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RenderEngine.cpp
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RenderEngine.cpp
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#include <bits/stdc++.h>
#include "Vehicle.h"
#include "Road.h"
#include <GLFW/glfw3.h>
#include <stdlib.h>
#include <stdio.h>
#include "RenderEngine.h"
#define ANSI_COLOR_RED "\033[1;31m"
#define ANSI_COLOR_GREEN "\033[1;32m"
#define ANSI_COLOR_YELLOW "\033[1;33m"
#define ANSI_COLOR_BLUE "\033[1;34m"
#define ANSI_COLOR_MAGENTA "\033[1;35m"
#define ANSI_COLOR_CYAN "\033[1;36m"
#define ANSI_COLOR_WHITE "\033[1;37m"
#define ANSI_COLOR_BLACK "\033[1;1m"
#define ANSI_COLOR_RESET "\033[0m"
RenderEngine::RenderEngine(Road* targetRoad) {
std::cout << "Instantiated RenderEngine for road " << targetRoad->id << std::endl;
this->targetRoad = targetRoad;
// Dividing by this factor gives it in viewport dimensions
this->scalex = 25;
this->scaley = 50;
this->signalSize = 1;
// Set the default background color
this->bgcolor.push_back(1.0f);
this->bgcolor.push_back(0.968f);
this->bgcolor.push_back(0.3529f);
this->monitorWidth = 800;
this->monitorHeight = 600;
}
// Default constructor
RenderEngine::RenderEngine() {
// Do nothing
// std::cout << "RenderEngine() default constructor called" << std::endl;
}
void RenderEngine::error_callback(int error, const char* description) {
fprintf(stderr, "Error: %s\n", description);
}
// Function which receives the key events
void RenderEngine::key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) {
// Set the close_flag to true
std::cout << "Exit keypress" << std::endl;
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
}
// Initalize GLFW stuff
void RenderEngine::setup() {
std::cout << "Setting up the RenderEngine" << std::endl;
// Initialize GLFW, return error otherwise
if (!glfwInit()) {
exit(EXIT_FAILURE);
}
// Set the error_callback function
glfwSetErrorCallback(RenderEngine::error_callback);
// Create a window, context
std::cout << "Creating a window" << std::endl;
RenderEngine::window = glfwCreateWindow(this->monitorWidth, this->monitorHeight, "TrafficSim", NULL, NULL);
if (!RenderEngine::window) {
// Context creation failed
glfwTerminate();
std::cout << "Could not create window" << std::endl;
exit(EXIT_FAILURE);
}
RenderEngine::isInitialized = true;
// Set framerate to 25
this->fps = 25;
// Make the context current
glfwMakeContextCurrent(RenderEngine::window);
// Set the swap interval
glfwSwapInterval(1);
// Set the key_callback method
glfwSetKeyCallback(RenderEngine::window, RenderEngine::key_callback);
}
float RenderEngine::getTime() {
float time = glfwGetTime();
return time;
}
void RenderEngine::render(double delT) {
double beginTime = RenderEngine::getTime();
double oldTime = RenderEngine::getTime();
double currentTime = RenderEngine::getTime();
std::cout << "Starting Render routine"<< std::endl;
bool update = false;
while((currentTime - beginTime < delT) && !glfwWindowShouldClose(RenderEngine::window)) {
if (currentTime - oldTime >= 1/fps) {
// Update the simulation based on previously decided parameters, set new parameters
this->targetRoad->updateSim(currentTime - oldTime, RenderEngine::getTime());
update = true;
}
float ratio;
int width=800, height=800;
glfwGetFramebufferSize(RenderEngine::window, &width, &height);
ratio = width / (float) height;
glViewport(0, 0, width, height);
glClear(GL_COLOR_BUFFER_BIT);
// Render the background
glClearColor((float)this->bgcolor[0], (float)this->bgcolor[1], (float)this->bgcolor[2], 1.0f);
// Render the road
RenderEngine::renderRoad();
// Iterate over the vehicles
for(auto v: this->targetRoad->vehicles) {
renderVehicle(v);
}
// Swap buffers and check for events
glfwSwapBuffers(RenderEngine::window);
glfwPollEvents();
if (update) {
{this->generateMap();
this->renderMap();}
update = false;
