示例#1
0
/**
 * @brief Print line info
 * @param _line Line to print
 */
void print_line(Line const &_line)
{
  DebugLogPrint("LINE:\n");
  DebugLogPrint("POSITION:\n");
  print_vector(_line.position);
  DebugLogPrint("LENGTH: %f\n", _line.length);
}
示例#2
0
/**
 * @brief Load an image by file name.
 * @param aName Name of the file.
 */
void PCShaderSurface::LoadImage(HashString const &aName)
{
    /* If the file was already loaded,
       let's avoid assigning a new id. */
    TextureData const& textureData = GetManager()->GetTextureData(aName);
    if(textureData.mTextureID != (unsigned)-1)
    {
        mTextureID = textureData.mTextureID;
        SetTextureSize(Vector3(textureData.mWidth, textureData.mHeight, 0));
    }
    // else we load the image from file
    else if((mSurface = IMG_Load(Common::RelativePath("Art", aName).c_str())))
    {
        if ((mSurface->w & (mSurface->w - 1)) != 0 )
        {
            DebugLogPrint("warning: width of image: %s is not a power of 2\n", aName.ToCharArray());
        }

        if ((mSurface->h & (mSurface->h - 1)) != 0 )
        {
            DebugLogPrint("warning: height of image: %s is not a power of 2\n", aName.ToCharArray());
        }

        SetTextureSize(Vector3(mSurface->w, mSurface->h, 0));
        mNumberOfColors = mSurface->format->BytesPerPixel;
        if (mNumberOfColors == 4)
        {
            if (mSurface->format->Rmask == 0x000000ff)
                mTextureFormat = GL_RGBA;
            else
#ifndef _WIN32
                mTextureFormat = GL_BGRA;
#else
                mTextureFormat = GL_RGBA;
#endif
        }
        else if (mNumberOfColors == 3)
        {
            if (mSurface->format->Rmask == 0x000000ff)
                mTextureFormat = GL_RGB;
            else
#ifndef _WIN32
                mTextureFormat = GL_BGR;
#else
                mTextureFormat = GL_RGB;
#endif
        }
        else
        {
            DebugLogPrint("warning: image %s is not truecolor...  this will probably break\n", aName.ToCharArray());
            DebugLogPrint("warning: bytes per pixel for image %s: %d\n", aName.ToCharArray(), mNumberOfColors);
        }

        AddTexturePairing(aName);
    }
    else
    {
        DebugLogPrint("warning: file: %s not found or incompatible format, check this out\n", aName.ToCharArray());
    }
}
示例#3
0
/**
 * @brief Loads a text surface in font.
 * @param aFont Font to use.
 * @param aText Text to render.
 * @param aForegroundColor Color of the text.
 * @param aBackgroundColor Color of the background.
 * @param aSize Size of font.
 * @param aMaxWidth Max width of a single line (in pixels).
 * @return
 */
Vector3 PCShaderSurface::LoadText(HashString const &aFont, HashString const &aText, Vector4 const &aForegroundColor, Vector4 const &aBackgroundColor, int aSize, int aMaxWidth)
{
    // Endianness is important here
    Uint32 rmask, gmask, bmask, amask;
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
    rmask = 0xff000000;
    gmask = 0x00ff0000;
    bmask = 0x0000ff00;
    amask = 0x000000ff;
#else
    rmask = 0x000000ff;
    gmask = 0x0000ff00;
    bmask = 0x00ff0000;
    amask = 0xff000000;
#endif

    HashString const textureDataHash = aFont + aText + Common::IntToString(aSize);
    TextureData const& data = GetManager()->GetTextureData(textureDataHash);
    if(data.mTextureID != (unsigned)-1)
    {
        Vector3 size = Vector3(data.mWidth, data.mHeight, 0);
        mTextureID = data.mTextureID;
        SetTextureSize(size);
        return size;
    }
    else
    {
        if(!TTF_WasInit())
            TTF_Init();
        mFont = TTF_OpenFont(Common::RelativePath("Fonts", aFont).c_str(), aSize);
        if(!mFont)
        {
            mFont = NULL;
            DebugLogPrint("warning: file not found or incompatible format, check this out\n");
            DebugLogPrint("%s", TTF_GetError());
            return Vector3(0, 0, 0);
        }

