forked from ultradr3mer/ultraSandbox
/
Program.cs
474 lines (375 loc) · 16.4 KB
/
Program.cs
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#region License
//
// The Open Toolkit Library License
//
// Copyright (c) 2006 - 2009 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights to
// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
// the Software, and to permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
#endregion
using System;
using System.Diagnostics;
using System.IO;
using OpenTK;
using OpenTK.Input;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using System.Collections.Generic;
using Jitter;
using Jitter.Collision;
using Jitter.Dynamics;
using Jitter.LinearMath;
using Jitter.Collision.Shapes;
using Jitter.Dynamics.Constraints;
using System.Windows.Forms;
using System.Drawing;
using OpenTkProject.Drawables;
namespace OpenTkProject
{
public class OpenTkProjectWindow : GameWindow
{
public Scene mScene;
public TextureLoader textureLoader;
public MeshLoader meshLoader;
public ShaderLoader shaderLoader;
public FramebufferCreator framebufferCreator;
public MaterialLoader materialLoader;
public TemplateLoader templateLoader;
public Player player;
public string modelFolder = "models\\";
public string materialFolder = "materials\\";
public string shaderFolder = "shaders\\";
public string templateFolder = "templates\\";
public Vector2 virtual_size, currentSize;
public float frameTime, oldFrameTime;
long spawnTime;
//public Vector3 lightLocation = new Vector3(-3.8f, 3.8f, -6.0f);
//public Vector3[] lightLocations = new Vector3[] { new Vector3(-3.8f, 3.8f, -6.0f) };
//public Vector3 lightColor = new Vector3(0.8f, 0.7f, 0.6f);
//public Vector3 lightDirection = new Vector3(3.8f, -3.8f, 6.0f);
StringWriter mLog = new StringWriter();
public Vector2 screenSize;
float loadingPercentage = 0;
public OpenTkProjectWindow()
: base(1920, 1080, new GraphicsMode(), "Ultra", GameWindowFlags.Fullscreen, DisplayDevice.Default, 3, 0,
GraphicsContextFlags.ForwardCompatible | GraphicsContextFlags.Debug)
{
}
protected override void OnLoad(System.EventArgs e)
{
//generate stopwatch
sw = new Stopwatch();
//set size of the render
virtual_size = new Vector2(1920, 1080);
state = new GameState();
string versionOpenGL = GL.GetString(StringName.Version);
log(versionOpenGL);
// make the Coursor disapear
Cursor.Hide();
// center it on the window
Cursor.Position = new Point(
(Bounds.Left + Bounds.Right) / 2,
(Bounds.Top + Bounds.Bottom) / 2);
// other state
GL.ClearColor(System.Drawing.Color.Black);
VSync = VSyncMode.On;
screenSize = new Vector2(Width, Height);
// create instances of necessary objects
textureLoader = new TextureLoader(this);
framebufferCreator = new FramebufferCreator(this);
meshLoader = new MeshLoader(this);
shaderLoader = new ShaderLoader(this);
materialLoader = new MaterialLoader(this);
templateLoader = new TemplateLoader(this);
mScene = new Scene(this);
// create gameInput
gameInput = new GameInput(mScene, Keyboard, Mouse);
// set files for displaying loading screen
shaderLoader.fromXmlFile("shaders\\composite.xsp");
shaderLoader.fromTextFile("shaders\\composite.vs", "shaders\\splash_shader.fs");
meshLoader.fromObj("models\\sprite_plane.obj");
textureLoader.fromFile("materials\\ultra_engine_back.png",true);
textureLoader.fromFile("materials\\ultra_engine_back_h.png",true);
materialLoader.fromXmlFile("materials\\composite.xmf");
//loading noise manualy so we can disable multisampling
textureLoader.fromFile("materials\\noise_pixel.png", false);
// load files for loading screen
textureLoader.LoadTextures();
meshLoader.loadMeshes();
shaderLoader.loadShaders();
materialLoader.loadMaterials();
// setup 2d filter (loading screen)
splashFilter2d = new Quad2d(this);
// set time to zero
spawnTime = get_time();
}
long get_time()
{
