 * std::abs(dot[k]) + 0.7)), (sf::Uint8) (color.g * (0.3 * std::abs(dot[k]) + 0.7)), (sf::Uint8) (color.b * (0.3 * std::abs(dot[k]) + 0.7)), (sf::Uint8) color.a); geometry[stride + 7 * k + 0] = (GLfloat) MTriangle[k].x(); geometry[stride + 7 * k + 1] = (GLfloat) MTriangle[k].y(); geometry[stride + 7 * k + 2] = (GLfloat) MTriangle[k].z(); geometry[stride + 7 * k + 3] = (GLfloat) ambientColor[k].r / 255.0f; geometry[stride + 7 * k + 4] = (GLfloat) ambientColor[k].g / 255.0f; geometry[stride + 7 * k + 5] = (GLfloat) ambientColor[k].b / 255.0f; geometry[stride + 7 * k + 6] = (GLfloat) ambientColor[k].a / 255.0f; } } return geometry; }