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starter_app.cpp
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496 lines (354 loc) · 12.5 KB
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#include "starter_app.h"
#include <system/platform.h>
#include <graphics/sprite_renderer.h>
#include <graphics/texture.h>
#include <graphics/mesh.h>
#include <graphics/primitive.h>
#include <assets/png_loader.h>
#include <graphics/image_data.h>
#include <graphics/font.h>
#include <graphics/scene.h>
#include <maths/vector2.h>
#include <input/input_manager.h>
#include <input/sony_controller_input_manager.h>
#include <input/keyboard.h>
#include <maths/math_utils.h>
#include <graphics/renderer_3d.h>
//#include "VirtualSystem.h"
//#include "VirtualSonySample.h"
//#include <vector>
#include <assert.h>
StarterApp::StarterApp(gef::Platform& platform) :
Application(platform),
//sprite_renderer_(NULL),
//font_(NULL),
//renderer_3d_(NULL),
//input_manager_(NULL),
primitive_builder_(NULL)
{
StateInitInfo::createPointer(platform);
StateInitInfo* stateInfo = StateInitInfo::getInstance();
stateInfo->sprite_renderer_ = NULL;
stateInfo->input_manager_ = NULL;
stateInfo->font_ = NULL;
}
//bool StarterApp::sampleIsMarkerFound ( int idx )
//{
// return virtualSystem_->IsMarkerFound(idx);
//}
//
//void StarterApp::sampleGetTransform ( int idx, gef::Matrix44* mat )
//{
// virtualSystem_->GetMarkerTransform ( idx, mat );
//}
void StarterApp::Init()
{
// Initialize all the resouses in my struct
// SPRITE RENDERER
StateInitInfo* stateInfo = StateInitInfo::getInstance();
stateInfo->sprite_renderer_ = gef::SpriteRenderer::Create(platform_);
stateInfo->platform_ = platform_;
// 3D RENDERER
stateInfo->renderer_3d_ = gef::Renderer3D::Create(platform_);
// FONT
stateInfo->font_ = new gef::Font(platform_);
stateInfo->font_->Load("Font/SplashscreenFont/Pacifico-Regular");
// INPUT MANAGER
stateInfo->input_manager_ = gef::InputManager::Create(platform_);
stateInfo->Primitive_Builder = new PrimitiveBuilder(platform_);
//////////////////////////
// INITIALIZE GAME STATE MACHINE
Current_State = &Splash_Screen_State;
// call the init for the current state
Current_State->Init();
//////////////////////////
//sprite_renderer_ = gef::SpriteRenderer::Create(platform_);
//renderer_3d_ = gef::Renderer3D::Create(platform_);
//input_manager_ = gef::InputManager::Create(platform_);
//primitive_builder_ = new PrimitiveBuilder ( platform_ );
//InitFont();
//SetupCamera();
//SetupLights();
//virtualSystem_ = VirtualSystem::Create ();
//virtualSystem_->Init (stateInfo->Primitive_Builder);
////////////////////////////////////////////////////////////
// GAME LOGIC //////////////
testObject_ = new GameObjectMy;
testObject_->position_ = gef::Vector4 ( 0.0f, 0.0f, 0.0f );
//testObject_->scale_ = gef::Vector4 ( 0.05f, 0.05f, 0.05f );
testObject_->scale_ = gef::Vector4 ( 1.0f, 1.0f, 1.0f );
//testObject_->set_mesh ( primitive_builder_->GetDefaultCubeMesh () );
testObject_->set_mesh (stateInfo->Primitive_Builder->CreateBoxMesh ( gef::Vector4 ( 0.059f, 0.059f, 0.001f ), gef::Vector4 ( 0.0f, 0.0f, 0.0f ) ) );
////////////////////////////////////////////////////////////
//// initialise sony framework
//sampleInitialize ();
//smartInitialize ();
//// reset marker tracking
//AppData* dat = sampleUpdateBegin ();
//smartTrackingReset ();
//sampleUpdateEnd ( dat );
///////////////////////////////////////////////////////
}
void StarterApp::CleanUp()
{
////////////////////////////////////////////////////////////
//smartRelease ();
//sampleRelease ();
////////////////////////////////////////////////////////////
// GAME LOGIC //////////////
delete testObject_;
testObject_ = NULL;
//////////////////////////////////////////////////////////
//virtualSystem_->CleanUp ();
//delete virtualSystem_;
//virtualSystem_ = NULL;
delete primitive_builder_;
primitive_builder_ = NULL;
CleanUpFont();
//delete input_manager_;
//input_manager_ = NULL;
//delete sprite_renderer_;
//sprite_renderer_ = NULL;
//delete renderer_3d_;
//renderer_3d_ = NULL;
////////////////
// Menu state code
StateInitInfo* stateInfo = StateInitInfo::getInstance();
delete stateInfo->input_manager_;
stateInfo->input_manager_ = NULL;