return (DateTime.Now.Ticks - spawnTime);
}
#region draw
double framerate_smoothness = 0.995;
public double smoothframerate;
protected override void OnRenderFrame(FrameEventArgs e)
{
if (state == GameState.Playing || state == GameState.Menu)
{
double framerate = 1 / e.Time;
smoothframerate = framerate * (1 - framerate_smoothness) + smoothframerate * framerate_smoothness;
// make water fb black
waterFramebufferSet.outputFb.enable(true);
// refresh one of the 6 cubemap textures
if (currentCubemapSide > 5)
currentCubemapSide = 0;
mScene.draw(mCubemapBufferSets.FrameBufferSets[currentCubemapSide], mCubemapBufferSets.cubeView[currentCubemapSide]);
currentCubemapSide++;
//render shadowbuffers
mScene.drawShadowBuffers(shadowFramebuffer);
// create viewInfo for water reflections
waterViewInfo.projectionMatrix = player.viewInfo.projectionMatrix;
waterViewInfo.modelviewMatrix = Matrix4.Mult(mScene.mWaterMatrix, player.viewInfo.modelviewMatrix);
waterViewInfo.generateViewProjectionMatrix();
// render water reflections
GL.CullFace(CullFaceMode.Front);
mScene.draw(waterFramebufferSet, waterViewInfo);
// render main scene
GL.CullFace(CullFaceMode.Back);
mScene.draw(mainFramebufferSet, player.viewInfo);
// draw Guis
mScene.drawGuis();
SwapBuffers();
mScene.resetUpdateState();
}
else
{
// draw loading screen
GL.Viewport(0, 0, Width, Height);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
splashFilter2d.draw(shaderLoader.getShader("splash_shader.fs"), new int[] { textureLoader.getTexture("ultra_engine_back.png"), textureLoader.getTexture("ultra_engine_back_h.png") }, Vector2.One * (loadingPercentage));
SwapBuffers();
}
}
#endregion draw
#region update
bool prevESC = false;
private Framebuffer waterFramebuffer;
private FramebufferSet mainFramebufferSet;
private FramebufferSet waterFramebufferSet;
private CubemapBufferSets mCubemapBufferSets;
private int currentCubemapSide = 0;
private Quad2d splashFilter2d;
private ViewInfo waterViewInfo;
public Framebuffer shadowFramebuffer;
private GameInput gameInput;
public GameState state;
public int shadowSize;
public float lastFrameDuration;
public Stopwatch sw;
private bool prevF5;
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (state == GameState.Playing || state == GameState.Menu)
{
// calculate mouse movement
//gameInput.calcDelta();
// calculate frame Times
frameTime += (float)e.Time;
lastFrameDuration = (float)e.Time;
// exit game?
bool ESC = Keyboard[Key.Escape];
if (ESC && !prevESC)
{
if (state == GameState.Menu)
{
exitGame();
}
if (state == GameState.Playing)
{
enterMenu();
}
}
prevESC = ESC;
bool F5 = Keyboard[Key.F5];
if (F5 && !prevF5)
{
if (state == GameState.Playing)
{
textureLoader.GrabScreenshot();
}
}
prevF5 = F5;
// call scene tree to update
mScene.update();
}
else if (state == GameState.Started)
{
//search for related files
FileSeeker mFileSeeker = new FileSeeker(this);
//create framebufferset for waterreflections
waterFramebuffer = framebufferCreator.createFrameBuffer("waterFramebuffer", (int)(virtual_size.X * 0.5), (int)(virtual_size.Y * 0.5));
RenderOptions mOptionsWater = new RenderOptions(virtual_size);
mOptionsWater.postProcessing = true;
mOptionsWater.ssAmbientOccluison = false;
mOptionsWater.bloom = false;
mOptionsWater.depthOfField = false;
waterFramebufferSet = new FramebufferSet(framebufferCreator, waterFramebuffer, mOptionsWater);
//crate shadow framebuffer
shadowFramebuffer = framebufferCreator.createFrameBuffer("shadowFramebuffer", mScene.ShadowRes, mScene.ShadowRes, PixelInternalFormat.Rgba16f, false);
//create main framebufferset
RenderOptions mOptions = new RenderOptions(virtual_size);
mOptions.postProcessing = true;
mOptions.ssAmbientOccluison = true;
mOptions.bloom = true;
//mOptions.depthOfField = true;
mainFramebufferSet = new FramebufferSet(framebufferCreator, framebufferCreator.defaultFb, mOptions);
