move vec to generated

This commit is contained in:
Asuro
2025-03-30 19:45:48 +02:00
parent b006d14197
commit 052fc2cc07
16 changed files with 662 additions and 289 deletions

View File

@@ -6,12 +6,52 @@
#include <cassert> #include <cassert>
#include <cstdint> #include <cstdint>
using namespace Generated;
namespace namespace
{ {
SharedData* SharedInstance = nullptr; SharedData* SharedInstance = nullptr;
Game::GameInstance* GameInst = nullptr; Game::GameInstance* GameInst = nullptr;
} // namespace } // namespace
namespace Game
{
SharedData& GetShared()
{
assert(SharedInstance != nullptr);
return *SharedInstance;
}
void SetShared(SharedData& instance)
{
SharedInstance = &instance;
}
GameInstance& GetInstance()
{
assert(GameInst != nullptr);
return *GameInst;
}
void SetInstance(Game::GameInstance& instance)
{
GameInst = &instance;
}
void* AllocateScratch(size_t byteCount, size_t align)
{
size_t offset = GetInstance().UsedScratchAmount;
uint8_t* base = static_cast<uint8_t*>(GetShared().Game.TransientStorage);
uint8_t* current = base + offset;
size_t offsetAligned = ((offset + align - 1) / align) * align;
uint8_t* ptrAligned = base + offsetAligned;
size_t newOffset = offsetAligned + byteCount;
if (newOffset > GetShared().Game.TransientStorageSize) return nullptr;
GetInstance().UsedScratchAmount = newOffset;
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game
void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale) void Transform::CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale)
{ {
if (out == nullptr) return; if (out == nullptr) return;
@@ -82,49 +122,12 @@ void Transform::UpdateMatrix()
bx::mtxInverse(MI.M, M.M); bx::mtxInverse(MI.M, M.M);
} }
namespace Game
{
SharedData& GetShared()
{
assert(SharedInstance != nullptr);
return *SharedInstance;
}
void SetShared(SharedData& instance)
{
SharedInstance = &instance;
}
GameInstance& GetInstance()
{
assert(GameInst != nullptr);
return *GameInst;
}
void SetInstance(Game::GameInstance& instance)
{
GameInst = &instance;
}
void* AllocateScratch(size_t byteCount, size_t align)
{
size_t offset = GetInstance().UsedScratchAmount;
uint8_t* base = static_cast<uint8_t*>(GetShared().Game.TransientStorage);
uint8_t* current = base + offset;
size_t offsetAligned = ((offset + align - 1) / align) * align;
uint8_t* ptrAligned = base + offsetAligned;
size_t newOffset = offsetAligned + byteCount;
if (newOffset > GetShared().Game.TransientStorageSize) return nullptr;
GetInstance().UsedScratchAmount = newOffset;
return reinterpret_cast<void*>(ptrAligned);
}
} // namespace Game
Vec3 Transform::GlobalToLocalDirection(Vec3 global) Vec3 Transform::GlobalToLocalDirection(Vec3 global)
{ {
UpdateMatrix(); UpdateMatrix();
float in[4]{global.x, global.y, global.z, 0.0f}; float in[4]{global.x, global.y, global.z, 0.0f};
float out[4]{0.0f}; float out[4]{0.0f};
bx::vec4MulMtx(out, in, MI.Transpose().M); bx::vec4MulMtx(out, in, Transpose(MI).M);
return {out[0], out[1], out[2]}; return {out[0], out[1], out[2]};
} }
Vec3 Transform::GlobalToLocalPoint(Vec3 global) Vec3 Transform::GlobalToLocalPoint(Vec3 global)
@@ -140,7 +143,7 @@ Vec3 Transform::LocalToGlobalDirection(Vec3 local)
UpdateMatrix(); UpdateMatrix();
float in[4]{local.x, local.y, local.z, 0.0f}; float in[4]{local.x, local.y, local.z, 0.0f};
float out[4]{0.0f}; float out[4]{0.0f};
bx::vec4MulMtx(out, in, M.Transpose().M); bx::vec4MulMtx(out, in, Transpose(M).M);
return {out[0], out[1], out[2]}; return {out[0], out[1], out[2]};
} }
Vec3 Transform::LocalToGlobalPoint(Vec3 local) Vec3 Transform::LocalToGlobalPoint(Vec3 local)
@@ -159,24 +162,286 @@ Vec3 Transform::GetPosition()
{ {
return {Position.x, Position.y, Position.z}; return {Position.x, Position.y, Position.z};
} }
Mat4 Mat4::Inverse()
// Vec4
Vec4& operator+=(Vec4& lhs, const Vec4& rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
lhs.w += rhs.w;
return lhs;
}
Vec4 operator+(const Vec4& lhs, const Vec4& rhs)
{
Vec4 out = lhs;
return out += rhs;
}
Vec4& operator+=(Vec4& lhs, float rhs)
{
lhs.x += rhs;
lhs.y += rhs;
lhs.z += rhs;
lhs.w += rhs;
return lhs;
}
Vec4 operator+(Vec4& lhs, float rhs)
{
Vec4 out = lhs;
return out += rhs;
}
Vec4& operator-=(Vec4& lhs, const Vec4& rhs)
{
lhs.x -= rhs.x;
lhs.y -= rhs.y;
lhs.z -= rhs.z;
lhs.w -= rhs.w;
return lhs;
}
Vec4 operator-(const Vec4& lhs, const Vec4& rhs)
{
Vec4 out = lhs;
return out -= rhs;
}
Vec4& operator-=(Vec4& lhs, float rhs)
{
lhs.x -= rhs;
lhs.y -= rhs;
lhs.z -= rhs;
lhs.w -= rhs;
return lhs;