        // Create text texture
        SDL_Color fgColor = {(Uint8)aForegroundColor.x, (Uint8)aForegroundColor.y, (Uint8)aForegroundColor.z, (Uint8)aForegroundColor.w};
        //SDL_Color bgColor = {(Uint8)aBackgroundColor.x, (Uint8)aBackgroundColor.y, (Uint8)aBackgroundColor.z, (Uint8)aBackgroundColor.w};
        SDL_Surface *msg = TTF_RenderText_Blended_Wrapped(mFont, aText.ToCharArray(), fgColor, aMaxWidth);
        if(!msg)
        {
            DebugLogPrint("TTF_RenderText failed: %s", TTF_GetError());
            assert(msg);
        }

        mTextureFormat = GL_RGBA;
        mSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, msg->w, msg->h, 32, rmask, gmask, bmask, amask);
        SetTextureSize(Vector3(mSurface->w, mSurface->h, 0));
        SDL_BlitSurface(msg, NULL, mSurface, NULL);

        AddTexturePairing(textureDataHash);

        return Vector3(mSurface->w, mSurface->h, 0);
    }
}
示例#4
0
// Helpful print functions
void print_matrix(Matrix33 const &_matrix)
{
  DebugLogPrint("MATRIX:\n");
  for (int i = 0; i < 3; ++i)
  {
    DebugLogPrint("ROW%d:", i);
    for (int j = 0; j < 3; ++j)
    {
      DebugLogPrint(" %f ", _matrix.values[i][j]);
    }
    DebugLogPrint("\n");
  }
  DebugLogPrint("DETERMINANT: %f\n", _matrix.Determinant());
}
示例#5
0
/**
 * @brief Add object to objects vector.
 * @param aObj The object to add
 * @param aStatic Is this a static environment object, as in, not designed to be updated?
 */
void ObjectManager::AddObject(GameObject *aObj, bool aStatic)
{
  if(aObj == nullptr)
  {
    DebugLogPrint("Not sure why, but a null object was created. (ObjectManager AddObject)");
  }
  
  // Check to see if object is in our list
  ObjectIT objectsEnd = mObjects.end();
  for(ObjectIT it = mObjects.begin(); it != objectsEnd; ++it)
  {
    if(*it == aObj)
    {
      return;
    }
  }
  ObjectIT staticObjectsEnd = mStaticObjects.end();
  for(ObjectIT it = mStaticObjects.begin(); it != staticObjectsEnd; ++it)
  {
    if(*it == aObj)
    {
      return;
    }
  }
  
  if(!aStatic)
    mObjects.push_back(aObj);
  else
    mStaticObjects.push_back(aObj);
}
示例#6
0
/**
 * @brief Print circle info
 * @param _circle Circle to print
 */
void print_circle(Circle const &_circle)
{
  DebugLogPrint("\n");
  DebugLogPrint("-------------------------\n");
  DebugLogPrint("RESULTS:\n");
  DebugLogPrint("-------------------------\n");
  DebugLogPrint("CIRCLE:\n");
  DebugLogPrint("POSITION:\n");
  print_vector(_circle.position);
  DebugLogPrint("UP:\n");
  print_vector(_circle.up);
  DebugLogPrint("RIGHT:\n");
  print_vector(_circle.right);
  DebugLogPrint("RADIUS: %f\n", _circle.radius);
}
示例#7
0
/**
 * @brief Get data of shader based on file name.
 * @param aFilename Name of shader file.
 * @return Data of shader file. Will assert if file not found.
 */
ShaderData const& GraphicsManager::GetShaderData(HashString const &aFilename) const
{
  std::map<HashString, ShaderData>::const_iterator pos = mShaders.find(aFilename);

  if(pos == mShaders.end())
  {
    DebugLogPrint("No shader with name %s found\n", aFilename.ToCharArray());
    assert(!"No shader found.");
  }

  return pos->second;
}
示例#8
0
/**
 * @brief Interact with another game object
 * @param aObject Object to interact with
 */
void GameObject::Interact(GameObject *aObject) 
{ 
  DebugLogPrint("%s collided into %s\n", mName.ToCharArray(), aObject->GetName().ToCharArray()); 
}
示例#9
0
/**
 * @brief Load shaders.
 * @param aVertexShaderFilename Name of vertex shader.
 * @param aFragmentShaderFilename Name of fragment shader.
 */
void PCShaderSurface::LoadShaders(HashString const &aVertexShaderFilename, HashString const &aFragmentShaderFilename)
{
    mVertexShaderFileName = aVertexShaderFilename;
    mFragmentShaderFileName = aFragmentShaderFilename;

