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engine.cpp
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engine.cpp
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#include "engine.h"
#include "tool.h"
#include <iostream>
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <cassert>
#include <sstream>
#include "game.h"
#include "physicengine.h"
#include "network.h"
Engine::Engine(Game* game) : m_game(game), m_wireframe(false), m_takeScreenshot(false)
{
game->m_syncValueManager = &m_syncValueManager;
game->m_scene = &m_scene;
game->m_engine = this;
}
Engine::~Engine()
{
}
void Engine::Init()
{
GLenum err = glewInit();
if(err != GLEW_OK)
{
std::cerr << "Error while initializing glew.. abording (" << glewGetErrorString(err) << ")" << std::endl;
abort();
}
#ifdef TAK_USE_ENET
GNetwork.Init(Network::CLIENT);
#endif
#ifdef TAK_USE_BULLET_PHYSICS
GPhysicEngine.Init();
#endif
// Informations:
const GLubyte* string;
string = glGetString(GL_VENDOR);
printf("Vendor: %s\n", string);
string = glGetString(GL_RENDERER);
printf("Renderer: %s\n", string);
string = glGetString(GL_VERSION);
printf("OpenGL Version: %s\n", string);
string = glGetString(GL_SHADING_LANGUAGE_VERSION);
if(!string)
{
std::cout << "Your graphic driver doesn't support shaders, exiting" << std::endl;
exit(1);
}
printf("GLSL Version: %s\n", string);
GLint texSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
printf("Maximum texture size: %d\n\n", texSize);
glClearColor(m_game->Config.ClearColor.x, m_game->Config.ClearColor.y, m_game->Config.ClearColor.z, 1.f);
glEnable( GL_TEXTURE_2D );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//gluPerspective( 45.0f, Width() / Height(), 0.01f, 1000.0f);
gluPerspective( 90.0f, (float)Width() / Height(), 0.01f, 5000.0f);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
glEnable (GL_LINE_SMOOTH);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
// Light
GLfloat light0Pos[4] = {0.0f, 50.f, 0.0f, 1.0f};
GLfloat light0Amb[4] = {0.9f, 0.9f, 0.9f, 1.0f};
GLfloat light0Diff[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat light0Spec[4] = {0.2f, 0.2f, 0.2f, 1.0f};
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diff);
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Spec);
//CenterMouse();
//HideCursor();
CHECK_GL_ERROR();
}
void Engine::DeInit()
{
#ifdef TAK_USE_BULLET_PHYSICS
GPhysicEngine.DeInit();
#endif
}
void Engine::LoadResource()
{
m_game->LoadResource();
}
void Engine::UnloadResource()
{
m_game->UnloadResource();
}
void Engine::Render(float elapsedTime)
{
if(elapsedTime == 0)
return;
bool showCursor = m_game->Config.ShowCursor;
if(IsCursorVisible() != showCursor)
{
if(showCursor)
ShowCursor();
else
HideCursor();
}
#ifdef TAK_USE_ENET
// Tick network
GNetwork.Tick();
#endif
m_syncValueManager.Update(elapsedTime);
m_scene.Update(elapsedTime);
m_game->Update(elapsedTime);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// Transformations initiales
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPushMatrix();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
Shader* defaultShader = m_game->GetDefaultShader();
assert(defaultShader);
Texture* defaultTexture = m_game->GetDefaultTexture();
assert(defaultTexture);
m_scene.Render(defaultShader, defaultTexture);
glDisable(GL_BLEND);
glPopMatrix();
#ifdef TAK_USE_BULLET_PHYSICS
// Physic graphical debug output:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(m_scene.GetCamera())
glMultMatrixf(m_scene.GetCamera()->GetMatrix().GetInternalValues());
GPhysicEngine.DrawDebug();
// Simulate physic
GPhysicEngine.Update(elapsedTime);
#endif
#ifdef TAK_USE_ENET
// Tick network
GNetwork.Tick();
#endif
if(m_takeScreenshot)
{
TakeScreenshot("screenshot");
m_takeScreenshot = false;
}
}
void Engine::KeyPressEvent(unsigned char key)
{
switch(key)
{
case 36: // ESC
Stop();
break;
case 94: // F10
SetFullscreen(!IsFullscreen());
break;
case 15: // P
m_takeScreenshot = true;
break;
}
m_scene.KeyPressEvent(key);
m_game->KeyPressEvent(key);
}
void Engine::KeyReleaseEvent(unsigned char key)
{
switch(key)
{
case 24: // Y
m_wireframe = !m_wireframe;
if(m_wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
}
m_scene.KeyReleaseEvent(key);
m_game->KeyReleaseEvent(key);
}
void Engine::MouseMoveEvent(int x, int y)
{
if(m_game->Config.CenterMouse)
{
MakeRelativeToCenter(x, y);
if(x == 0 && y == 0)
return;
CenterMouse();
}
m_scene.MouseMoveEvent(x, y);
m_game->MouseMoveEvent(x, y);
}
void Engine::MousePressEvent(const MOUSE_BUTTON &button, int x, int y)
{
m_scene.MousePressEvent(button, x, y);
m_game->MousePressEvent(button, x, y);
}
void Engine::MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y)
{
m_scene.MouseReleaseEvent(button, x, y);
m_game->MouseReleaseEvent(button, x, y);
}
void Engine::WindowFocusEvent(bool hasFocus)
{
m_scene.WindowFocusEvent(hasFocus);
m_game->WindowFocusEvent(hasFocus);
}
void Engine::WindowResizeEvent(int width, int height)
{
m_scene.WindowResizeEvent(width, height);
m_game->WindowResizeEvent(width, height);
}