247 lignes
6.2 KiB
C++
247 lignes
6.2 KiB
C++
#include "Application.h"
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#include "Utilities/CfgParser.h"
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#include "Utilities/Log.h"
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#include "ScriptSystem_Application.h"
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#include "ScriptSystem_Camera.h"
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#include "ScriptSystem_Font.h"
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#include "ScriptSystem_Image.h"
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#include "ScriptSystem_Math.h"
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#include "ScriptSystem_RigidBody.h"
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#include "ScriptSystem_SceneGraph.h"
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#include "ScriptSystem_SceneNode.h"
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#include "ScriptSystem_Model.h"
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namespace BlueCore
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{
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void Application::KeySlot(int key, int action)
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{
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if (key == GLFW_KEY_ESC && action == GLFW_RELEASE)
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quit();
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}
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void Application::MouseMoveSlot(int x, int y)
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{
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_CameraPhi += (x - _LastMouseX) / 200.0;
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_LastMouseX = x;
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_CameraTheta += (y - _LastMouseY) / 200.0;
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_LastMouseY = y;
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}
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void Application::MouseWheelSlot(int z)
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{
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if ((z - _LastWheel) < 0)
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_CameraRadius *= 2.0;
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else
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_CameraRadius *= 0.5;
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if (_CameraRadius < 1.0)
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_CameraRadius = 1.0;
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_LastWheel = z;
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}
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bool Application::initialize()
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{
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CfgParser cfg;
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cfg.parseFile("options.cfg");
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int width = cfg.get("width", 640);
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int height = cfg.get("height", 480);
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bool fullscreen = cfg.get("fullscreen", false);
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_Window = new RenderWindow();
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if (_Window->create(width, height, 0, 0, 0, fullscreen) == false)
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return false;
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_Device = new RenderDevice(_Window);
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_FontManager = new FontManager(_Device);
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_MeshManager = new MeshManager(_Device);
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_TextureManager = new TextureManager();
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_ScriptSystem = new ScriptSystem();
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_ShaderManager = new ShaderManager(_Window);
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_Simulation = new RigidBodySimulation(_ScriptSystem);
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_ModelManager = new ModelManager (_TextureManager, _ShaderManager, _MeshManager);
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_RenderQueue = new RenderQueue();
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setupScriptSystem_Application(_ScriptSystem, this);
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setupScriptSystem_Camera(_ScriptSystem);
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setupScriptSystem_Font(_ScriptSystem, _FontManager);
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setupScriptSystem_Image(_ScriptSystem, _TextureManager, _Device);
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setupScriptSystem_Math(_ScriptSystem);
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setupScriptSystem_RigidBody(_ScriptSystem, _Simulation);
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setupScriptSystem_SceneGraph(_ScriptSystem);
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setupScriptSystem_SceneNode(_ScriptSystem);
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setupScriptSystem_Model(_ScriptSystem, _ModelManager);
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if (_ScriptSystem->loadScript("main") == false)
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return false;
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_ScriptSystem->callFunction("Initialize");
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_Window->KeySignal.connect(this, &Application::KeySlot);
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_Window->MouseMoveSignal.connect(this, &Application::MouseMoveSlot);
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_Window->MouseWheelSignal.connect(this, &Application::MouseWheelSlot);
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_Running = true;
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return true;
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}
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void Application::shutdown()
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{
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_ScriptSystem->callFunction("Shutdown");
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}
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void Application::quit()
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{
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_Running = false;
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}
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void Application::run()
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{
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clog << "--- starting main loop..."<< endlog;
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_SimulationTime = 0.0;
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_StartTime = glfwGetTime();
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_LastTime = _StartTime;
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double delta = 0.0;
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_Paused = false;
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_Running = true;
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ref_ptr<Mesh> star_mesh = _MeshManager->loadMesh ("stars.3ds");
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ref_ptr<Texture> star_texture = _TextureManager->loadTexture ("stars.png", 0);
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GLfloat lightAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f} ;
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GLfloat lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f} ;
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GLfloat lightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f} ;
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GLfloat lightPosition[] = { 1.0, 0.0, 0.0, 0.0};
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glLightfv ( GL_LIGHT0, GL_AMBIENT, lightAmbient ) ;
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glLightfv ( GL_LIGHT0, GL_DIFFUSE, lightDiffuse ) ;
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glLightfv ( GL_LIGHT0, GL_SPECULAR, lightSpecular ) ;
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glLightfv ( GL_LIGHT0, GL_POSITION, lightPosition );
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glEnable ( GL_LIGHT0 ) ;
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while (_Window->isOpen() && _Running)
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{
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double now = glfwGetTime();
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delta = now - _LastTime;
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_LastTime = now;
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_ScriptSystem->callFunction("OnFrame", delta, now - _StartTime);
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_Device->clear();
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//Quaternion q(-_CameraPhi, 0.0, -_CameraTheta);
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//camera->setPosition(q.apply(Vector3(0.0, 0.0, _CameraRadius)));
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//camera->setRotation(q);
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//pos += 5 * _DeltaTime;
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_Device->setAmbientLight(1.0, 1.0, 1.0);
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if (_SceneGraph.valid())
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{
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_RenderQueue->clear();
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_SceneGraph->update(delta);
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_SceneGraph->queue(_RenderQueue);
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_Device->begin3D(_SceneGraph->getCamera());
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_RenderQueue->render(_Device);
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_Device->end3D();
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}
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/*
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{
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_Device->begin3D(_Camera);
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_RenderQueue->clear();
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_RenderQueue->addOpaqueItem(model, Vector3(0.0, 0.0, 0.0),
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Quaternion());
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_RenderQueue->render(_Device);
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_Device->end3D();
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}
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*/
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/*
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*/
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// device->useShader (program);
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// device->setTexture (stage, name, texture)
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// device->clearTextures (stage+1);
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//glEnable (GL_TEXTURE_2D);
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//glEnable (GL_LIGHTING);
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//glBindTexture (GL_TEXTURE_2D, texture->getId() );
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// device->
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//device->
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//model->render();
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if (_Paused == false)
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{
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_Simulation->saveStates();
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_Simulation->updateSteps(delta);
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while (_Simulation->getSteps() > 0)
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{
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_ScriptSystem->callFunction("OnStep",
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_Simulation->getStepSize(), _SimulationTime);
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_SimulationTime += _Simulation->getStepSize();
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_Simulation->step();
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}
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}
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_Device->pushAbsoluteTransformation(Vector3(), _SceneGraph->getCamera()->getRotation());
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/*
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_Device->setShaderProgram (0);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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*/
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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_Device->setTexture(0, star_texture, true);
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glDisable(GL_LIGHTING);
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glColor4d( 1.0f, 1.0f, 1.0f, 1.0f);
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star_mesh->render();
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_Device->popTransformation();
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/*
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class RenderState
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{
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bool _Blending;
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GLint _BlendFuncSrc;
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GLint _BlendFuncDest;
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bool _DepthTest;
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bool _DepthMask;
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bool _Lighting;
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};
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_shininess[] = { 2.0 };
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glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_specular);
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glMaterialfv(GL_FRONT, GL_AMBIENT, mat_specular);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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*/
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_Device->begin2D();
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_ScriptSystem->callFunction("OnOverlay", delta, now - _StartTime);
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_Device->end2D();
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_Device->swap();
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}
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clog << "--- main loop finished..."<< endlog;
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}
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void Application::setSceneGraph(SceneGraph *graph)
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{
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_SceneGraph = graph;
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}
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void Application::togglePause()
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{
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_Paused = !_Paused;
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}
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}
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