}
Vec4 operator-(const Vec4& lhs, float rhs)
{
Vec4 out = lhs;
return out -= rhs;
}
Vec4& operator*=(Vec4& lhs, float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
lhs.w *= rhs;
return lhs;
}
Vec4 operator*(const Vec4& lhs, float rhs)
{
Vec4 out = lhs;
return out *= rhs;
}
Vec4& operator/=(Vec4& lhs, float rhs)
{
lhs.x /= rhs;
lhs.y /= rhs;
lhs.z /= rhs;
lhs.w /= rhs;
return lhs;
}
Vec4 operator/(const Vec4& lhs, float rhs)
{
Vec4 out = lhs;
return out /= rhs;
}
// Vec3
Vec3& operator+=(Vec3& lhs, const Vec3& rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
lhs.z += rhs.z;
return lhs;
}
Vec3 operator+(const Vec3& lhs, const Vec3& rhs)
{
Vec3 out = lhs;
return out += rhs;
}
Vec3& operator+=(Vec3& lhs, float rhs)
{
lhs.x += rhs;
lhs.y += rhs;
lhs.z += rhs;
return lhs;
}
Vec3 operator+(Vec3& lhs, float rhs)
{
Vec3 out = lhs;
return out += rhs;
}
Vec3& operator-=(Vec3& lhs, const Vec3& rhs)
{
lhs.x -= rhs.x;
lhs.y -= rhs.y;
lhs.z -= rhs.z;
return lhs;
}
Vec3 operator-(const Vec3& lhs, const Vec3& rhs)
{
Vec3 out = lhs;
return out -= rhs;
}
Vec3& operator-=(Vec3& lhs, float rhs)
{
lhs.x -= rhs;
lhs.y -= rhs;
lhs.z -= rhs;
return lhs;
}
Vec3 operator-(const Vec3& lhs, float rhs)
{
Vec3 out = lhs;
return out -= rhs;
}
Vec3& operator*=(Vec3& lhs, float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
lhs.z *= rhs;
return lhs;
}
Vec3 operator*(const Vec3& lhs, float rhs)
{
Vec3 out = lhs;
return out *= rhs;
}
Vec3& operator/=(Vec3& lhs, float rhs)
{
lhs.x /= rhs;
lhs.y /= rhs;
lhs.z /= rhs;
return lhs;
}
Vec3 operator/(const Vec3& lhs, float rhs)
{
Vec3 out = lhs;
return out /= rhs;
}
// Vec2
Vec2& operator+=(Vec2& lhs, const Vec2& rhs)
{
lhs.x += rhs.x;
lhs.y += rhs.y;
return lhs;
}
Vec2 operator+(const Vec2& lhs, const Vec2& rhs)
{
Vec2 out = lhs;
return out += rhs;
}
Vec2& operator+=(Vec2& lhs, float rhs)
{
lhs.x += rhs;
lhs.y += rhs;
return lhs;
}
Vec2 operator+(Vec2& lhs, float rhs)
{
Vec2 out = lhs;
return out += rhs;
}
Vec2& operator-=(Vec2& lhs, const Vec2& rhs)
{
lhs.x -= rhs.x;
lhs.y -= rhs.y;
return lhs;
}
Vec2 operator-(const Vec2& lhs, const Vec2& rhs)
{
Vec2 out = lhs;
return out -= rhs;
}
Vec2& operator-=(Vec2& lhs, float rhs)
{
lhs.x -= rhs;
lhs.y -= rhs;
return lhs;
}
Vec2 operator-(const Vec2& lhs, float rhs)
{
Vec2 out = lhs;
return out -= rhs;
}
Vec2& operator*=(Vec2& lhs, float rhs)
{
lhs.x *= rhs;
lhs.y *= rhs;
return lhs;
}
Vec2 operator*(const Vec2& lhs, float rhs)
{
Vec2 out = lhs;
return out *= rhs;
}
Vec2& operator/=(Vec2& lhs, float rhs)
{
lhs.x /= rhs;
lhs.y /= rhs;
return lhs;
}
Vec2 operator/(const Vec2& lhs, float rhs)
{
Vec2 out = lhs;
return out /= rhs;
}
Mat4 Inverse(const Mat4& mat)
{ {
Mat4 result; Mat4 result;
bx::mtxInverse(result.M, M); bx::mtxInverse(result.M, &mat.M[0]);
return result; return result;
} }
Mat4 Mat4::Transpose() Mat4 Transpose(const Mat4& mat)
{ {
Mat4 result; Mat4 result;
bx::mtxTranspose(result.M, M); bx::mtxTranspose(result.M, &mat.M[0]);
return result; return result;
} }
Vec4 Mat4::Mul(const Vec4& vec) Vec4 Mul(const Mat4& mat, const Vec4& vec)
{ {
Vec4 out; Vec4 out;
bx::vec4MulMtx(&out.x, &vec.x, &M[0]); bx::vec4MulMtx(&out.x, &vec.x, &mat.M[0]);
return out; return out;
} }
float Magnitude(const Vec4& vec)
{
return bx::sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w);
}
float Magnitude(const Vec3& vec)
{
return bx::sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
}
float Magnitude(const Vec2& vec)
{
return bx::sqrt(vec.x * vec.x + vec.y * vec.y);
}
Vec4 Normalized(const Vec4& vec)
{
Vec4 res = vec;
return res /= Magnitude(vec);
}
Vec3 Normalized(const Vec3& vec)
{
Vec3 res = vec;
return res /= Magnitude(vec);
}
Vec2 Normalized(const Vec2& vec)
{
Vec2 res = vec;
return res /= Magnitude(vec);
}
float DotProduct(Vec3 a, Vec3 b) float DotProduct(Vec3 a, Vec3 b)
{ {
return a.x * b.x + a.y * b.y + a.z * b.z; return a.x * b.x + a.y * b.y + a.z * b.z;
@@ -191,8 +456,8 @@ Vec3 CrossProduct(Vec3 a, Vec3 b)
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c) Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c)
{ {
// TODO: normalize might not be necessary // TODO: normalize might not be necessary
Vec3 lineA = (b - a).Normalize(); Vec3 lineA = Normalized(b - a);
Vec3 lineB = (c - a).Normalize(); Vec3 lineB = Normalized(c - a);
return CrossProduct(lineA, lineB); return CrossProduct(lineA, lineB);
} }
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out) bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out)

