Files
fall-fever/src/Controller.cpp
2021-09-26 12:21:57 +02:00

247 lines
7.8 KiB
C++

#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <GLFW/glfw3.h>
#ifdef _DEBUG
#include "imgui/EntityWindow.h"
#include "imgui/GeneralInfoWindow.h"
#include "imgui/Handler.h"
#endif
#include "Camera.h"
#include "Controller.h"
#include "Entity.h"
#include "EventHandler.h"
#include "Helper.h"
#include "JsonParser.h"
#include "Light.h"
#include "Menu.h"
#include "Model.h"
#include "Scene.h"
#include "Screen.h"
#include "ShaderProgram.h"
#include "Texture.h"
#include "VertexArray.h"
#include "Widget.h"
#include "Window.h"
#include "util/Log.h"
Controller::Controller() : m_gameWindow(std::unique_ptr<Window>(new Window))
{
m_gameEventHandler = new EventHandler(m_gameWindow->getGLFWwindow());
m_camera = new Camera(90.0f, m_gameWindow->getWindowAspectRatio());
JsonParser shaderParser("data/shaderPrograms.json");
auto shaderProgramPrototypes = shaderParser.getShaderProgramPrototypes();
for (auto &prototype : shaderProgramPrototypes) {
m_shaderPrograms.push_back(new ShaderProgram(prototype));
Log::logger().info("Loaded shaderprogram \"{}\"", prototype.name);
}
m_postProcessFrameBuffer = new FrameBuffer(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight(),
getShaderProgramByName("postProcessingProgram"));
m_menu = new Menu(m_postProcessFrameBuffer, getShaderProgramByName("menuProgram"));
// Show loading screen...
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_menu->showScreenByName("loadingScreen");
glfwSwapBuffers(m_gameWindow->getGLFWwindow());
// Show main menu when loading is finished...
m_menu->showScreenByName("mainMenuScreen");
m_scene = new Scene(m_shaderPrograms);
#ifdef _DEBUG
m_imguiHandler = std::unique_ptr<Imgui::Handler>(new Imgui::Handler(m_gameWindow->getGLFWwindow()));
#endif
}
Controller::~Controller()
{
for (auto program : m_shaderPrograms) {
delete program;
}
delete m_scene;
delete m_camera;
delete m_menu;
delete m_postProcessFrameBuffer;
delete m_gameEventHandler;
}
Controller &Controller::instance()
{
static Controller s_instance;
return s_instance;
}
void Controller::run()
{
updateExposure(getShaderProgramByName("postProcessingProgram"));
ModelEntity *lightSource = m_scene->getEntityByName("light");
lightSource->setScale(0.1f);
lightSource->setRotation(glm::vec3(0.f));
lightSource->setPosition(glm::vec3(-2.f, 1.5f, 2.f));
m_camera->translate(glm::vec3(0.0f, 1.5f, 5.0f));
// imgui stuff
bool rotateLightSource = false, rotateEntity = false, drawShadows = false;
glm::vec3 lightColor = glm::vec3(1.f);
float intensity = 7.5f;
#ifdef _DEBUG
std::shared_ptr<Imgui::Window> generalWindow = std::make_shared<Imgui::GeneralInfoWindow>(
this, m_scene, getShaderProgramByName("postProcessingProgram"), &rotateEntity, &drawShadows, &rotateLightSource,
&lightColor, &m_exposure, &intensity);
m_imguiHandler->addImguiWindow(generalWindow);
// std::shared_ptr<Imgui::Window> entityWindow = std::make_shared<Imgui::EntityWindow>(m_scene->getEntities());
// m_imguiHandler->addImguiWindow(entityWindow);
#endif
// This is the game loop
while (!glfwWindowShouldClose(m_gameWindow->getGLFWwindow())) {
// --- Timing ---
limit_framerate();
// --- Update game ---
if (rotateLightSource) {
float radius = 4.0;
glm::vec3 newPos = glm::vec3(-cos(glfwGetTime() * 0.5), 0.5f, sin(glfwGetTime() * 0.5)) * radius;
m_scene->getEntityByName("light")->setPosition(newPos);
}
if (rotateEntity) {
m_scene->getEntityById(0)->rotate(glm::vec3(0.0f, 1.0f, 0.0f), -0.2f * m_deltaTime);
}
