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- #include <cmath>
- #include <iostream>
- #include "Game.h"
- #include "MarchingCubes.h"
- #include "gaming-core/utils/Array.h"
- #include "gaming-core/utils/List.h"
- #include "gaming-core/utils/Random.h"
- #include "gaming-core/utils/Utils.h"
- #include "gaming-core/wrapper/GL.h"
- Game::Game(Shader& shader, Shader& noiceShader, Shader& particleShader,
- LayeredFramebuffer& buffer, Buttons& buttons, const Size& size)
- : shader(shader), noiceShader(noiceShader), particleShader(particleShader),
- noiceBuffer(buffer), bricks("resources/bricks.png"),
- bricksBump("resources/bricks_bump.png"),
- bricksNormal("resources/bricks_normal.png"), buttons(buttons), size(size),
- frustum(60.0f, 0.1f, 1000.0f, size), up(GLFW_KEY_SPACE, "Up"),
- down(GLFW_KEY_LEFT_SHIFT, "Down"), left(GLFW_KEY_A, "left"),
- right(GLFW_KEY_D, "right"), front(GLFW_KEY_W, "front"),
- back(GLFW_KEY_S, "back"), toggle(GLFW_KEY_T, "toggle"),
- scaleUp(GLFW_KEY_G, "scale up"), scaleDown(GLFW_KEY_H, "scale down"),
- stepsUp(GLFW_KEY_Y, "steps up"), stepsDown(GLFW_KEY_U, "steps down"),
- fineStepsUp(GLFW_KEY_I, "fine steps up"),
- fineStepsDown(GLFW_KEY_O, "fine steps down"),
- modeToggle(GLFW_KEY_C, "mode toggle"),
- primaryMouse(GLFW_MOUSE_BUTTON_1, "primary click"),
- timeUp(GLFW_KEY_N, "time up"), timeDown(GLFW_KEY_M, "time down"),
- oldHeight(0.0f), height(0.0f), heightScale(0.01f), steps(1), fineSteps(1),
- mode(false), time(0.0f), emitterAge(999999.0f), timeFactor(1.0f) {
- buttons.add(up);
- buttons.add(down);
- buttons.add(left);
- buttons.add(right);
- buttons.add(front);
- buttons.add(back);
- buttons.add(toggle);
- buttons.add(scaleUp);
- buttons.add(scaleDown);
- buttons.add(stepsUp);
- buttons.add(stepsDown);
- buttons.add(fineStepsUp);
- buttons.add(fineStepsDown);
- buttons.add(modeToggle);
- buttons.add(timeUp);
- buttons.add(timeDown);
- buttons.addMouse(primaryMouse);
- bricks.setLinearFilter();
- bricksBump.setLinearFilter();
- bricksNormal.setLinearFilter();
- position = Vector3(-32.0f, 0.0f, -120.0f);
- rectangleBuffer.setAttributes(Attributes().addFloat(2));
- float recData[6][2] = {{-1.0f, -1.0f}, {-1.0, 1.0}, {1.0, -1.0},
- {1.0f, 1.0f}, {-1.0, 1.0}, {1.0, -1.0}};
- rectangleBuffer.setStaticData(sizeof(recData), recData);
- noiceBuffer.bindTextureTo(0);
- }
- void Game::render(float lag) {
- GL::setViewport(64, 64);
- noiceShader.use();
- noiceBuffer.bindAndClear();
- float step = 1.0f / 31.5f;
- noiceShader.setFloat("height", oldHeight * step);
- for(int i = 0; i < 64; i++) {
- noiceShader.setFloat("layer", i * step - 1.0f);
- noiceBuffer.bindLayer(i);
- rectangleBuffer.draw(6);
- }
- GL::setViewport(size.width, size.height);
- shader.use();
- GL::bindMainFramebuffer();
- GL::clear();
- Matrix& proj = frustum.updateProjection();
- shader.setMatrix("proj", proj.getValues());
- Matrix m;
- m.translate(Utils::interpolate(oldPosition, position, lag));
- m.translateY(-32.0f + (oldHeight - height) * lag);
- shader.setMatrix("view", m.getValues());
- shader.setFloat("height", oldHeight * step * 0.5f);
- shader.setVector("viewPos", -position + Vector3(0.0f, 32.0f, 0.0f));
- shader.setVector("lightPos", Vector3());
- shader.setFloat("heightScale", heightScale);
- shader.setInt("steps", steps);
- shader.setInt("fineSteps", fineSteps);
- shader.setInt("kajetan", mode);
- if(toggle.isDown()) {
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
- noiceBuffer.bindTextureTo(0);
- bricks.bindTo(1);
- bricksBump.bindTo(2);
- bricksNormal.bindTo(3);
- emptyBuffer.drawPoints(64 * 64 * 64);
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