View File

@@ -1,214 +1,215 @@
#pragma once #pragma once
#include "Gen.h"
#include "bx/math.h" #include "bx/math.h"
#include <cfloat>
struct Vec2 using namespace Generated;
{ // struct Vec2
float x = 0.0f; // {
float y = 0.0f; // float x = 0.0f;
// float y = 0.0f;
Vec2& operator+=(const Vec2& rhs) // Vec2& operator+=(const Vec2& rhs)
{ // {
x += rhs.x; // x += rhs.x;
y += rhs.y; // y += rhs.y;
return *this; // return *this;
} // }
friend Vec2 operator+(Vec2 lhs, const Vec2& rhs) // friend Vec2 operator+(Vec2 lhs, const Vec2& rhs)
{ // {
lhs += rhs; // lhs += rhs;
return lhs; // return lhs;
} // }
Vec2& operator+=(const float& rhs) // Vec2& operator+=(const float& rhs)
{ // {
x += rhs; // x += rhs;
y += rhs; // y += rhs;
return *this; // return *this;
} // }
friend Vec2 operator+(Vec2 lhs, const float& rhs) // friend Vec2 operator+(Vec2 lhs, const float& rhs)
{ // {
lhs += rhs; // lhs += rhs;
return lhs; // return lhs;
} // }
Vec2& operator-=(const Vec2& rhs) // Vec2& operator-=(const Vec2& rhs)
{ // {
x -= rhs.x; // x -= rhs.x;
y -= rhs.y; // y -= rhs.y;
return *this; // return *this;
} // }
friend Vec2 operator-(Vec2 lhs, const Vec2& rhs) // friend Vec2 operator-(Vec2 lhs, const Vec2& rhs)
{ // {
lhs -= rhs; // lhs -= rhs;
return lhs; // return lhs;
} // }
Vec2& operator-=(const float& rhs) // Vec2& operator-=(const float& rhs)
{ // {
x -= rhs; // x -= rhs;
y -= rhs; // y -= rhs;
return *this; // return *this;
} // }
friend Vec2 operator-(Vec2 lhs, const float& rhs) // friend Vec2 operator-(Vec2 lhs, const float& rhs)
{ // {
lhs -= rhs; // lhs -= rhs;
return lhs; // return lhs;
} // }
Vec2& operator*=(const float rhs) // Vec2& operator*=(const float rhs)
{ // {
x *= rhs; // x *= rhs;
y *= rhs; // y *= rhs;
return *this; // return *this;
} // }
friend Vec2 operator*(Vec2 lhs, const float rhs) // friend Vec2 operator*(Vec2 lhs, const float rhs)
{ // {
lhs *= rhs; // lhs *= rhs;
return lhs; // return lhs;
} // }
Vec2& operator/=(const float rhs) // Vec2& operator/=(const float rhs)
{ // {
x /= rhs; // x /= rhs;
y /= rhs; // y /= rhs;
return *this; // return *this;
} // }
friend Vec2 operator/(Vec2 lhs, const float rhs) // friend Vec2 operator/(Vec2 lhs, const float rhs)
{ // {
lhs /= rhs; // lhs /= rhs;
return lhs; // return lhs;
} // }
float Magnitude() // float Magnitude()
{ // {
return bx::sqrt(x * x + y * y); // return bx::sqrt(x * x + y * y);
} // }
Vec2 Normalize() // Vec2 Normalize()
{ // {
float mag = Magnitude(); // float mag = Magnitude();
if (mag < FLT_EPSILON) return {}; // if (mag < FLT_EPSILON) return {};
return {x / mag, y / mag}; // return {x / mag, y / mag};
} // }
}; // };
struct Vec3 // struct Vec3
{ // {
float x = 0.0f; // float x = 0.0f;
float y = 0.0f; // float y = 0.0f;
float z = 0.0f; // float z = 0.0f;
Vec3& operator+=(const Vec3& rhs) // Vec3& operator+=(const Vec3& rhs)
{ // {
x += rhs.x; // x += rhs.x;
y += rhs.y; // y += rhs.y;
z += rhs.z; // z += rhs.z;
return *this; // return *this;
} // }
friend Vec3 operator+(Vec3 lhs, const Vec3& rhs) // friend Vec3 operator+(Vec3 lhs, const Vec3& rhs)
{ // {
lhs += rhs; // lhs += rhs;
return lhs; // return lhs;
} // }
Vec3& operator-=(const Vec3& rhs) // Vec3& operator-=(const Vec3& rhs)
{ // {
x -= rhs.x; // x -= rhs.x;
y -= rhs.y; // y -= rhs.y;
z -= rhs.z; // z -= rhs.z;
return *this; // return *this;
} // }
friend Vec3 operator-(Vec3 lhs, const Vec3& rhs) // friend Vec3 operator-(Vec3 lhs, const Vec3& rhs)
{ // {
lhs -= rhs; // lhs -= rhs;
return lhs; // return lhs;
} // }
Vec3& operator*=(const float rhs) // Vec3& operator*=(const float rhs)
{ // {
x *= rhs; // x *= rhs;
y *= rhs; // y *= rhs;
z *= rhs; // z *= rhs;
return *this; // return *this;
} // }
friend Vec3 operator*(Vec3 lhs, const float rhs) // friend Vec3 operator*(Vec3 lhs, const float rhs)
{ // {
lhs *= rhs; // lhs *= rhs;
return lhs; // return lhs;
} // }
Vec3& operator/=(const float rhs) // Vec3& operator/=(const float rhs)
{ // {
x /= rhs; // x /= rhs;
y /= rhs; // y /= rhs;
z /= rhs; // z /= rhs;
return *this; // return *this;
} // }
