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3 Commits

Author SHA1 Message Date
Asuro
c244b997c1 moving more stuff around 2025-03-30 20:22:16 +02:00
Asuro
6d170be57a include cleanup 2025-03-30 20:17:32 +02:00
Asuro
052fc2cc07 move vec to generated 2025-03-30 19:45:48 +02:00
34 changed files with 642 additions and 485 deletions

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@@ -9,7 +9,7 @@
#include <winnt.h> #include <winnt.h>
#define WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN
#include "Windows.h" #include "Windows.h" // IWYU pragma: keep
namespace WriteTemplates namespace WriteTemplates
{ {
@@ -17,7 +17,7 @@ namespace WriteTemplates
R"END(#pragma once R"END(#pragma once
#include <cstdint> #include <cstdint>
namespace Generated namespace Gen
{ {
struct Serializer; struct Serializer;
struct Deserializer; struct Deserializer;
@@ -25,7 +25,7 @@ namespace Generated
constexpr char FileCppStart[] = R"END(#include "Def.h" constexpr char FileCppStart[] = R"END(#include "Def.h"
#include "Generated.h" #include "Generated.h"
namespace Generated namespace Gen
{ {
)END"; )END";
@@ -171,9 +171,9 @@ void CppFileWriter::PrintTypeName(char* buf,
{ {
if (type.FieldKind == Def::EFieldType::Native) if (type.FieldKind == Def::EFieldType::Native)
{ {
if (int32_t(type.Native) < Generated::KnownType::EntryCount) if (int32_t(type.Native) < Gen::KnownType::EntryCount)
{ {
bx::strCopy(buf, bufSize, Generated::KnownType::CName[size_t(type.Native)]); bx::strCopy(buf, bufSize, Gen::KnownType::CName[size_t(type.Native)]);
} }
else else
{ {
@@ -201,7 +201,7 @@ void CppFileWriter::WriteEnums(const Def::DefinitionFile& definitions)
e.Name, e.Name,
e.EntryCount, e.EntryCount,
e.Hash, e.Hash,
Generated::KnownType::CName[(int32_t)e.EnumType.Native]); Gen::KnownType::CName[(int32_t)e.EnumType.Native]);
for (int32_t entryIdx = 0; entryIdx < e.EntryCount; ++entryIdx) for (int32_t entryIdx = 0; entryIdx < e.EntryCount; ++entryIdx)
{ {
Write(WriteTemplates::EnumField1, e.EntryNames[entryIdx]); Write(WriteTemplates::EnumField1, e.EntryNames[entryIdx]);

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@@ -4,7 +4,7 @@
template bool Save<T>(const T* obj, uint32_t count, Serializer& serializer); \ template bool Save<T>(const T* obj, uint32_t count, Serializer& serializer); \
template bool Load<T>(T * obj, uint32_t count, Deserializer & serializer); template bool Load<T>(T * obj, uint32_t count, Deserializer & serializer);
namespace Generated namespace Gen
{ {
template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer) template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer)
{ {
@@ -38,4 +38,4 @@ namespace Generated
INST(double) INST(double)
INST(bool) INST(bool)
INST(char) INST(char)
} // namespace Generated } // namespace Gen

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@@ -10,7 +10,7 @@
#define LOG_ERROR(...) #define LOG_ERROR(...)
#endif #endif
namespace Generated namespace Gen
{ {
struct EmbeddedTypeDef struct EmbeddedTypeDef
{ {
@@ -122,4 +122,4 @@ namespace Generated
template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer); template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer);
template <typename T> bool Load(T* obj, uint32_t count, Deserializer& serializer); template <typename T> bool Load(T* obj, uint32_t count, Deserializer& serializer);
} // namespace Generated } // namespace Gen

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@@ -1,7 +1,7 @@
#include "Def.h" #include "Def.h"
#include "Generated.h" #include "Generated.h"
namespace Generated namespace Gen
{ {
bool Save(const KnownType::Enum* obj, uint32_t count, Serializer& serializer) bool Save(const KnownType::Enum* obj, uint32_t count, Serializer& serializer)
{ {

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include <cstdint> #include <cstdint>
namespace Generated namespace Gen
{ {
struct Serializer; struct Serializer;
struct Deserializer; struct Deserializer;

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@@ -348,12 +348,12 @@ Parser::Result Parser::ReadTypeToken()
Parser::Result Parser::ReadNativeFieldType(Def::FieldType& FieldT) Parser::Result Parser::ReadNativeFieldType(Def::FieldType& FieldT)
{ {
Result Res = OK; Result Res = OK;
for (int32_t i = 0; i < Generated::KnownType::EntryCount; ++i) for (int32_t i = 0; i < Gen::KnownType::EntryCount; ++i)
{ {
if (CmpAdvance(Generated::KnownType::EntryNames[i], Res, true) && Res == OK) if (CmpAdvance(Gen::KnownType::EntryNames[i], Res, true) && Res == OK)
{ {
FieldT.FieldKind = Def::EFieldType::Native; FieldT.FieldKind = Def::EFieldType::Native;
FieldT.Native = Generated::KnownType::Enum(i); FieldT.Native = Gen::KnownType::Enum(i);
return OK; return OK;
} }
} }