    HashString shaderKey = aVertexShaderFilename + aFragmentShaderFilename;

    if(GetManager()->ShaderDataExists(shaderKey))
    {
        mProgramID = GetManager()->GetShaderData(shaderKey).mProgramID;
        return;
    }

    std::ifstream vertexFile(Common::RelativePath("Shaders", aVertexShaderFilename.ToCharArray()).c_str());
    std::ifstream fragmentFile(Common::RelativePath("Shaders", aFragmentShaderFilename.ToCharArray()).c_str());
    if(vertexFile.is_open() && fragmentFile.is_open())
    {
        GLenum program = glCreateProgram();
        GLenum vertexShader = glCreateShader(GL_VERTEX_SHADER);
        GLenum fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
        GLint didCompile = 0;
        GLint isLinked = 0;

        HashString vertexFileContents = std::string((std::istreambuf_iterator<char>(vertexFile)), std::istreambuf_iterator<char>());
        const char* vertexContents = vertexFileContents.ToCharArray();

        // Compile
        glShaderSource(vertexShader, 1, &vertexContents, NULL);
        glCompileShader(vertexShader);
        glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("VERTEX SHADER %s READ:\n%s\n", aVertexShaderFilename.ToCharArray(), vertexContents);

            GLint maxLength = 0;
            glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aVertexShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(vertexShader);
        }

        HashString fragmentFileContents = std::string((std::istreambuf_iterator<char>(fragmentFile)), std::istreambuf_iterator<char>());
        const char* fragmentContents = fragmentFileContents.ToCharArray();
        glShaderSource(fragmentShader, 1, &fragmentContents, NULL);
        glCompileShader(fragmentShader);
        glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &didCompile);
        if(didCompile == GL_FALSE)
        {
            DebugLogPrint("FRAGMENT SHADER %s READ:\n%s\n", aFragmentShaderFilename.ToCharArray(), fragmentContents);

            GLint maxLength = 0;
            glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<char> infoLog(maxLength);
            glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]);

            DebugLogPrint("GLERROR %s: %s\n", aFragmentShaderFilename.ToCharArray(), &infoLog[0]);

            //We don't need the shader anymore.
            glDeleteShader(fragmentShader);
        }

        // Linking
        glAttachShader(program, vertexShader);
        glAttachShader(program, fragmentShader);
        glLinkProgram(program);
        glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
        if(isLinked == GL_FALSE)
        {
            GLint maxLength = 0;
            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);

            //The maxLength includes the NULL character
            std::vector<GLchar> infoLog(maxLength);
            glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]);

            //We don't need the program anymore.
            glDeleteProgram(program);
            //Don't leak shaders either.
            glDeleteShader(vertexShader);
            glDeleteShader(fragmentShader);

            DebugLogPrint("GL LINK ERROR: %s\n", &infoLog[0]);
        }

        GetManager()->AddShaderPairing(shaderKey, ShaderData(program, vertexShader, fragmentShader, vertexContents, fragmentContents));

        mProgramID = program;
    }
    else
    {
        DebugLogPrint("No shader with name %s or %s found\n", aVertexShaderFilename.ToCharArray(), aFragmentShaderFilename.ToCharArray());
        assert(!"Shader file not found.");
    }
}
示例#10
0
/**
 * @brief Get all possible collisions with another line
 * @param aCompare Line to check
 * @param aOutput Output circle
 * @return If circle is found or not
 */
bool Line::GetCollisions(Line const &aCompare, Circle &aOutput)
{
  Vector3 d = aCompare.position - position;
  float dist = d.length();
  float longer = length >= aCompare.length ? length : aCompare.length;
  float shorter = length >= aCompare.length ? aCompare.length : length;

  print_line(*this);
  print_line(aCompare);

  // If they're in the exact same location that would be a problem
  if (position == aCompare.position)
  {
    // IS THIS THE SAME EXACT SPHERE?!
    if (length == aCompare.length)
    {
      aOutput.position = position;
      aOutput.radius = length;
      aOutput.up = Vector3(0, 1, 0);
      aOutput.right = Vector3(0, 0, 1);
      DebugLogPrint("Same exact sphere, gonna return false\n\n");
    }
    else
    {
      DebugLogPrint("One sphere is inside of another, WAT\n");
      DebugLogPrint("Therefore, cannot touch, gonna return false\n\n");
    }
    print_circle(aOutput);
    DebugLogPrint("\n\n");
    return false;
  }