friend Vec3 operator/(Vec3 lhs, const float rhs) // friend Vec3 operator/(Vec3 lhs, const float rhs)
{ // {
lhs /= rhs; // lhs /= rhs;
return lhs; // return lhs;
} // }
float Magnitude() // float Magnitude()
{ // {
return bx::sqrt(x * x + y * y + z * z); // return bx::sqrt(x * x + y * y + z * z);
} // }
Vec3 Normalize() // Vec3 Normalize()
{ // {
float mag = Magnitude(); // float mag = Magnitude();
if (mag < FLT_EPSILON) return {}; // if (mag < FLT_EPSILON) return {};
return {x / mag, y / mag, z / mag}; // return {x / mag, y / mag, z / mag};
} // }
}; // };
struct Vec4 // struct Vec4
{ // {
float x = 0.0f; // float x = 0.0f;
float y = 0.0f; // float y = 0.0f;
float z = 0.0f; // float z = 0.0f;
float w = 0.0f; // float w = 0.0f;
}; // };
struct Mat3 // struct Mat3
{ // {
// clang-format off // // clang-format off
float M[9]{ // float M[9]{
1.0f, 0.0f, 0.0f, // 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, // 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, // 0.0f, 0.0f, 1.0f,
}; // };
// clang-format on // // clang-format on
}; // };
struct Mat4 // struct Mat4
{ // {
// clang-format off // // clang-format off
float M[16]{ // float M[16]{
1.0, 0.0, 0.0, 0.0, // 1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, // 0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, // 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0, // 0.0, 0.0, 0.0, 1.0,
}; // };
// clang-format on // // clang-format on
Mat4 Inverse();
Mat4 Transpose();
Vec4 Mul(const Vec4& vec);
};
// Mat4 Inverse();
// Mat4 Transpose();
// Vec4 Mul(const Vec4& vec);
// };
//
inline int32_t SetFlags(int32_t in, int32_t flags) inline int32_t SetFlags(int32_t in, int32_t flags)
{ {
return in | flags; return in | flags;
@@ -257,6 +258,67 @@ struct Transform
void UpdateMatrixForCam(); void UpdateMatrixForCam();
}; };
Vec4& operator+=(Vec4& lhs, const Vec4& rhs);
Vec4 operator+(const Vec4& lhs, const Vec4& rhs);
Vec4& operator+=(Vec4& lhs, float rhs);
Vec4 operator+(Vec4& lhs, float rhs);
Vec4& operator-=(Vec4& lhs, const Vec4& rhs);
Vec4 operator-(const Vec4& lhs, const Vec4& rhs);
Vec4& operator-=(Vec4& lhs, float rhs);
Vec4 operator-(const Vec4& lhs, float rhs);
Vec4& operator*=(Vec4& lhs, float rhs);
Vec4 operator*(const Vec4& lhs, float rhs);
Vec4& operator/=(Vec4& lhs, float rhs);
Vec4 operator/(const Vec4& lhs, float rhs);
Vec3& operator+=(Vec3& lhs, const Vec3& rhs);
Vec3 operator+(const Vec3& lhs, const Vec3& rhs);
Vec3& operator+=(Vec3& lhs, float rhs);
Vec3 operator+(Vec3& lhs, float rhs);
Vec3& operator-=(Vec3& lhs, const Vec3& rhs);
Vec3 operator-(const Vec3& lhs, const Vec3& rhs);
Vec3& operator-=(Vec3& lhs, float rhs);
Vec3 operator-(const Vec3& lhs, float rhs);
Vec3& operator*=(Vec3& lhs, float rhs);
Vec3 operator*(const Vec3& lhs, float rhs);
Vec3& operator/=(Vec3& lhs, float rhs);
Vec3 operator/(const Vec3& lhs, float rhs);
Vec2& operator+=(Vec2& lhs, const Vec2& rhs);
Vec2 operator+(const Vec2& lhs, const Vec2& rhs);
Vec2& operator+=(Vec2& lhs, float rhs);
Vec2 operator+(Vec2& lhs, float rhs);
Vec2& operator-=(Vec2& lhs, const Vec2& rhs);
Vec2 operator-(const Vec2& lhs, const Vec2& rhs);
Vec2& operator-=(Vec2& lhs, float rhs);
Vec2 operator-(const Vec2& lhs, float rhs);
Vec2& operator*=(Vec2& lhs, float rhs);
Vec2 operator*(const Vec2& lhs, float rhs);
Vec2& operator/=(Vec2& lhs, float rhs);
Vec2 operator/(const Vec2& lhs, float rhs);
float Magnitude(const Vec4& vec);
float Magnitude(const Vec3& vec);
float Magnitude(const Vec2& vec);
Vec4 Normalized(const Vec4& vec);
Vec3 Normalized(const Vec3& vec);
Vec2 Normalized(const Vec2& vec);
Mat4 Inverse(const Mat4& mat);
Mat4 Transpose(const Mat4& mat);
Vec4 Mul(const Mat4& mat, const Vec4& vec);
float DotProduct(Vec3 a, Vec3 b);
Vec3 CrossProduct(Vec3 a, Vec3 b); Vec3 CrossProduct(Vec3 a, Vec3 b);
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c); Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c);
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out); bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out);

