show game tablet

This commit is contained in:
Asuro
2025-03-31 07:08:23 +02:00
parent 4ba65713ef
commit 5a3739db0a
12 changed files with 152 additions and 33 deletions

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@@ -302,6 +302,24 @@ namespace Gen
return out;
}
Vec3 EulerFromRotation(const Mat4& rotation)
{
const float r32 = rotation.M[9];
const float r33 = rotation.M[10];
float x = bx::atan2(r32, r33);
float y = bx::atan2(-rotation.M[8], bx::sqrt(r32 * r32 + r33 * r33));
float z = bx::atan2(rotation.M[4], rotation.M[0]);
return {x, y, z};
}
Mat4 RotationFromEuler(const Vec3& euler)
{
Mat4 mat;
bx::Quaternion quat = bx::fromEuler({euler.x, euler.y, euler.z});
bx::mtxFromQuaternion(mat.M, quat);
return mat;
}
float Magnitude(const Vec4& vec)
{
return bx::sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w);

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@@ -73,6 +73,9 @@ namespace Gen
Mat4 Transpose(const Mat4& mat);
Vec4 Mul(const Mat4& mat, const Vec4& vec);
Vec3 EulerFromRotation(const Mat4& rotation);
Mat4 RotationFromEuler(const Vec3& euler);
float DotProduct(Vec3 a, Vec3 b);
Vec3 CrossProduct(Vec3 a, Vec3 b);
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c);

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@@ -26,6 +26,12 @@ namespace Game
int64_t StartTime = 0;
};
// TODO: move to generated data and save
struct SavedPlayerConfig
{
Gen::SavedEntityRenderData TabletRenderData;
};
struct PlayerData
{
Gen::Transform PlayerCamTransform;
@@ -40,6 +46,7 @@ namespace Game
InputMode InputM = InputMode::Game;
float MouseSensitivity = 1.0f;
float MovementSpeed = 10.0f;
SavedPlayerConfig Config;
};
struct InstanceDebugData

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@@ -27,7 +27,7 @@ namespace Game
void EntityRenderData::Render(const Model* models, const Material* materials, const Texture* textures)
{
if (models == nullptr || materials == nullptr || textures == nullptr) return;
if (!Gen::IsValid(ModelH) || MaterialHandle == EMaterial::UNDEFINED) return;
if (!Gen::IsValid(ModelH) || MaterialHandle >= EMaterial::EntryCount) return;
if (!Visible) return;
auto& rendering = GameRendering::Get();
@@ -74,6 +74,18 @@ namespace Game
bgfx::submit(currentMaterial.ViewID, currentMaterial.Shader);
}
void EntityRenderData::LoadFromSaved(const Gen::SavedEntityRenderData& saved)
{
DotColor = saved.HighlightColor;
BaseColor = saved.BaseColor;
Transform = saved.TF;
// TODO: fix handle indices
MaterialHandle = saved.Material;
TextureHandle = saved.Texture;
ModelH = saved.Model;
Visible = saved.Visible;
}
namespace
{
void UpdatePlayerInputMode()
@@ -165,7 +177,7 @@ namespace Game
Puzzles[i].Setup();
}
}
LOG("Tiles: %u", PuzzleTiles.Count);
TabletHandle = UIQuads.New();
UpdatePlayerInputMode();
}
@@ -229,6 +241,18 @@ namespace Game
bx::mtxRotateXYZ(player.PlayerCamTransform.Rotation.M, player.WalkXRot, player.WalkYRot, 0.0f);
}
// UI Tablet
if (IsValid(TabletHandle))
{
auto& tablet = UIQuads.Get(TabletHandle);
tablet.EData.LoadFromSaved(player.Config.TabletRenderData);
UpdateMatrix(player.PlayerCamTransform);
tablet.EData.Transform.Rotation = player.PlayerCamTransform.Rotation;
Rotate(tablet.EData.Transform, {0.5f * bx::kPi, 0.0f, 0.0f});
tablet.EData.Transform.Position =
player.PlayerCamTransform.Position + AxisForward(player.PlayerCamTransform.M) * 1.0f;
}
// Cubes
for (uint16_t i = 0; i < Cubes.Count; ++i)
{
@@ -329,12 +353,10 @@ namespace Game
UpdateMatrix(camTransform);
Vec3 cameraPos = camTransform.Position;
Transform boardTransform;
boardTransform.Rotation = camTransform.Rotation;
Vec3 fw = {camTransform.M.M[8], camTransform.M.M[9], camTransform.M.M[10]};
Vec3 pos = cameraPos;
pos += fw * 1.0f;
boardTransform.Position = pos;
Transform& boardTransform = level.UIQuads.Get(level.TabletHandle).EData.Transform;
Transform tileOriginTransform = boardTransform;
tileOriginTransform.Position += AxisForward(camTransform.M) * -0.01f;
UpdateMatrix(tileOriginTransform);
Vec2 mousePos = GetMousePos();
mousePos.x = mousePos.x / window.WindowWidth;
@@ -387,11 +409,13 @@ namespace Game
quad.EData.DotColor = card.IsLocked ? Puzzle::GetStaticPuzzleData().Visuals.DisabledCardTint
: Vec4{1.0f, 1.0f, 1.0f, 1.0f};
quad.EData.Transform = boardTransform;
quad.EData.Transform.Position = tileOriginTransform.Position;
quad.EData.Transform.Rotation = camTransform.Rotation;
TranslateLocal(quad.EData.Transform,
Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * UICardOffset);
quad.EData.Transform.Scale = {0.1f, 0.1f, 0.1f};
Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * UICardOffset *
0.1f); // no clue where the 0.1 comes from
Rotate(quad.EData.Transform, Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - card.Rotation * 0.5f) * bx::kPi});
quad.EData.Transform.Scale = {UICardScale, UICardScale, UICardScale};
Vec3 quadPosWorld = quad.EData.Transform.Position;
Vec3 quadXWorld = LocalToGlobalPoint(quad.EData.Transform, {1, 0, 0});
@@ -421,13 +445,13 @@ namespace Game
if (DraggedCard.X == x && DraggedCard.Y == y)
{
Vec3 dragPos = intersectPos;
dragPos -= fw * 0.01f;
dragPos -= AxisForward(camTransform.M) * 0.01f;
quad.EData.Transform.Position = dragPos;
Vec3 boardPos = GlobalToLocalPoint(boardTransform, intersectPos);
Vec3 boardPos = GlobalToLocalPoint(tileOriginTransform, intersectPos);
Vec3 boardTilePos = boardPos / UICardOffset;
int32_t xPos = (int32_t)bx::round(boardTilePos.x);
int32_t yPos = (int32_t)bx::round(boardTilePos.y);
int32_t yPos = (int32_t)bx::round(boardTilePos.z);
Gen::PuzPos srcCardPos = {(int8_t)DraggedCard.X, (int8_t)DraggedCard.Y};
Gen::PlacedPuzzleCard& srcCard =
Data.PlacedCards[srcCardPos.Y * Puzzle::Config::MaxPuzzleSizeCards + srcCardPos.X];

