vectozavr-shooter/engine/Screen.cpp

215 lines
6.8 KiB
C++

//
// Created by Иван Ильин on 14.01.2021.
//
#include <utility>
#include <cmath>
#include <SFML/OpenGL.hpp>
#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 = 24;
settings.antialiasingLevel = 8;
_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);
_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(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())
};
_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(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);
_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(static_cast<float>(position.x()), static_cast<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<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);
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> mesh, const Vec3D &cameraPosition) {
std::vector<Triangle> const &triangles = mesh->triangles();
auto *geometry = (GLfloat *) malloc(7 * 3 * triangles.size() * sizeof(GLfloat));
for (size_t 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(static_cast<sf::Uint8>(color.r * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.g * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.b * (0.3 * std::abs(dot[k]) + 0.7)),
static_cast<sf::Uint8>(color.a));
geometry[stride + 7 * k + 0] = static_cast<GLfloat>(MTriangle[k].x());
geometry[stride + 7 * k + 1] = static_cast<GLfloat>(MTriangle[k].y());
geometry[stride + 7 * k + 2] = static_cast<GLfloat>(MTriangle[k].z());
geometry[stride + 7 * k + 3] = static_cast<GLfloat>(ambientColor[k].r) / 255.0f;
geometry[stride + 7 * k + 4] = static_cast<GLfloat>(ambientColor[k].g) / 255.0f;
geometry[stride + 7 * k + 5] = static_cast<GLfloat>(ambientColor[k].b) / 255.0f;
geometry[stride + 7 * k + 6] = static_cast<GLfloat>(ambientColor[k].a) / 255.0f;
}
}
return geometry;
}