View File

@@ -21,6 +21,8 @@
#include <cstdint> #include <cstdint>
#include <tracy/Tracy.hpp> #include <tracy/Tracy.hpp>
using namespace Generated;
namespace Game namespace Game
{ {
void EntityRenderData::Render(const Model* models, const Material* materials, const Texture* textures) void EntityRenderData::Render(const Model* models, const Material* materials, const Texture* textures)
@@ -66,7 +68,7 @@ namespace Game
bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex); bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex);
bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex); bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues); bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues);
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], &TestColor.x); bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], &DotColor.x);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo); bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
bgfx::setUniform(currentMaterial.Uniforms[Material::UBaseColor], &BaseColor.x); bgfx::setUniform(currentMaterial.Uniforms[Material::UBaseColor], &BaseColor.x);
@@ -154,10 +156,6 @@ namespace Game
Cubes.Get(PlayerOutsideViewCube).Setup(); Cubes.Get(PlayerOutsideViewCube).Setup();
} }
if (Tests.Count == 0)
{
Tests.Get(Tests.New()).Setup();
}
UIQuads.Count = 0; UIQuads.Count = 0;
PuzzleTiles.Count = 0; PuzzleTiles.Count = 0;
for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i) for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
@@ -343,7 +341,7 @@ namespace Game
mousePos *= 2.0f; mousePos *= 2.0f;
mousePos -= 1.0f; mousePos -= 1.0f;
Vec4 mousePosView = {mousePos.x, -mousePos.y, 0.0f, 1.0f}; Vec4 mousePosView = {mousePos.x, -mousePos.y, 0.0f, 1.0f};
Vec4 mousePosCam4 = GetInstance().Player.ProjectionInverse.Mul(mousePosView); Vec4 mousePosCam4 = Mul(GetInstance().Player.ProjectionInverse, mousePosView);
Vec3 mousePosCam = Vec3{ Vec3 mousePosCam = Vec3{
mousePosCam4.x /= mousePosCam4.w, mousePosCam4.x /= mousePosCam4.w,
mousePosCam4.y /= mousePosCam4.w, mousePosCam4.y /= mousePosCam4.w,
@@ -381,12 +379,13 @@ namespace Game
quad.EData.Visible = isValid; quad.EData.Visible = isValid;
quad.EData.TextureHandle = quad.EData.TextureHandle =
isValid ? staticCards[card.RefCard.Idx].BoardTextureHandle : Generated::TextureHandle{}; isValid ? staticCards[card.RefCard.Idx].BoardTextureHandle : Generated::TextureHandle{};
quad.EData.DotColor = card.IsLocked ? Vec4{0.0f, 0.0f, 0.0f, 0.0f} : Vec4{1.0f, 1.0f, 1.0f, 1.0f};
quad.EData.Transform = boardTransform; quad.EData.Transform = boardTransform;
quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * quad.EData.Transform.TranslateLocal(Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} *
UICardOffset); UICardOffset);
quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f}; quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, (1.0f + card.Rotation * 0.5f) * bx::kPi}); quad.EData.Transform.Rotate(Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - card.Rotation * 0.5f) * bx::kPi});
Vec3 quadPosWorld = quad.EData.Transform.GetPosition(); Vec3 quadPosWorld = quad.EData.Transform.GetPosition();
Vec3 quadXWorld = quad.EData.Transform.LocalToGlobalPoint({1, 0, 0}); Vec3 quadXWorld = quad.EData.Transform.LocalToGlobalPoint({1, 0, 0});