oldTime = currentTime;
}
currentTime = RenderEngine::getTime();
}
}
void RenderEngine::initializeMap(){
// this->fout.open("output.txt");
std::vector< std::pair<char,std::string> > tmp((int)this->targetRoad->length,std::make_pair(' ',ANSI_COLOR_BLACK));
std::vector< std::vector <std::pair<char,std::string> > > tmp2((int)this->targetRoad->width, tmp);
this->map = tmp2;
}
void RenderEngine::renderMap(){
std::ofstream fout("output.txt", std::ios_base::app);
if(this->map.size()<1){
std::cout << "[ ERROR ] - Map was not initialized properly!"<<std::endl;
std::exit(1);
}
for(int i=0;i<this->map[0].size();i++){ // print top boundary
fout << ANSI_COLOR_YELLOW <<"=" << ANSI_COLOR_RESET;
if(i == (int)this->targetRoad->signalPosition ){
fout<< this->targetRoad->ascii_signalcolor << "|" << ANSI_COLOR_RESET;
}
else
fout << " ";
}
fout << "\n";;
for(int i=0;i<this->map.size();i++){
for(int j = 0 ; j < this->map[i].size();j++){
fout << this->map[i][j].second << this->map[i][j].first << ANSI_COLOR_RESET;
if(j == (int)this->targetRoad->signalPosition ){
fout<< this->targetRoad->ascii_signalcolor << "|" << ANSI_COLOR_RESET;
}
else
fout << " ";
}
fout << "\n";
}
for(int i=0;i<this->map[0].size();i++){ // print bottom boundary
fout << ANSI_COLOR_YELLOW <<"=" << ANSI_COLOR_RESET;
if(i == (int)this->targetRoad->signalPosition ){
fout<< this->targetRoad->ascii_signalcolor << "|" << ANSI_COLOR_RESET;
}
else
fout << " ";
}
fout <<"\n\n\n";;
}
void RenderEngine::generateMap(){
// Refresh Everything
for(int i=0;i<this->map.size();i++){
for(int j=0;j<this->map[0].size();j++){
this->map[i][j].first = ' ';
}
}
for(auto v: this->targetRoad->vehicles){
for(int i=(int)(v->currentPosition.first-v->length); i<(int)v->currentPosition.first; i++){
if(i>=0 && i< this->map[0].size()){
for(int j = (int)(v->currentPosition.second - v->width); j < (int) (v->currentPosition.second); j++){
if(j>0 && j <= this->map.size()){
this->map[this->map.size()-j][i].first = v->type[0];
this->map[this->map.size()-j][i].second = v->ascii_color;
}
}
}
}
}
}
void RenderEngine::renderRoad() {
// Render the road in gray
glColor3f(0.2f, 0.2f, 0.2f);
float ycoord = this->targetRoad->width/((float)this->scaley);
float xcoord = this->targetRoad->length/(float)this->scalex - 1.0;
glRectd(-1.0f, ycoord, xcoord, -ycoord);
// Render the signal as a strip
float xsignal = this->targetRoad->signalPosition/(float)this->scalex - 1.0;
glColor3f((float)this->targetRoad->signal_rgb[0]/255.0f, (float)this->targetRoad->signal_rgb[1]/255.0f, (float)this->targetRoad->signal_rgb[2]/255.0f);
glRectd(xsignal, ycoord, xsignal + this->signalSize/(float)this->scalex, -ycoord);
int lanes = this->targetRoad->lanes;
double lanewidth = this->targetRoad->width/(double)this->targetRoad->lanes;
for(int i=0;i<lanes-1;i++){
glColor3f(1.0f,1.0f,1.0f);
float ystart = -ycoord + 2*(i+1)*lanewidth/(float)this->scaley;
float width = 0.01f;
glRectd(-1.0f, ystart, xcoord, ystart + width);
}
}
void RenderEngine::endSim() {
glfwTerminate();
}
void RenderEngine::renderVehicle(Vehicle* vehicle) {
if (!(vehicle->currentPosition.first - vehicle->length > this->targetRoad->length || vehicle->currentPosition.first < 0)) {
// Render only if the vehicle is on the Road
float x = -1.0 + (float)vehicle->currentPosition.first/(float)this->scalex;
float y = 2*( - (float)this->targetRoad->width/2 + (float)vehicle->currentPosition.second)/(this->scaley);
float delx = vehicle->length/(float)this->scalex;
float dely = 2*vehicle->width/(float)this->scaley;
// Set the correct color
glColor3f((float)vehicle->color_rgb[0]/255.0f,
(float)vehicle->color_rgb[1]/255.0f,
(float)vehicle->color_rgb[2]/255.0f);
// Render the rectangle
// std::cout << "Vehiclewa "<<vehicle->type<<" "<<vehicle->width<<" "<<delx << " " <<dely << std::endl;
glRectd(x, y, x - delx, y - dely);
}
}