state = GameState.InitLoading;
}
else if (state == GameState.InitLoading)
{
//loading rutine - loads one object each time its called
float percentageA = 0;
float percentageB = 0;
float percentageC = 0;
float percentageD = 0;
float percentageE = 0;
percentageA = meshLoader.loadSingleMeshes();
if (percentageA == 1)
{
percentageB = shaderLoader.loadSingleShaders();
}
if (percentageB == 1)
{
percentageC = textureLoader.loadSingleTextures();
}
if (percentageC == 1)
{
percentageD = materialLoader.loadSingleMaterials();
}
if (percentageD == 1)
{
percentageE = templateLoader.loadSingleTemplates();
}
loadingPercentage = (percentageA + percentageB + percentageC + percentageD + percentageE) / 5f;
//loadingPercentage = (float)Math.Sqrt(loadingPercentage);
if (loadingPercentage == 1)
{
//create cubemap buffers
mCubemapBufferSets = new CubemapBufferSets(mScene, framebufferCreator, 128);
mScene.envTextures = mCubemapBufferSets.outTextures;
// create viewInfo for reflection
waterViewInfo = new ViewInfo();
waterViewInfo.aspect = (float)Width / (float)Height;
waterViewInfo.updateProjectionMatrix();
//set noise texture
mScene.noiseTexture = textureLoader.getTexture("noise_pixel.png");
//set shaders for postprocessing
mScene.ssaoShader = shaderLoader.getShader("ssao.xsp");
mScene.ssaoBlrShader = shaderLoader.getShader("ao_blur.xsp");
mScene.ssaoBlrShaderA = shaderLoader.getShader("ao_blur_a.xsp");
mScene.bloomCurveShader = shaderLoader.getShader("bloom_curve.xsp");
mScene.bloomShader = shaderLoader.getShader("bloom_shader.xsp");
mScene.dofpreShader = shaderLoader.getShader("dof_preshader.xsp");
mScene.dofShader = shaderLoader.getShader("dof_shader.xsp");
mScene.compositeShader = shaderLoader.getShader("composite.xsp");
mScene.ssaoBlendShader = shaderLoader.getShader("ssao_blend.xsp");
mScene.normalShader = shaderLoader.getShader("ssnormals.xsp");
mScene.selectionShader = shaderLoader.getShader("selection.xsp");
mScene.copycatShader = shaderLoader.getShader("backdrop.xsp");
mScene.wipingShader = shaderLoader.getShader("sMapWipe.xsp");
// spawn the player
player = new Player(mScene, new Vector3(0, 3, 10), new Vector3(0, 0, -1), gameInput);
mScene.sunLight.Parent = player;
//player.setInput(gameInput);
mScene.init();
// load objects saved in database
mScene.loadObjects();
mScene.selectionShader = shaderLoader.getShader("selection.xsp");
mScene.ssNormalShader = shaderLoader.getShader("ssnormals.xsp");
mScene.ssNormalShaderNoTex = shaderLoader.getShader("ssnormals_notex.xsp");
state = GameState.Playing;
}
}
}
public void enterMenu()
{
state = GameState.Menu;
player.hud.isVisible = false;
player.tool = player.tools[0];
}
public void enterGame()
{
state = GameState.Playing;
player.hud.isVisible = true;
player.tool = player.tools[1];
}
[STAThread]
public static void Main()
{
using (OpenTkProjectWindow game = new OpenTkProjectWindow())
{
//Utilities.SetWindowTitle(example);
game.Run(60);
}
}
#endregion update
public void checkGlError(String op)
{
ErrorCode error;
while ((error = GL.GetError()) != ErrorCode.NoError)
{
log(op + ": " + error);
}
}
public void log(string text)
{
Console.WriteLine(text);
mLog.WriteLine(text);
}
internal void exitGame()
{
using (StreamWriter outfile = new StreamWriter("log.txt"))
{
outfile.Write(mLog.ToString());
}
mScene.saveObjects();
Exit();
}
}
public struct GameState
{
private int curState;
private GameState(int curState)
{
this.curState = curState;
}
public static GameState Started = new GameState(0);
public static GameState InitLoading = new GameState(1);
public static GameState Playing = new GameState(2);
public static GameState Menu = new GameState(3);
public static bool operator ==(GameState a, GameState b)
{
return a.curState == b.curState;
}
public static bool operator !=(GameState a, GameState b)
{
return a.curState != b.curState;
}
}
}