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@@ -21,7 +21,7 @@ namespace Game
{ {
struct EntityRenderData struct EntityRenderData
{ {
Vec4 TestColor{1.0f, 1.0f, 1.0f, 1.0f}; Vec4 DotColor{1.0f, 1.0f, 1.0f, 1.0f};
Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f}; Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f};
Transform Transform; Transform Transform;
EMaterial MaterialHandle = EMaterial::UNDEFINED; EMaterial MaterialHandle = EMaterial::UNDEFINED;

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@@ -1,12 +1,15 @@
#include "Global.h" #include "Global.h"
#include "Instance.h" #include "Instance.h"
#include "Mesh.h" #include "Mesh.h"
#include "Puzzle.h"
#include "Tools.h" #include "Tools.h"
#include "bx/timer.h" #include "bx/timer.h"
#include <imgui.h> #include <imgui.h>
#include <tracy/Tracy.hpp> #include <tracy/Tracy.hpp>
using namespace Generated;
namespace namespace
{ {
constexpr int32_t FrameTimeBufSize = 512; constexpr int32_t FrameTimeBufSize = 512;
@@ -193,20 +196,21 @@ namespace Tools
Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition(); Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z); ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
if (ImGui::ColorEdit3("Base Color", &rendering.DefaultBaseColor.x)) auto& puzzleVisuals = Puzzle::GetStaticPuzzleData().Visuals;
if (ImGui::ColorEdit3("Tile Base Color", &puzzleVisuals.TileBaseColor.x))
{ {
auto& tiles = level.PuzzleTiles; auto& tiles = level.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i) for (int32_t i = 0; i < tiles.Count; ++i)
{ {
tiles.Data[i].EData.BaseColor = rendering.DefaultBaseColor; tiles.Data[i].EData.BaseColor = puzzleVisuals.TileBaseColor;
} }
} }
if (ImGui::ColorEdit3("Dot Color", &rendering.DefaultTileColor.x)) if (ImGui::ColorEdit3("Tile Dot Color", &puzzleVisuals.TileDotColor.x))
{ {
auto& tiles = level.PuzzleTiles; auto& tiles = level.PuzzleTiles;
for (int32_t i = 0; i < tiles.Count; ++i) for (int32_t i = 0; i < tiles.Count; ++i)
{ {
tiles.Data[i].EData.TestColor = rendering.DefaultTileColor; tiles.Data[i].EData.DotColor = puzzleVisuals.TileDotColor;
} }
} }

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@@ -1,22 +1,22 @@
type Vec2 type Vec2
{ {
f32 X f32 x
f32 Y f32 y
} }
type Vec3 type Vec3
{ {
f32 X f32 x
f32 Y f32 y
f32 Z f32 z
} }
type Vec4 type Vec4
{ {
f32 X f32 x
f32 Y f32 y
f32 Z f32 z
f32 W f32 w
} }
type Mat3 type Mat3
@@ -85,9 +85,17 @@ type StaticPuzzleCardHandle
u16 Idx Default("UINT16_MAX") u16 Idx Default("UINT16_MAX")
} }
type PuzzleVisualSettings
{
Vec4 TileBaseColor
Vec4 TileDotColor
Vec4 DisabledCardTint
}
type StaticPuzzleData type StaticPuzzleData
{ {
StaticPuzzleCard Cards Arr(64) StaticPuzzleCard Cards Arr(64)
PuzzleVisualSettings Visuals
} }
type PuzzleCardStack type PuzzleCardStack

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@@ -1,6 +1,8 @@
#include "../Log.h" #include "../Log.h"
#include "Dither.h" #include "Dither.h"
using namespace Generated;
void DitherGen(DitherData& data, int32_t recursion) void DitherGen(DitherData& data, int32_t recursion)
{ {
data.Points[0] = {0.0f, 0.0f}; data.Points[0] = {0.0f, 0.0f};
@@ -55,7 +57,7 @@ void DitherGen(DitherData& data, int32_t recursion)
{ {
Vec2 vec = point - data.Points[i]; Vec2 vec = point - data.Points[i];
Vec2 wrappedVec{bx::mod(vec.x + 0.5f, 1.0f) - 0.5f, bx::mod(vec.y + 0.5f, 1.0f) - 0.5f}; Vec2 wrappedVec{bx::mod(vec.x + 0.5f, 1.0f) - 0.5f, bx::mod(vec.y + 0.5f, 1.0f) - 0.5f};
float curDist = wrappedVec.Magnitude(); float curDist = Magnitude(wrappedVec);
dist = bx::min(dist, curDist); dist = bx::min(dist, curDist);
} }

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@@ -463,7 +463,7 @@ namespace Game
mat.State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | mat.State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS |
BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA; BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA;
mat.Uniforms[Material::UTime] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4); mat.Uniforms[Material::UTime] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
mat.Uniforms[Material::UDotColor] = bgfx::createUniform("u_testColor", bgfx::UniformType::Vec4); mat.Uniforms[Material::UDotColor] = bgfx::createUniform("u_dotColor", bgfx::UniformType::Vec4);
mat.Uniforms[Material::UTexInfo] = bgfx::createUniform("u_texInfo", bgfx::UniformType::Vec4); mat.Uniforms[Material::UTexInfo] = bgfx::createUniform("u_texInfo", bgfx::UniformType::Vec4);
mat.Uniforms[Material::UBaseColor] = bgfx::createUniform("u_baseColor", bgfx::UniformType::Vec4); mat.Uniforms[Material::UBaseColor] = bgfx::createUniform("u_baseColor", bgfx::UniformType::Vec4);
mat.ViewID = view; mat.ViewID = view;

