1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
#include <SDL2/SDL.h>
#include <array>
#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/link.h>
#include <game/network/rail.h>
#include <game/objective.h>
#include <game/objectives/goto.h>
#include <game/orders.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 {-1120, -1100, 3}, k {-1100, -1000, 15}, l {-1000, -800, 20}, m {-900, -600, 30},
n {-600, -500, 32}, o {-500, -800, 30}, p {-600, -900, 25}, q {-1025, -1175, 10},
r {-925, -1075, 10};
const glm::vec3 s {-1100, -500, 15}, t {-1100, -450, 15}, u {-1000, -400, 15};
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);
}
train->orders.removeAll();
train->orders.create<GoTo>(&train->orders, l3->ends[1], l3->length, rl->findNodeAt({-1100, -450, 15}));
train->currentActivity = train->orders.current()->createActivity();
}
Shader shader;
Camera camera({-1250.0F, -1250.0F, 35.0F}, 70.0F, (float)DISPLAY_WIDTH / (float)DISPLAY_HEIGHT, 0.1F, 10000.0F);
shader.setView(camera.GetViewProjection());
shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, 0, -1}));
shader.setUniform("lightColor", {.6, .6, .6});
shader.setUniform("ambientColor", {0.5, 0.5, 0.5});
auto t_start = std::chrono::high_resolution_clock::now();
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);
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();
}
|