| 62 | } |
| 63 | |
| 64 | AssetData Renderer::Render() { |
| 65 | ParamData userParams; |
| 66 | |
| 67 | // Skip CAN animation of PS1 track loaded |
| 68 | bool camera_animation_played = track->tag == NFS_3_PS1; |
| 69 | |
| 70 | if (track->tag == NFS_2_SE || track->tag == NFS_2 || track->tag == NFS_3_PS1) { |
| 71 | userParams.use_nb_data = false; |
| 72 | } |
| 73 | |
| 74 | if (track->tag != NFS_3_PS1) { |
| 75 | mainCamera.setCameraAnimation(track->camera_animations); |
| 76 | } |
| 77 | |
| 78 | // Detect position change to trigger Cull code |
| 79 | glm::vec3 oldWorldPosition(0, 0, 0); |
| 80 | |
| 81 | ResetToVroad(0, track, car); |
| 82 | |
| 83 | bool entity_targeted = false; |
| 84 | Entity *targetedEntity; |
| 85 | |
| 86 | bool newAssetSelected = false; |
| 87 | |
| 88 | while (!glfwWindowShouldClose(window)) { |
| 89 | // glfwGetTime is called only once, the first time this function is called |
| 90 | static double lastTime = glfwGetTime(); |
| 91 | // Compute time difference between current and last frame |
| 92 | double currentTime = glfwGetTime(); |
| 93 | // Update time between engine ticks |
| 94 | auto deltaTime = float(currentTime - lastTime); // Keep track of time between engine ticks |
| 95 | |
| 96 | NewFrame(&userParams); |
| 97 | physicsEngine.mydebugdrawer.SetMatrices(mainCamera.ViewMatrix, mainCamera.ProjectionMatrix); |
| 98 | |
| 99 | moon.attenuation.x = sun.attenuation.x = 0.710f; |
| 100 | moon.attenuation.y = sun.attenuation.y = 0; |
| 101 | moon.attenuation.z = sun.attenuation.z = 0; |
| 102 | |
| 103 | // Play the original camera animation |
| 104 | if (!camera_animation_played) { |
| 105 | camera_animation_played = mainCamera.playAnimation(); |
| 106 | } else if (userParams.attach_cam_to_hermite) { |
| 107 | mainCamera.useSpline(totalTime); |
| 108 | } else if (userParams.attach_cam_to_car) { |
| 109 | // Compute MVP from keyboard and mouse, centered around a target car |
| 110 | mainCamera.followCar(car, userParams.window_active, ImGui::GetIO()); |
| 111 | } else { |
| 112 | // Compute the MVP matrix from keyboard and mouse input |
| 113 | mainCamera.computeMatricesFromInputs(userParams.window_active, ImGui::GetIO(), deltaTime); |
| 114 | } |
| 115 | |
| 116 | //TODO: Refactor to controller class? AND USE SDL |
| 117 | if (userParams.simulate_car) { |
| 118 | car->simulate(); |
| 119 | } else { |
| 120 | if (userParams.window_active && !ImGui::GetIO().MouseDown[1]) { |
| 121 | car->applyAccelerationForce(glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS, |
no test coverage detected