m_scene->updatePointLight(0, true, m_scene->getEntityByName("light")->getPosition(), lightColor, intensity);
m_scene->updateDirectionalLight(true, m_scene->getDirectionalLight()->getDirection(), lightColor);
getShaderProgramByName("lightProgram")->bind();
getShaderProgramByName("lightProgram")->setUniform("v_lightColor", lightColor * 100.0f);
getShaderProgramByName("lightProgram")->unbind();
// --- Render and buffer swap ---
// Calc shadows
static bool firstRun = true;
getShaderProgramByName("defaultProgram")->bind();
getShaderProgramByName("defaultProgram")->setUniform("b_drawShadows", (int)drawShadows);
getShaderProgramByName("defaultProgram")->unbind();
if (drawShadows || firstRun) {
firstRun = false;
m_scene->calculateShadows(getShaderProgramByName("directionalShadowDepthProgram"),
getShaderProgramByName("pointShadowDepthProgram"));
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
auto activeScreen = m_menu->getActiveScreen();
if (activeScreen) {
activeScreen->draw();
} else {
m_postProcessFrameBuffer->bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_camera->lookForward();
m_camera->updateVPM();
m_scene->getSkybox()->draw(m_camera->getView(), m_camera->getProj());
m_scene->draw(m_camera->getViewProj(), m_camera->getPosition());
m_postProcessFrameBuffer->unbind();
m_postProcessFrameBuffer->drawOnEntireScreen();
#ifdef _DEBUG
m_imguiHandler->renderWindows();
#endif
}
glfwSwapBuffers(m_gameWindow->getGLFWwindow());
// Update window size
if (m_gameWindow->isWindowResized()) {
m_gameWindow->updateWindowDimensions();
updateWindowDimensions();
}
// --- Check events, handle input ---
m_gameEventHandler->handleEvents();
m_camera->updatePositionFromKeyboardInput(m_gameEventHandler->getCameraActionMap(), m_deltaTime);
if (m_gameWindow->getMouseIsCatched()) {
m_camera->updateDirectionFromMouseInput(m_gameEventHandler->getCameraMouseActionMap());
}
m_menu->writeWindowActions(m_gameEventHandler->getWindowActionMap());
m_gameWindow->handleWindowActionMap(m_gameEventHandler->getWindowActionMap());
// Handle widget pressed event only when a screen is currently active
if (m_menu->getActiveScreen())
m_menu->handleMouseButtonActionMap(m_gameEventHandler->getMouseButtonActionMap(), m_gameWindow.get());
}
}
void Controller::limit_framerate()
{
static double startingTime = 0.0;
static double lastTime = 0.0;
lastTime = glfwGetTime() - startingTime;
double frameTime = 1 / (double)m_MAX_FPS;
if (frameTime > lastTime) {
Helper::sleep((frameTime - lastTime) * 1000000);
}
m_deltaTime = glfwGetTime() - startingTime;
startingTime = glfwGetTime();
}
void Controller::updateWindowDimensions()
{
m_camera->updateAspectRatio(m_gameWindow->getWindowAspectRatio());
m_gameEventHandler->setFirstMouseInput(1);
m_postProcessFrameBuffer->changeDimensions(m_gameWindow->getWindowWidth(), m_gameWindow->getWindowHeight());
}
void Controller::updateExposure(ShaderProgram *shaderProgram)
{
shaderProgram->bind();
shaderProgram->setUniform("u_exposure", m_exposure);
shaderProgram->unbind();
}
ShaderProgram *Controller::getShaderProgramByName(const std::string &name)
{
return getShaderProgramByName(name, m_shaderPrograms);
}
ShaderProgram *Controller::getShaderProgramByName(const std::string &name, std::vector<ShaderProgram *> shaderPrograms)
{
for (auto program : shaderPrograms) {
if (program->getUniqueName() == name) {
return program;
}
}
Log::logger().critical("Shaderprogram could not be found by name \"{}\"", name);
return nullptr;
}
void Controller::setMaxFps(uint16_t fps)
{
m_MAX_FPS = fps;
}