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@@ -23,12 +23,13 @@ namespace Game
Gen::Vec4 DotColor{1.0f, 1.0f, 1.0f, 1.0f};
Gen::Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f};
Gen::Transform Transform;
EMaterial MaterialHandle = EMaterial::UNDEFINED;
Gen::EMaterial::Enum MaterialHandle = Gen::EMaterial::UI;
Gen::TextureHandle TextureHandle;
Gen::ModelHandle ModelH;
bool Visible = true;
void Render(const Model* models, const Material* materials, const Texture* textures);
void LoadFromSaved(const Gen::SavedEntityRenderData& saved);
};
ENTITY_HANDLE(CubeHandle);
@@ -142,6 +143,7 @@ namespace Game
{
static constexpr Gen::Vec2 WorldCardSize{10.0f, 10.0f};
static constexpr float UICardOffset = 0.21f;
static constexpr float UICardScale = 0.1f;
Gen::PuzzleData Data;
Gen::Vec3 WorldPosition;
PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
@@ -163,6 +165,7 @@ namespace Game
EntityManager<LevelEntity, LevelEntityHandle, 64> LevelEntities;
CubeHandle PlayerOutsideViewCube;
UIQuadEntityHandle TabletHandle;
public:
Gen::StaticPuzzleData PuzzleData;

