more stuff
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@@ -3,6 +3,7 @@
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#include "Instance.h"
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#include "Level.h"
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#include "Log.h"
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#include "Puzzle.h"
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#include "SDL3/SDL_mouse.h"
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#include "bgfx/bgfx.h"
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#include "imgui.h"
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@@ -15,6 +16,7 @@ namespace Game
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void EntityRenderData::Render(const Model* models, const Material* materials)
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{
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if (ModelHandle == UINT16_MAX || MaterialHandle == UINT16_MAX) return;
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if (!Visible) return;
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Transform.UpdateMatrix();
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bgfx::setTransform(Transform.M.M);
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@@ -52,6 +54,10 @@ namespace Game
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bool needReset = false;
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needReset |= Cubes.Setup(storagePtr, needReset);
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needReset |= Tests.Setup(storagePtr, needReset);
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needReset |= PuzzleTiles.Setup(storagePtr, needReset);
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PuzzleData.Setup();
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if (Cubes.Count == 0)
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{
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for (uint32_t yy = 0; yy < 11; ++yy)
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@@ -63,6 +69,7 @@ namespace Game
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{
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c->TestX = xx;
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c->TestY = yy;
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c->Setup();
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}
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}
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}
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@@ -70,7 +77,14 @@ namespace Game
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}
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if (Tests.Count == 0)
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{
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Tests.New();
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Tests.Get(Tests.New())->Setup();
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}
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if (PuzzleTiles.Count == 0)
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{
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for (uint32_t puzI = 0; puzI < BX_COUNTOF(Puzzles); ++puzI)
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{
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Puzzles[puzI].Setup();
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}
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}
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UpdatePlayerInputMode();
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@@ -81,6 +95,7 @@ namespace Game
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START_PERF();
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PlayerData& player = GetInstance().Player;
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// Input
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float delta = GetInstance().Time.Delta;
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delta = 1.0f / 144.0f;
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constexpr float moveSpeed = 10.0f;
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@@ -137,10 +152,18 @@ namespace Game
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player.PlayerCamTransform.RotateLocal({player.WalkXRot, 0.0f, 0.0f});
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}
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// Cubes
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for (uint16_t i = 0; i < Cubes.Count; ++i)
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{
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Cubes.Get({i})->Update();
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}
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// Puzzle tiles
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for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
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{
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Puzzles[i].Update();
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}
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END_PERF(GetShared().Window.PerfCounters, PerfCounterType::GameLevelUpdate, GetShared().Window.FrameCounter);
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}
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@@ -161,15 +184,18 @@ namespace Game
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{
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player.FreeflyCamTransform.UpdateMatrix();
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bgfx::setViewTransform(viewId, player.FreeflyCamTransform.M.M, proj);
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bgfx::dbgTextPrintf(1, 0, 0b1100, "NOCLIP");
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}
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else
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{
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player.PlayerCamTransform.UpdateMatrix();
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bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj);
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bgfx::dbgTextPrintf(1, 0, 0b1100, " ");
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}
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Cubes.Render(models, materials);
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// Cubes.Render(models, materials);
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Tests.Render(models, materials);
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PuzzleTiles.Render(models, materials);
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}
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void Cube::Setup()
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@@ -206,4 +232,40 @@ namespace Game
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EData.Transform.Position = {0.0f, 0.0f, 10.0f};
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EData.TestColor[0] = 0.0f;
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}
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void WorldPuzzle::Setup()
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{
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Data.PlacedCardCount = 16;
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for (int32_t i = 0; i < 16; ++i)
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{
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Data.PlacedCards[i].RefCard = {0};
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Data.PlacedCards[i].Position = {int8_t(i % 4), int8_t(i / 4)};
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}
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for (uint32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
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{
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const Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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auto& tiles = GetInstance().GameLevel.PuzzleTiles;
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TileHandles[cardI] = tiles.New();
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bx::Vec3 Pos = {
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WorldPosition.x + card.Position.X * WorldCardSize.x,
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WorldPosition.y,
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WorldPosition.z + card.Position.Y * WorldCardSize.y,
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};
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auto& tile = *tiles.Get(TileHandles[cardI]);
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tile.EData.Transform.Position = Pos;
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tile.EData.MaterialHandle = 0;
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}
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}
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void WorldPuzzle::Update()
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{
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for (int32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
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{
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Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
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if (!card.RefCard.IsValid()) continue;
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const Puzzle::StaticPuzzleCard& cData = Puzzle::StaticPuzzleData::Get().GetCard(card.RefCard);
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GetInstance().GameLevel.PuzzleTiles.Get(TileHandles[cardI])->EData.ModelHandle = cData.ModelHandle;
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}
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}
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} // namespace Game
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