  // > is an early out
  if (dist < length + aCompare.length && dist != longer - shorter)
  {
    // THE IDEA: Find one point, rotate about arbitrary axis between spheres
    // Reduce the problem to solving a circle
    Vector3 axis = d.normalize();
    float xylength = sqrt(axis.x * axis.x + axis.y * axis.y);
    float xyzlength = axis.length();
    // Don't want to divide by zero
    float templength = xylength > 0.0f ? xylength : 1.0f;
    // Our matrices
    // First, go to xz plane
    float xzvalues[3][3] =
    {
    { axis.x / templength, axis.y / templength, 0 },
    { -axis.y / templength, axis.x / templength, 0 },
    { 0, 0, 1 } };
    // Then, only to z axis
    float zvalues[3][3] =
    {
    { axis.z / xyzlength, 0, -xylength / xyzlength },
    { 0, 1, 0 },
    { xylength / xyzlength, 0, axis.z / xyzlength } };

    // Create identity matrix if we're already on the z plane
    if (xylength <= 0.0f)
    {
      xzvalues[0][0] = 1.0f;
      xzvalues[1][1] = 1.0f;
      xzvalues[1][0] = 0.0f;
      xzvalues[0][1] = 0.0f;
    }

    // Create our matrices and invert them
    Matrix33 xztrans(xzvalues);
    Matrix33 ztrans(zvalues);
    Matrix33 toZAxis = ztrans * xztrans;
    Matrix33 toZAxisInverse = toZAxis.Invert();

    Vector3 comparePos = toZAxis * d;
    dist = comparePos.length();

    // Circle collision function
    float z = ((dist * dist) - (aCompare.length * aCompare.length)
        + (length * length)) / (2.0f * dist);
    float y = sqrt((length * length) - (z * z));

    // Create our circle
    aOutput.position = Vector3(0, 0, z);
    aOutput.up = Vector3(0, 1, 0);
    aOutput.right = Vector3(0, 0, 1);
    aOutput.radius = y;

    aOutput.position = toZAxisInverse * aOutput.position;
    aOutput.position += position;
    aOutput.up = toZAxisInverse * aOutput.up;
    aOutput.right = toZAxisInverse * aOutput.right;
  }
  else if (dist == length + aCompare.length)
  {
    // They barely touch, from the outside
    Vector3 largerPos =
        length >= aCompare.length ? position : aCompare.position;
    Vector3 smallerPos =
        length >= aCompare.length ? aCompare.position : position;
    float smallerLen = length >= aCompare.length ? aCompare.length : length;
    d = smallerPos - largerPos;

    DebugLogPrint("The radii barely touch, will still return true, but radius is zero\n");
    aOutput.position = smallerPos - (d.normalize() * smallerLen);
    aOutput.radius = 0;
    aOutput.up = Vector3(0, 1, 0);
    aOutput.right = Vector3(0, 0, 1);
  }
  else if (dist == longer - shorter)
  {
    // They barely touch, from the inside
    Vector3 largerPos =
        length >= aCompare.length ? position : aCompare.position;
    Vector3 smallerPos =
        length >= aCompare.length ? aCompare.position : position;
    float smallerLen = length >= aCompare.length ? aCompare.length : length;
    d = smallerPos - largerPos;

    DebugLogPrint("The radii barely touch, will still return true, but radius is zero\n");
    aOutput.position = smallerPos + (d.normalize() * smallerLen);
    aOutput.radius = 0;
    aOutput.up = Vector3(0, 1, 0);
    aOutput.right = Vector3(0, 0, 1);
  }
  else
  {
    DebugLogPrint("These LineSegments can never touch. Returning false.\n\n");
    return false;
  }

  print_circle(aOutput);
  DebugLogPrint("\n\n");
  return true;
}
示例#11
0
void print_vector(Vector3 const &_point)
{
  DebugLogPrint("VECTOR:\n");
  DebugLogPrint("X: %f, Y: %f, Z: %f\n", _point.x, _point.y, _point.z);
}