delete stateInfo->sprite_renderer_;
stateInfo->sprite_renderer_ = NULL;
delete stateInfo->renderer_3d_;
stateInfo->renderer_3d_ = NULL;
delete stateInfo->font_;
stateInfo->font_ = NULL;
delete stateInfo->Primitive_Builder;
stateInfo->Primitive_Builder = NULL;
// Call to the cleanUp function of the current state
Current_State->CleanUp();
}
bool StarterApp::Update(float frame_time)
{
//fps_ = 1.0f / frame_time;
//// read input devices
//if (input_manager_)
//{
// input_manager_->Update ();
// // controller input
// gef::SonyControllerInputManager* controller_manager = input_manager_->controller_input ();
// if (controller_manager)
// {
// }
// // keyboard input
// gef::Keyboard* keyboard = input_manager_->keyboard ();
// virtualSystem_->ProcessKeyboardInput ( keyboard, frame_time );
//}
//virtualSystem_->Update ( frame_time );
////////////////////////////////////////////////////////////
//AppData* dat = sampleUpdateBegin ();
//// use the tracking library to try and find markers
//smartUpdate ( dat->currentImage );
//sampleUpdateEnd ( dat );
////////////////////////////////////////////////////////////
// GAME LOGIC //////////////
//// check to see if a particular marker can be found
//if (sampleIsMarkerFound ( 0 ))
//{
// // marker is being tracked, get its transform
// gef::Matrix44 marker_transform;
// sampleGetTransform (
// 0,
// &marker_transform );
// // set the transform of the 3D mesh instance to draw on
// // top of the marker
// gef::Matrix44 trans = marker_transform;
// gef::Matrix44 scale;
// scale.Scale ( gef::Vector4 (0.1f, 0.1f, 0.1f ) );
// gef::Vector4 position = trans.GetTranslation ();
// position.set_y ( position.y () + 0.15f );
// trans = scale * trans;
// trans.SetTranslation ( position );
// testObject_->set_transform ( trans );
//}
//for (int i = 0; i < 6; i++)
//{
// if (sampleIsMarkerFound ( i ))
// {
// // marker is being tracked, get its transform
// gef::Matrix44 marker_transform;
// sampleGetTransform ( i, &marker_transform );
// // set the transform of the 3D mesh instance to draw on
// // top of the marker
// gef::Vector4 position = marker_transform.GetTranslation ();
// position.set_y ( position.y () + 0.10f );
// marker_transform.SetTranslation ( position );
// testObject_->set_transform ( marker_transform );
// }
//}
//////////////////////////////////////////////////////////
StateInitInfo* stateInfo = StateInitInfo::getInstance();
//// Updating the input manager
//stateInfo->input_manager_->Update();
UpdateGameStateMachine(frame_time);
return true;
return true;
}
void StarterApp::Render()
{
////////////////////////////////////////////////////////////
//AppData* dat = sampleRenderBegin ();
//gef::Matrix44 projection_matrix;
//projection_matrix = platform_.PerspectiveProjectionFov(camera_fov_, (float)platform_.width() / (float)platform_.height(), near_plane_, far_plane_);
//renderer_3d_->set_projection_matrix(projection_matrix);
//// draw meshes here
//renderer_3d_->Begin();
//virtualSystem_->Render ( renderer_3d_ );
//gef::Matrix44 view_matrix;
//view_matrix.SetIdentity ();
//renderer_3d_->set_view_matrix ( view_matrix );
//////////////////////////////////////////////////////////////
//// GAME LOGIC //////////////
//renderer_3d_->DrawMesh ( *testObject_ );
//////////////////////////////////////////////////////////////
//renderer_3d_->End();
//// setup the sprite renderer, but don't clear the frame buffer
//// draw 2D sprites here
//sprite_renderer_->Begin(false);
//DrawHUD();
//sprite_renderer_->End();
//sampleRenderEnd ();
////////////////////////////////////////////////////////////
Current_State->Render();
}
void StarterApp::InitFont()
{
//font_ = new gef::Font(platform_);
//font_->Load("comic_sans");
}
void StarterApp::CleanUpFont()
{
//delete font_;
//font_ = NULL;
}
void StarterApp::DrawHUD()
{
//if(font_)
//{
// // display frame rate
// font_->RenderText(sprite_renderer_, gef::Vector4(850.0f, 510.0f, -0.9f), 1.0f, 0xffffffff, gef::TJ_LEFT, "FPS: %.1f", fps_);
//
//}
}
void StarterApp::SetupLights()
{
gef::PointLight default_point_light;
default_point_light.set_colour(gef::Colour(0.7f, 0.7f, 1.0f, 1.0f));
default_point_light.set_position(gef::Vector4(-300.0f, -500.0f, 100.0f));