- glPointSize(5.0f);
- particleShader.use();
- particleShader.setMatrix("proj", proj.getValues());
- m.translateTo(Utils::interpolate(oldPosition, position, lag));
- m.translateY(-32.0f - (oldHeight + (height - oldHeight) * lag));
- particleShader.setMatrix("view", m.getValues());
- particleShader.setFloat("time", time + lag);
- GL::enableBlending();
- glDepthMask(false);
- if(primaryMouse.wasReleased()) {
- noiceBuffer.bindTextureTo(0);
- static float buffer[64][64][64];
- glGetTexImage(GL_TEXTURE_3D, 0, GL_RED, GL_FLOAT, buffer);
- float hWidth = size.width * 0.5f;
- float hHeight = size.height * 0.5f;
- float x = (buttons.getMouseX() - hWidth) / hWidth;
- float y = -(buttons.getMouseY() - hHeight) / hHeight;
- float aspect = hWidth / hHeight;
- float tan = tanf((0.5f * frustum.fieldOfView) * M_PI / 180.0f);
- float q = 1.0f / tan;
- Vector3 direction(x / (q / aspect), y / q, 1.0f);
- direction[2] = -direction[2];
- direction.normalize();
- Vector3 pos = -position;
- pos[1] = 32.0f;
- pos[1] = 32.0f;
- for(int i = 0; i < 150; i++) {
- int x = pos[0] + 0.5f;
- int y = pos[1] + 0.5f;
- int z = pos[2] + 0.5f;
- if(x >= 0 && x < 64 && y >= 0 && y < 64 && z >= 0 && z < 64 &&
- buffer[x][y][z] > 0.5f) {
- emitterPos = pos + Vector3(0.0f, height, 0.0f);
- emitterAge = time;
- break;
- }
- pos += direction;
- }
- }
- particleShader.setFloat("timeFactor", timeFactor);
- particleShader.setVector("position", emitterPos);
- particleShader.setFloat("age", emitterAge);
- particleShader.setVector("color", Vector4(1.0f, 0.0f, 0.0f, 1.0f));
- particleShader.setInt("seedBase", 0);
- emptyBuffer.drawPoints(2000000);
- particleShader.setVector("position", emitterPos);
- particleShader.setFloat("age", emitterAge + 5);
- particleShader.setVector("color", Vector4(0.0f, 1.0f, 0.0f, 1.0f));
- particleShader.setInt("seedBase", 1);
- emptyBuffer.drawPoints(10000);
- particleShader.setVector("position", emitterPos);
- particleShader.setFloat("age", emitterAge + 10);
- particleShader.setVector("color", Vector4(0.0f, 0.0f, 1.0f, 1.0f));
- particleShader.setInt("seedBase", 2);
- emptyBuffer.drawPoints(5000);
- particleShader.setVector("position", emitterPos);
- particleShader.setFloat("age", emitterAge + 20);
- particleShader.setVector("color", Vector4(0.0f, 1.0f, 1.0f, 1.0f));
- particleShader.setInt("seedBase", 2);
- emptyBuffer.drawPoints(5000);
- glDepthMask(true);
- GL::disableBlending();
- }
- void Game::tick() {
- if(timeUp.isDown()) {
- timeFactor *= 1.05f;
- std::cout << timeFactor << "\n";
- }
- if(timeDown.isDown()) {
- timeFactor /= 1.05f;
- std::cout << timeFactor << "\n";
- }
- time++;
- oldHeight = height;
- oldPosition = position;
- if(up.isDown()) {
- height += 1.0f;
- }
- if(down.isDown()) {
- height -= 1.0f;
- }
- const float speed = 1.15f;
- if(left.isDown()) {
- position += Vector3(speed, 0.0f, 0.0f);
- }
- if(right.isDown()) {
- position -= Vector3(speed, 0.0f, 0.0f);
- }
- if(front.isDown()) {
- position += Vector3(0.0f, 0.0f, speed);
- }
- if(back.isDown()) {
- position -= Vector3(0.0f, 0.0f, speed);
- }
- if(scaleUp.isDown()) {
- heightScale += 0.005f;
- }
- if(scaleDown.isDown()) {
- heightScale -= 0.005f;
- if(heightScale < 0.0f) {
- heightScale = 0.0f;
- }
- }
- if(stepsUp.wasReleased()) {
- steps++;
- }
- if(stepsDown.wasReleased() && steps > 1) {
- steps--;
- }
- if(fineStepsUp.wasReleased()) {
- fineSteps++;
- }
- if(fineStepsDown.wasReleased() && fineSteps > 1) {
- fineSteps--;
- }
- if(modeToggle.wasReleased()) {
- mode = !mode;
- }
- }
- bool Game::isRunning() const {
- return true;
- }
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