224 lines
7.4 KiB
C++
224 lines
7.4 KiB
C++
#include <engine.h>
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#include <input.h>
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#include <scene.h>
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#include <mesh.h>
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#include <deferredpipeline.h>
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#include <phongmaterial.h>
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#include <resourcemanager.h>
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#include <sparrowrenderer.h>
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#include <texture.h>
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#include <chunk.h>
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#include <scene/scenetree.h>
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#include <scene/textnode.h>
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#include <scene/trackballcameranode.h>
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#include <scene/playercharacternode.h>
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#include <scene/lightnode.h>
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#include <scene/graphicalcontainernode.h>
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#include <tools/graph.h>
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#include <tools/pathfinder.h>
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#include <tools/loader.h>
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#include <tools/font.h>
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#include <tools/utils.h>
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#include <sparrowshell/sparrowshell.h>
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#include <btBulletDynamicsCommon.h>
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#include <glm/ext.hpp>
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#include "potator.h"
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class myKeysMap : public IKeysMap{
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public:
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enum{MAIN_ACTION, SECONDARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE = 15};
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myKeysMap(){
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keys.push_back( {MAIN_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Left, IKeysMap::PRESSED} );
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keys.push_back( {SECONDARY_ACTION, sf::Keyboard::KeyCount + sf::Mouse::Right, IKeysMap::PRESSED} );
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keys.push_back( {MOVE_FORWARD, sf::Keyboard::Z, IKeysMap::HOLD} );
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keys.push_back( {MOVE_BACKWARD, sf::Keyboard::S, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_LEFT, sf::Keyboard::Q, IKeysMap::HOLD} );
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keys.push_back( {STRAFE_RIGHT, sf::Keyboard::D, IKeysMap::HOLD} );
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keys.push_back( {TOGGLE_NOCLIP, sf::Keyboard::G, IKeysMap::PRESSED} );
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keys.push_back( {TOGGLE_PHYSICS_DEBUG, sf::Keyboard::P, IKeysMap::PRESSED} );
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keys.push_back( {TOGGLE_CONSOLE, sf::Keyboard::F5, IKeysMap::PRESSED} );
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}
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static std::vector<int> getMap()
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{
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return {MAIN_ACTION, SECONDARY_ACTION, MOVE_FORWARD, MOVE_BACKWARD, STRAFE_LEFT, STRAFE_RIGHT, TOGGLE_NOCLIP, TOGGLE_PHYSICS_DEBUG, TOGGLE_CONSOLE};
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}
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};
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class TestGen : public TerrainGenerator
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{
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float map[64*64];
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public:
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TestGen()
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{
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for(int i=0; i<64*64; ++i)
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map[i] = (rand()%64)/64.f;
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}
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float getHeight(float x, float z, float zoom)
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{
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x /= zoom;
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z /= zoom;
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int i1 = int(floor(x)+64)%64;
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int j1 = int(floor(z)+64)%64;
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int i2 = (i1+1)%64;
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int j2 = (j1+1)%64;
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float v1 = map[i1*64+j1];
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float v2 = map[i2*64+j1];
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float v3 = map[i1*64+j2];
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float v4 = map[i2*64+j2];
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float ph = x - floor(x);
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float pv = z - floor(z);
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ph = 0.5f-cos(3.1416*ph)/2;
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pv = 0.5f-cos(3.1416*pv)/2;
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float v5 = v1*(1-ph) + v2*ph;
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float v6 = v3*(1-ph) + v4*ph;
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return (v5*(1-pv) + v6*pv)*zoom;
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}
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virtual float func(float x, float y, float z)
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{
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float height = getHeight(x+6.7, z+15.7, 2.5f);
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height += getHeight(x+5.76, z+2.14, 5.4f);
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height += getHeight(x, z, 10.f);
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return y+8.f - height;
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}
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};
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void generateTerrain(SceneTree *scene, btDiscreteDynamicsWorld *world)
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{
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GraphicalContainerNode* terrainContainer = new GraphicalContainerNode();
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scene->getRootObject()->addChild(terrainContainer);
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TestGen gen;
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PhongMaterial *mat = new PhongMaterial();
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mat->shininess = 5.f;
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mat->diffuse = glm::vec3(0.1f, 0.4f, 0.2f);
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mat->specular = glm::vec3(0.1f);
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mat->emission = glm::vec3(0.5f, 0.1f, 0.1f);
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for(int x=-6; x<6; ++x)
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for(int y=-3; y<3; ++y)
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for(int z=-6; z<6; ++z)
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{
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Chunk *chunk = new Chunk(&gen); // ! WARNING ! : chunk pointer is lost and never deleted
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glm::vec3 pos(x, y, z);
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chunk->generate(pos);
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if(chunk->mesh->positions3D.empty())
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delete chunk;
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else
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{
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chunk->mesh->setMaterial(mat);
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chunk->mesh->initGL();
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MeshNode *node = new MeshNode(chunk->mesh);
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node->setTransform(glm::translate(glm::scale(glm::mat4(), glm::vec3(2.f)), pos*8.f));
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terrainContainer->addChild(node);
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world->addRigidBody(node->buildStaticCollider());
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}
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}
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}
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int main(){
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Engine engine;
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// this creates the opengl context
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// the opengl context must exist before any opengl class is used (texture, pipeline, etc..)