//gef::Default3DShaderData& default_shader_data = renderer_3d_->default_shader_data();
//default_shader_data.set_ambient_light_colour(gef::Colour(0.5f, 0.5f, 0.5f, 1.0f));
//default_shader_data.AddPointLight(default_point_light);
}
void StarterApp::SetupCamera()
{
// initialise the camera settings
camera_eye_ = gef::Vector4(5.0f, 5.0f, 215.0f);
camera_lookat_ = gef::Vector4(0.0f, 0.0f, 0.0f);
camera_up_ = gef::Vector4(0.0f, 1.0f, 0.0f);
camera_fov_ = gef::DegToRad(45.0f);
near_plane_ = 0.01f;
far_plane_ = 100.f;
}
void StarterApp::UpdateCamera ()
{
// initialise the camera settings
camera_eye_ = gef::Vector4 ( 1.5f, 1.0f, 1.5f );
camera_lookat_ = gef::Vector4 ( 0.0f, 0.0f, 0.0f );
camera_up_ = gef::Vector4 ( 0.0f, 1.0f, 0.0f );
camera_fov_ = gef::DegToRad ( 45.0f );
near_plane_ = 0.01f;
far_plane_ = 1000.f;
}
gef::Mesh* StarterApp::GetFirstMesh ( gef::Scene* scene )
{
gef::Mesh* mesh = NULL;
if (scene)
{
// now check to see if there is any mesh data in the file, if so lets create a mesh from it
if (scene->mesh_data.size () > 0)
mesh = scene->CreateMesh ( platform_, scene->mesh_data.front () );
}
return mesh;
}
void StarterApp::ReadSceneAndAssignFirstMesh ( const char* filename, gef::Scene** scene, gef::Mesh** mesh )
{
gef::Scene* scn = new gef::Scene;
scn->ReadSceneFromFile ( platform_, filename );
// we do want to render the data stored in the scene file so lets create the materials from the material data present in the scene file
scn->CreateMaterials ( platform_ );
*mesh = GetFirstMesh ( scn );
*scene = scn;
}
bool StarterApp::IsColliding_SphereToSphere ( const gef::MeshInstance& meshInstance1, const gef::MeshInstance& meshInstance2 )
{
gef::Sphere sphere1 = meshInstance1.mesh ()->bounding_sphere ();
gef::Sphere sphere2 = meshInstance2.mesh ()->bounding_sphere ();
gef::Sphere sphere1_transformed = sphere1.Transform ( meshInstance1.transform () );
gef::Sphere sphere2_transformed = sphere2.Transform ( meshInstance2.transform () );
gef::Vector4 offset = sphere1_transformed.position () - sphere2_transformed.position ();
//float distance = sqrtf(offset.x() * offset.x() + offset.y() * offset.y() + offset.z() * offset.z());
float combined_radii = sphere1_transformed.radius () + sphere2_transformed.radius ();
return 0;
}
bool StarterApp::IsColliding_AABBToAABB ( const gef::MeshInstance& meshInstance1, const gef::MeshInstance& meshInstance2 )
{
gef::Aabb Aabb1 = meshInstance1.mesh ()->aabb ();
gef::Aabb Aabb2 = meshInstance2.mesh ()->aabb ();
gef::Aabb Aabb1_t = Aabb1.Transform ( meshInstance1.transform () );
gef::Aabb Aabb2_t = Aabb2.Transform ( meshInstance2.transform () );
if (Aabb1_t.max_vtx ().x () > Aabb2_t.min_vtx ().x () &&
Aabb1_t.min_vtx ().x () < Aabb2_t.max_vtx ().x () &&
Aabb1_t.max_vtx ().y () > Aabb2_t.min_vtx ().y () &&
Aabb1_t.min_vtx ().y () < Aabb2_t.max_vtx ().y () &&
Aabb1_t.max_vtx ().z () > Aabb2_t.min_vtx ().z () &&
Aabb1_t.min_vtx ().z () < Aabb2_t.max_vtx ().z ()
)
{
return true;
}
return false;
}
StateBase * StarterApp::getState(StateBase::EStates stateEnum)
{
/// This function returns the instance of the class that corresponds to the enum being passed
switch (stateEnum)
{
case StateBase::EStates::MENU_STATE:
return &Menu_State;
case StateBase::EStates::SPLASH_SCREEN_STATE:
return &Splash_Screen_State;
case StateBase::EStates::OPTIONS_STATE:
return &OptionsState;
case StateBase::EStates::LEVEL1_STATE:
return &Level1State;
break;
default:
assert(false && "add a new state to the SceneApp::getState function");
break;
}
}
/// This function updates the state machine,
/// the update function of the current state returns an enum that is passed to the getState function
/// which returns the new state,
/// if the new state is different than the current state, the function calls the cleanup for the old state,
/// changes the currentState to be equal to the newState and finally calls the init for the current state
void StarterApp::UpdateGameStateMachine(float frame_time)
{
StateBase::EStates newStateEnum = Current_State->Update(frame_time);
StateBase *newState = getState(newStateEnum);
if (newState != Current_State)
{
Current_State->CleanUp();
Current_State = newState;
Current_State->Init();
}
}