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@@ -95,8 +95,6 @@ namespace Game
uint16_t MainViewID = 10; uint16_t MainViewID = 10;
float LastShaderLoadTime = 0.0f; float LastShaderLoadTime = 0.0f;
int32_t DitherRecursion = 1; int32_t DitherRecursion = 1;
Vec4 DefaultBaseColor;
Vec4 DefaultTileColor;
public: public:
void Setup(); void Setup();

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@@ -9,7 +9,7 @@ SAMPLER2D(s_texColor, 0);
SAMPLER3D(s_ditherSampler, 1); SAMPLER3D(s_ditherSampler, 1);
SAMPLER2D(s_rampSampler, 2); SAMPLER2D(s_rampSampler, 2);
uniform vec4 u_time; uniform vec4 u_time;
uniform vec4 u_testColor; uniform vec4 u_dotColor;
uniform vec4 u_texInfo; uniform vec4 u_texInfo;
uniform vec4 u_baseColor; uniform vec4 u_baseColor;
@@ -92,7 +92,7 @@ void main()
float testSpeed = 1.0; float testSpeed = 1.0;
vec3 testOffset = vec3(0.0, 0.0, 50.0); vec3 testOffset = vec3(0.0, 0.0, 50.0);
float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius); float3 lightPos = vec3(sin(u_time.x * testSpeed) * testRadius, 5.0, cos(u_time.x * testSpeed) * testRadius);
vec3 texColor = u_testColor.x > 0.1 ? u_testColor.xyz : texture2D(s_texColor, v_uv0).xyz; vec3 texColor = u_dotColor.x > 0.1 ? u_dotColor.xyz : texture2D(s_texColor, v_uv0).xyz;
// lighting // lighting
// float brightness = calcBrightness(lightPos, v_wpos, v_normal); // float brightness = calcBrightness(lightPos, v_wpos, v_normal);

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@@ -9,7 +9,7 @@ SAMPLER2D(s_texColor, 0);
SAMPLER3D(s_ditherSampler, 1); SAMPLER3D(s_ditherSampler, 1);
SAMPLER2D(s_rampSampler, 2); SAMPLER2D(s_rampSampler, 2);
uniform vec4 u_time; uniform vec4 u_time;
uniform vec4 u_testColor; uniform vec4 u_dotColor;
uniform vec4 u_texInfo; uniform vec4 u_texInfo;
uniform vec4 u_baseColor; uniform vec4 u_baseColor;
@@ -89,6 +89,7 @@ void main()
{ {
vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y); vec2 uv = vec2(1.0 - v_uv0.x, v_uv0.y);
vec3 rawTex = texture2D(s_texColor, uv).xyz; vec3 rawTex = texture2D(s_texColor, uv).xyz;
vec3 col = rawTex * u_dotColor.xyz;
float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal)); float brightness = lerp(0.5, 0.9, calcBrightnessDirectional(vec3(0.5, 0.3, 1.0), v_normal));
gl_FragColor = vec4(rawTex, 1.0); gl_FragColor = vec4(col * brightness, 1.0);
} }

