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#include <SDL2/SDL.h>
#include <chrono>
#include <collection.hpp>
#include <game/activities/go.h>
#include <game/activities/idle.h>
#include <game/activity.h>
#include <game/gamestate.h>
#include <game/network/rail.h>
#include <game/terrain.h>
#include <game/vehicles/railVehicle.h>
#include <game/vehicles/railVehicleClass.h>
#include <game/vehicles/train.h>
#include <game/worldobject.h>
#include <gfx/camera_controller.h>
#include <gfx/gl/camera.h>
#include <gfx/gl/shader.h>
#include <gfx/inputHandler.h>
#include <gfx/manualCameraController.h>
#include <gfx/renderable.h>
#include <gfx/window.h>
#include <glm/glm.hpp>
#include <memory>
#include <special_members.hpp>
#include <vector>
static const int DISPLAY_WIDTH = 1280;
static const int DISPLAY_HEIGHT = 1024;
class SDL_Application : public InputHandler, public std::enable_shared_from_this<SDL_Application>, GameState {
public:
SDL_Application()
{
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
}
~SDL_Application() override
{
SDL_Quit();
}
NO_COPY(SDL_Application);
NO_MOVE(SDL_Application);
std::shared_ptr<Train> train;
bool
handleInput(SDL_Event & e) override
{
switch (e.type) {
case SDL_QUIT:
isRunning = false;
return true;
case SDL_KEYUP:
switch (e.key.keysym.scancode) {
case SDL_SCANCODE_G:
train->currentActivity = std::make_unique<Go>();
break;
case SDL_SCANCODE_I:
train->currentActivity = std::make_unique<Idle>();
break;
default:
return false;
}
return true;
}
return false;
}
int
run()
{
Collection<Window> windows;
windows.create(DISPLAY_WIDTH, DISPLAY_HEIGHT, "OpenGL");
world.create<Terrain>();
{
auto rl = world.create<RailLinks>();
const glm::vec3 j {-1100, 15, -1100}, k {-1100, 15, -1000}, l {-1000, 20, -800}, m {-900, 30, -600},
n {-600, 32, -500}, o {-500, 30, -800}, p {-600, 25, -900}, q {-1025, 10, -1175},
r {-925, 10, -1075};
const glm::vec3 s {-1100, 15, -500}, t {-1100, 15, -450}, u {-1000, 15, -400};
auto l3 = rl->addLinksBetween(j, k);
rl->addLinksBetween(k, l);
rl->addLinksBetween(l, m);
rl->addLinksBetween(m, n);
rl->addLinksBetween(n, o);
rl->addLinksBetween(o, p);
// branch 1
rl->addLinksBetween(p, q);
rl->addLinksBetween(q, j);
// branch 2
rl->addLinksBetween(p, r);
rl->addLinksBetween(r, j);
// early loop
rl->addLinksBetween(s, t);
rl->addLinksBetween(l, s);
rl->addLinksBetween(t, u);
rl->addLinksBetween(u, m);
train = world.create<Train>(l3);
auto b47 = std::make_shared<RailVehicleClass>("brush47");
for (int N = 0; N < 6; N++) {
train->create<RailVehicle>(b47);
}
}
Shader shader;
Camera camera({-1250.0F, 35.0F, -1250.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F);
camera.Pitch(0.24);
camera.RotateY(0.7854);
shader.setView(camera.GetViewProjection());
shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, -1, 0}));
shader.setUniform("lightColor", {.6, .6, .6});
shader.setUniform("ambientColor", {0.5, 0.5, 0.5});
auto t_start = std::chrono::high_resolution_clock::now();
const auto framelen = std::chrono::milliseconds {1000} / 120;
inputStack.objects.push_back(shared_from_this());
inputStack.objects.insert(
inputStack.objects.begin(), world.create<ManualCameraController>(glm::vec2 {-1150, -1150}));
while (isRunning) {
processInputs();
const auto t_end = std::chrono::high_resolution_clock::now();
const auto t_passed = std::chrono::duration_cast<TickDuration>(t_end - t_start);
world.apply(&WorldObject::tick, t_passed);
world.apply<CameraController>(&CameraController::updateCamera, &camera);
shader.setView(camera.GetViewProjection());
windows.apply(&Window::Clear, 0.0F, 0.0F, 0.0F, 1.0F);
world.apply<Renderable>(&Renderable::render, shader);
windows.apply(&Window::SwapBuffers);
if (const auto snz = framelen - t_passed; snz.count() > 0) {
SDL_Delay(snz.count());
}
t_start = t_end;
}
inputStack.removeAll();
return 0;
}
private:
void
processInputs()
{
for (SDL_Event e; SDL_PollEvent(&e);) {
inputStack.applyOne(&InputHandler::handleInput, e);
}
}
bool isRunning {true};
Collection<InputHandler> inputStack;
};
int
main(int, char **)
{
return std::make_shared<SDL_Application>()->run();
}
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