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engine.createWindow("Sparrow Engine Testing Environment");
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// setting up SparrowEngine
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engine.initPhysics();
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SceneTree *scene = engine.createScene();
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engine.setScene(scene);
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// settin gup SparrowInput
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Input* input = engine.getInput();
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input->setKeysMap(myKeysMap());
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input->addContext(Context("default", myKeysMap::getMap()));
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input->setCurrentContext("default");
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input->updateKeyBindings();
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engine.setTogglePhysicsDebugAction(myKeysMap::TOGGLE_PHYSICS_DEBUG);
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/*
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// trackball camera
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TrackBallCameraNode *trackBallCam = new TrackBallCameraNode(engine.getInput());
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trackBallCam->setInputs(myKeysMap::SECONDARY_HOLD, myKeysMap::MAIN_HOLD);
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scene.getRootObject()->addChild(trackBallCam);
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scene.setMainCamera(trackBallCam);
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*/
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// first person player controller
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PlayerCharacterNode *player = new PlayerCharacterNode();
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player->setInputs(myKeysMap::MOVE_FORWARD, myKeysMap::MOVE_BACKWARD, myKeysMap::STRAFE_LEFT, myKeysMap::STRAFE_RIGHT, myKeysMap::TOGGLE_NOCLIP);
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scene->getRootObject()->addChild(player);
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scene->setMainCamera(player);
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player->setPosition(0.f, 10.f, 0.f);
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engine.getPhysics()->addRigidBody(player->getRigidbody());
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// throw cubes and spheres with mouse clicks
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Potator *potator = new Potator(player, myKeysMap::MAIN_ACTION, myKeysMap::SECONDARY_ACTION);
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scene->getRootObject()->addChild(potator);
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// lighting
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LightNode *sunLight = new LightNode(new DirectionnalLight(glm::vec3(5, 8, -2), glm::vec3(1.f)));
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LightNode *ambientLight = new LightNode(new AmbientLight());
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scene->getRootObject()->addChild(ambientLight);
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scene->getRootObject()->addChild(sunLight);
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// TODO : set this elsewhere, since the shell needs it
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Font* fonte_des_neiges = Loader::loadFont("../data/consolas.fnt","../data/consolas.png");
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RESOURCE_ADD(fonte_des_neiges,Font,"shellfont");
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// terrain
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generateTerrain(scene, engine.getPhysics());
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// shell output tests
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engine.outputShell("Hello World!");
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engine.outputShell("Starting test :");
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for(int i = 0; i < 17; i++){
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engine.outputShell(std::to_string(i));
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}
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// preparing shaders and launching the engine
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scene->updateShaders();
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engine.start();
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// pathfinding tests
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/* GraphNode n1 = GraphNode();
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n1.setValue(1);
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GraphNode n2 = GraphNode();
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n2.setValue(2);
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GraphNode n3 = GraphNode();
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n3.setValue(3);
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GraphNode n4 = GraphNode();
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n4.setValue(4);
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GraphNode n5 = GraphNode();
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n5.setValue(5);
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n1.addNeighbours(&n2);
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n1.addNeighbours(&n3);
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n2.addNeighbours(&n4);
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n3.addNeighbours(&n4);
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n3.addNeighbours(&n2);
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n3.addNeighbours(&n5);
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std::vector<GraphNode*> path = PathFinder::a_star(&n1,&n4,true);
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std::cout << "Path Size: " << path.size() << std::endl;
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for(GraphNode* gn: path){
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std::cout << gn->getValue() << std::endl;
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}
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// loaders tests
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Loader::setObjDirectory("../data/");
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Loader::setMtlDirectory("../data/");
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Loader::setTexDirectory("../data/");
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std::vector<Mesh*> meshes = Loader::loadMesh("sword.obj");
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*/
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}
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