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@@ -6,6 +6,7 @@
#include "Tools.h"
#include "bx/filepath.h"
#include "bx/math.h"
#include "bx/timer.h"
#include <imgui.h>
#include <tracy/Tracy.hpp>
@@ -34,8 +35,22 @@ namespace Tools
return "---";
}
void ModelDropdown(Gen::ModelHandle& modelHandle)
bool EntityDataSettings(Gen::SavedEntityRenderData& data)
{
bool changed = false;
changed |= ModelDropdown(data.Model);
changed |= MaterialDropdown(data.Material);
changed |= TextureDropdown(data.Texture);
changed |= TransformUI(data.TF);
changed |= ImGui::Checkbox("Visible", &data.Visible);
changed |= ImGui::ColorEdit4("Color 1", &data.BaseColor.x);
changed |= ImGui::ColorEdit4("Color 2", &data.HighlightColor.x);
return changed;
}
bool ModelDropdown(Gen::ModelHandle& modelHandle)
{
bool changed = false;
auto& R = Game::GameRendering::Get();
const char* name = GetAssetPath(modelHandle.Asset);
if (ImGui::BeginCombo("Model", name))
@@ -45,14 +60,17 @@ namespace Tools
if (ImGui::Selectable(GetAssetPath(R.Models[i].Handle.Asset), i == modelHandle.ModelIdx))
{
modelHandle = R.Models[i].Handle;
changed = true;
}
}
ImGui::EndCombo();
}
return changed;
}
void TextureDropdown(Gen::TextureHandle& texHandle)
bool TextureDropdown(Gen::TextureHandle& texHandle)
{
bool changed = false;
auto& R = Game::GameRendering::Get();
const char* name = GetAssetPath(texHandle.Asset);
if (ImGui::BeginCombo("Texture", name))
@@ -65,6 +83,7 @@ namespace Tools
if (ImGui::Selectable("", i == texHandle.TextureIdx, ImGuiSelectableFlags_AllowOverlap, {0, 64}))
{
texHandle = R.Textures[i].TexHandle;
changed = true;
}
ImGui::SetCursorScreenPos(pos);
ImGui::Image(R.Textures[i].RenderHandle.idx, {64, 64});
@@ -74,7 +93,47 @@ namespace Tools
}
ImGui::EndCombo();
}
return changed;
}
bool MaterialDropdown(Gen::EMaterial::Enum& material)
{
bool changed = false;
const char* selectedText = "---";
if (material < Gen::EMaterial::EntryCount)
{
selectedText = Gen::EMaterial::EntryNames[material];
}
if (ImGui::BeginCombo("Material", selectedText))
{
for (int32_t i = 0; i < Gen::EMaterial::EntryCount; ++i)
{
if (ImGui::Selectable(Gen::EMaterial::EntryNames[i], i == material))
{
material = (Gen::EMaterial::Enum)i;
changed = true;
}
}
ImGui::EndCombo();
}
return changed;
}
bool TransformUI(Gen::Transform& transform)
{
bool changed = false;
changed |= ImGui::DragFloat3("Pos", &transform.Position.x, 0.1f);
Vec3 euler = EulerFromRotation(transform.Rotation);
if (ImGui::DragFloat3("Rot", &euler.x, 0.1f))
{
transform.Rotation = RotationFromEuler(euler);
changed = true;
}
changed |= ImGui::DragFloat3("Scale", &transform.Scale.x, 0.01f);
return changed;
}
void RenderDebugUI(Game::GameRendering& rendering)
{
auto& time = Game::GetInstance().Time;
@@ -162,13 +221,22 @@ namespace Tools
ImGui::Checkbox("Show ImGui Demo", &debug.ShowImguiDemo);
ImGui::Checkbox("Show Stats", &debug.ShowStats);
if (debug.ShowImguiDemo) ImGui::ShowDemoWindow(&debug.ShowImguiDemo);
ImGui::Separator();
ImGui::Text("Entity Groups");
ImGui::Checkbox("Cubes", &level.Cubes.IsEnabled);
ImGui::Checkbox("Tests", &level.Tests.IsEnabled);
ImGui::Checkbox("PuzzleTiles", &level.PuzzleTiles.IsEnabled);
ImGui::Checkbox("UIQuads", &level.UIQuads.IsEnabled);
ImGui::Separator();
ImGui::Text("Game Tablet");
Tools::EntityDataSettings(player.Config.TabletRenderData);
ImGui::Separator();
if (ImGui::Button("Dithergen"))
{
DitherGen(rendering.DitherTextures, rendering.DitherRecursion);

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@@ -4,8 +4,11 @@
namespace Tools
{
void ModelDropdown(Gen::ModelHandle& modelHandle);
void TextureDropdown(Gen::TextureHandle& texHandle);
bool EntityDataSettings(Gen::SavedEntityRenderData& data);
bool ModelDropdown(Gen::ModelHandle& modelHandle);
bool TextureDropdown(Gen::TextureHandle& texHandle);
bool MaterialDropdown(Gen::EMaterial::Enum& material);
bool TransformUI(Gen::Transform& transform);
void RenderDebugUI(Game::GameRendering& rendering);
void MeasureFrameEnd();
} // namespace Tools

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@@ -391,8 +391,8 @@ namespace Game
void GameRendering::ReloadShaders()
{
Materials[(uint16_t)EMaterial::Default] = Material::LoadFromShader("dither/vert", "dither/frag", MainViewID);
Materials[(uint16_t)EMaterial::UI] = Material::LoadFromShader("normal/vert", "normal/frag", MainViewID);
Materials[Gen::EMaterial::Default] = Material::LoadFromShader("dither/vert", "dither/frag", MainViewID);
Materials[Gen::EMaterial::UI] = Material::LoadFromShader("normal/vert", "normal/frag", MainViewID);
}
void GameRendering::Update()

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@@ -64,13 +64,6 @@ namespace Game
Debug,
};
enum class EMaterial : uint16_t
{
Default = 0,
UI = 1,
UNDEFINED = UINT16_MAX
};
class GameRendering
{
public:

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