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@@ -27,8 +27,8 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Save(&obj[i].X, 1, serializer) && isOk; isOk = Save(&obj[i].x, 1, serializer) && isOk;
isOk = Save(&obj[i].Y, 1, serializer) && isOk; isOk = Save(&obj[i].y, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -37,8 +37,8 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Load(&obj[i].X, 1, serializer) && isOk; isOk = Load(&obj[i].x, 1, serializer) && isOk;
isOk = Load(&obj[i].Y, 1, serializer) && isOk; isOk = Load(&obj[i].y, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -47,9 +47,9 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Save(&obj[i].X, 1, serializer) && isOk; isOk = Save(&obj[i].x, 1, serializer) && isOk;
isOk = Save(&obj[i].Y, 1, serializer) && isOk; isOk = Save(&obj[i].y, 1, serializer) && isOk;
isOk = Save(&obj[i].Z, 1, serializer) && isOk; isOk = Save(&obj[i].z, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -58,9 +58,9 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Load(&obj[i].X, 1, serializer) && isOk; isOk = Load(&obj[i].x, 1, serializer) && isOk;
isOk = Load(&obj[i].Y, 1, serializer) && isOk; isOk = Load(&obj[i].y, 1, serializer) && isOk;
isOk = Load(&obj[i].Z, 1, serializer) && isOk; isOk = Load(&obj[i].z, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -69,10 +69,10 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Save(&obj[i].X, 1, serializer) && isOk; isOk = Save(&obj[i].x, 1, serializer) && isOk;
isOk = Save(&obj[i].Y, 1, serializer) && isOk; isOk = Save(&obj[i].y, 1, serializer) && isOk;
isOk = Save(&obj[i].Z, 1, serializer) && isOk; isOk = Save(&obj[i].z, 1, serializer) && isOk;
isOk = Save(&obj[i].W, 1, serializer) && isOk; isOk = Save(&obj[i].w, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -81,10 +81,10 @@ namespace Generated
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Load(&obj[i].X, 1, serializer) && isOk; isOk = Load(&obj[i].x, 1, serializer) && isOk;
isOk = Load(&obj[i].Y, 1, serializer) && isOk; isOk = Load(&obj[i].y, 1, serializer) && isOk;
isOk = Load(&obj[i].Z, 1, serializer) && isOk; isOk = Load(&obj[i].z, 1, serializer) && isOk;
isOk = Load(&obj[i].W, 1, serializer) && isOk; isOk = Load(&obj[i].w, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -242,12 +242,35 @@ namespace Generated
} }
return isOk; return isOk;
} }
bool Save(const PuzzleVisualSettings* obj, uint32_t count, Serializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Save(&obj[i].TileBaseColor, 1, serializer) && isOk;
isOk = Save(&obj[i].TileDotColor, 1, serializer) && isOk;
isOk = Save(&obj[i].DisabledCardTint, 1, serializer) && isOk;
}
return isOk;
}
bool Load(PuzzleVisualSettings* obj, uint32_t count, Deserializer& serializer)
{
bool isOk = true;
for (uint32_t i = 0; i < count; ++i)
{
isOk = Load(&obj[i].TileBaseColor, 1, serializer) && isOk;
isOk = Load(&obj[i].TileDotColor, 1, serializer) && isOk;
isOk = Load(&obj[i].DisabledCardTint, 1, serializer) && isOk;
}
return isOk;
}
bool Save(const StaticPuzzleData* obj, uint32_t count, Serializer& serializer) bool Save(const StaticPuzzleData* obj, uint32_t count, Serializer& serializer)
{ {
bool isOk = true; bool isOk = true;
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Save(obj[i].Cards, 64, serializer) && isOk; isOk = Save(obj[i].Cards, 64, serializer) && isOk;
isOk = Save(&obj[i].Visuals, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }
@@ -257,6 +280,7 @@ namespace Generated
for (uint32_t i = 0; i < count; ++i) for (uint32_t i = 0; i < count; ++i)
{ {
isOk = Load(obj[i].Cards, 64, serializer) && isOk; isOk = Load(obj[i].Cards, 64, serializer) && isOk;
isOk = Load(&obj[i].Visuals, 1, serializer) && isOk;
} }
return isOk; return isOk;
} }

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@@ -54,24 +54,24 @@ namespace Generated
}; };
struct Vec2 struct Vec2
{ {
static constexpr uint32_t Hash = 4242122113; static constexpr uint32_t Hash = 2667033957;
float X = {}; float x = {};
float Y = {}; float y = {};
}; };
struct Vec3 struct Vec3
{ {
static constexpr uint32_t Hash = 1694997017; static constexpr uint32_t Hash = 473740858;
float X = {}; float x = {};
float Y = {}; float y = {};
float Z = {}; float z = {};
}; };
struct Vec4 struct Vec4
{ {
static constexpr uint32_t Hash = 447058821; static constexpr uint32_t Hash = 2507696603;
float X = {}; float x = {};
float Y = {}; float y = {};
float Z = {}; float z = {};
float W = {}; float w = {};
}; };
struct Mat3 struct Mat3
{ {
@@ -127,10 +127,18 @@ namespace Generated
static constexpr uint32_t Hash = 1742502768; static constexpr uint32_t Hash = 1742502768;
uint16_t Idx = UINT16_MAX; uint16_t Idx = UINT16_MAX;
}; };
struct PuzzleVisualSettings
{
static constexpr uint32_t Hash = 4208425878;
Vec4 TileBaseColor = {};
Vec4 TileDotColor = {};
Vec4 DisabledCardTint = {};
};
struct StaticPuzzleData struct StaticPuzzleData
{ {
static constexpr uint32_t Hash = 1497693577; static constexpr uint32_t Hash = 1076634601;
StaticPuzzleCard Cards[64] = {}; StaticPuzzleCard Cards[64] = {};
PuzzleVisualSettings Visuals = {};
}; };
struct PuzzleCardStack struct PuzzleCardStack
{ {
@@ -185,6 +193,8 @@ namespace Generated
bool Load(StaticPuzzleCard* obj, uint32_t count, Deserializer& serializer); bool Load(StaticPuzzleCard* obj, uint32_t count, Deserializer& serializer);
bool Save(const StaticPuzzleCardHandle* obj, uint32_t count, Serializer& serializer); bool Save(const StaticPuzzleCardHandle* obj, uint32_t count, Serializer& serializer);
bool Load(StaticPuzzleCardHandle* obj, uint32_t count, Deserializer& serializer); bool Load(StaticPuzzleCardHandle* obj, uint32_t count, Deserializer& serializer);
bool Save(const PuzzleVisualSettings* obj, uint32_t count, Serializer& serializer);
bool Load(PuzzleVisualSettings* obj, uint32_t count, Deserializer& serializer);
bool Save(const StaticPuzzleData* obj, uint32_t count, Serializer& serializer); bool Save(const StaticPuzzleData* obj, uint32_t count, Serializer& serializer);
bool Load(StaticPuzzleData* obj, uint32_t count, Deserializer& serializer); bool Load(StaticPuzzleData* obj, uint32_t count, Deserializer& serializer);
bool Save(const PuzzleCardStack* obj, uint32_t count, Serializer& serializer); bool Save(const PuzzleCardStack* obj, uint32_t count, Serializer& serializer);