204 lines
6.1 KiB
C++
204 lines
6.1 KiB
C++
//
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// Created by Иван Ильин on 14.01.2021.
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//
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#include <utility>
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#include <cmath>
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#include <SFML/OpenGL.hpp>
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#include "Screen.h"
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#include "utils/Time.h"
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#include "utils/Log.h"
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#include "ResourceManager.h"
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void Screen::open(int screenWidth, int screenHeight, const std::string &name, bool verticalSync, sf::Color background,
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sf::Uint32 style) {
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_title = name;
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_background = background;
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sf::ContextSettings settings;
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settings.depthBits = 12;
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settings.antialiasingLevel = 1;
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_window->create(sf::VideoMode(screenWidth, screenHeight), name, style, settings);
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_window->setVerticalSyncEnabled(verticalSync);
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}
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void Screen::display() {
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sf::Event event{};
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while (_window->pollEvent(event)) {
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if (event.type == sf::Event::Closed) {
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_window->close();
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}
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}
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std::string title = _title + " (" + std::to_string(Time::fps()) + " fps)";
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_window->setTitle(title);
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_window->display();
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}
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void Screen::clear() {
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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_window->clear(_background);
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}
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void Screen::drawTriangle(const Triangle &triangle) {
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sf::Vertex tris[3] =
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{
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sf::Vertex(sf::Vector2f(static_cast<float>(triangle[0].x()), static_cast<float>(triangle[0].y())),
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triangle.color()),
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sf::Vertex(sf::Vector2f(static_cast<float>(triangle[1].x()), static_cast<float>(triangle[1].y())),
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triangle.color()),
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sf::Vertex(sf::Vector2f(static_cast<float>(triangle[2].x()), static_cast<float>(triangle[2].y())),
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triangle.color())
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};
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_window->draw(tris, 3, sf::Triangles);
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}
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void Screen::setTitle(const std::string &title) {
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_title = title;
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}
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bool Screen::isOpen() {
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return _window->isOpen();
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}
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void Screen::close() {
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_window->close();
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}
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void Screen::setMouseCursorVisible(bool visible) {
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_window->setMouseCursorVisible(visible);
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}
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void Screen::drawTetragon(const Vec2D &p1, const Vec2D &p2, const Vec2D &p3, const Vec2D &p4, sf::Color color) {
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sf::ConvexShape polygon;
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polygon.setPointCount(4);
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polygon.setPoint(0, sf::Vector2f(static_cast<float>(p1.x()), static_cast<float>(p1.y())));
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polygon.setPoint(1, sf::Vector2f(static_cast<float>(p2.x()), static_cast<float>(p2.y())));
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polygon.setPoint(2, sf::Vector2f(static_cast<float>(p3.x()), static_cast<float>(p3.y())));
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polygon.setPoint(3, sf::Vector2f(static_cast<float>(p4.x()), static_cast<float>(p4.y())));
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polygon.setFillColor(color);
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_window->draw(polygon);
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}
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void Screen::drawText(const std::string &string, const Vec2D &position, int size, sf::Color color) {
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sf::Text text;
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text.setFont(*ResourceManager::loadFont(Consts::MEDIUM_FONT));
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text.setCharacterSize(size);
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text.setFillColor(color);
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text.setStyle(sf::Text::Italic);
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text.setPosition(static_cast<float>(position.x()), static_cast<float>(position.y()));
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text.setString(string);
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_window->draw(text);
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}
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void Screen::drawSprite(const sf::Sprite &sprite) {
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_window->draw(sprite);
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}
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void Screen::drawText(const sf::Text &text) {
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_window->draw(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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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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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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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearDepth(1.f);
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// Disable lighting
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glDisable(GL_LIGHTING);
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// enable alpha channel:
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Configure the viewport (the same size as the window)
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glViewport(0, 0, _window->getSize().x, _window->getSize().y);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GLfloat ratio = static_cast<float>(_window->getSize().x) / _window->getSize().y;
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glFrustum(-ratio, ratio, -1.f, 1.f, 1.0f, 500.f);
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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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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadMatrixf(view);
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glMultMatrixf(model);
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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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GLfloat *Screen::glMeshToGLfloatArray(std::shared_ptr<Mesh> mesh) {
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std::vector<Triangle> const &triangles = mesh->triangles();
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auto *geometry = new GLfloat[7 * 3 * triangles.size()];
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for (size_t i = 0; i < triangles.size(); i++) {
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int stride = 21 * i;
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Triangle triangle = triangles[i];
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Vec3D norm = triangles[i].norm();
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float dot = norm.dot(Vec3D(2, 1, 0).normalized());
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for (int k = 0; k < 3; k++) {
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sf::Color color = triangle.color();
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GLfloat ambientColor[4] = {
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color.r * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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color.g * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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color.b * (0.3f * std::fabs(dot) + 0.7f) / 255.0f,
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color.a / 255.0f
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};
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geometry[stride + 7 * k + 0] = static_cast<GLfloat>(triangle[k].x());
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geometry[stride + 7 * k + 1] = static_cast<GLfloat>(triangle[k].y());
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geometry[stride + 7 * k + 2] = static_cast<GLfloat>(triangle[k].z());
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geometry[stride + 7 * k + 3] = ambientColor[0];
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geometry[stride + 7 * k + 4] = ambientColor[1];
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geometry[stride + 7 * k + 5] = ambientColor[2];
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geometry[stride + 7 * k + 6] = ambientColor[3];
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}
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}
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return geometry;
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}
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