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@@ -16,7 +16,7 @@ namespace Def
struct FieldType struct FieldType
{ {
EFieldType FieldKind = EFieldType::Native; EFieldType FieldKind = EFieldType::Native;
Generated::KnownType::Enum Native = Generated::KnownType::Enum::i32; Gen::KnownType::Enum Native = Gen::KnownType::Enum::i32;
uint16_t TypeIdx = UINT16_MAX; uint16_t TypeIdx = UINT16_MAX;
}; };

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@@ -1,6 +1,6 @@
#include "Gen.h" #include "Gen.h"
namespace Generated namespace Gen
{ {
bool IsValid(const ModelHandle& h) bool IsValid(const ModelHandle& h)
{ {
@@ -49,4 +49,319 @@ namespace Generated
res.Y += rhs.Y; res.Y += rhs.Y;
return res; return res;
} }
} // namespace Generated
// 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;
bx::mtxInverse(result.M, &mat.M[0]);
return result;
}
Mat4 Transpose(const Mat4& mat)
{
Mat4 result;
bx::mtxTranspose(result.M, &mat.M[0]);
return result;
}
Vec4 Mul(const Mat4& mat, const Vec4& vec)
{
Vec4 out;
bx::vec4MulMtx(&out.x, &vec.x, &mat.M[0]);
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)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
Vec3 CrossProduct(Vec3 a, Vec3 b)
{
float x = a.y * b.z - a.z * b.y;
float y = a.z * b.x - a.x * b.z;
float z = a.x * b.y - a.y * b.x;
return {x, y, z};
}
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c)
{
// TODO: normalize might not be necessary
Vec3 lineA = Normalized(b - a);
Vec3 lineB = Normalized(c - a);
return CrossProduct(lineA, lineB);
}
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out)
{
// thanks to Paul Bourke and Bryan Hanson
// l1,l2 constitute the line. P1,P2,P3 constitute the plane
out = {};
Vec3 N = CrossProductFromPlane(p1, p2, p3); // N is the normal of the plane
float n = DotProduct(N, Vec3{p3.x - l1.x, p3.y - l1.y, p3.z - l1.z});
Vec3 LbMinusLa = Vec3{l2.x - l1.x, l2.y - l1.y, l2.z - l1.z};
float d = DotProduct(N, LbMinusLa);
if (d == 0) return false; // Line is parallel to or in the plane
float u = n / d;
if ((u >= 0.0) && (u <= 1.0))
{ // Plane is between the two points
} // can be used for checking but does not influence the outcome
out = Vec3{l1.x + u * LbMinusLa.x, l1.y + u * LbMinusLa.y, l1.z + u * LbMinusLa.z};
return true;
}
} // namespace Gen

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@@ -1,7 +1,7 @@
#pragma once #pragma once
#include "../gen/Generated.h" #include "../gen/Generated.h"
namespace Generated namespace Gen
{ {
bool IsValid(const AssetHandle& h); bool IsValid(const AssetHandle& h);
bool IsValid(const ModelHandle& h); bool IsValid(const ModelHandle& h);
@@ -12,4 +12,69 @@ namespace Generated
PuzPos operator+=(PuzPos lhs, const PuzPos& rhs); PuzPos operator+=(PuzPos lhs, const PuzPos& rhs);
PuzPos operator+(PuzPos lhs, const PuzPos& rhs); PuzPos operator+(PuzPos lhs, const PuzPos& rhs);
} // namespace Generated
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 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c);
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out);
} // namespace Gen

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@@ -1,17 +1,59 @@
#include "../engine/Shared.h" #include "../engine/Shared.h"
#include "Gen.h"
#include "Global.h" #include "Global.h"
#include "Instance.h" #include "Instance.h"
#include "bx/bx.h" #include "bx/bx.h"
#include "bx/math.h" #include "bx/math.h"
#include <cassert> #include <cassert>
#include <cstdint> #include <cstdint>
using namespace Gen;
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 +124,12 @@ 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 +145,7 @@ 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)
@@ -159,56 +164,3 @@ Vec3 Transform::GetPosition()
{ {
return {Position.x, Position.y, Position.z}; return {Position.x, Position.y, Position.z};
} }
Mat4 Mat4::Inverse()
{
Mat4 result;
bx::mtxInverse(result.M, M);
return result;
}
Mat4 Mat4::Transpose()
{
Mat4 result;
bx::mtxTranspose(result.M, M);
return result;
}
Vec4 Mat4::Mul(const Vec4& vec)
{
Vec4 out;
bx::vec4MulMtx(&out.x, &vec.x, &M[0]);
return out;
}
float DotProduct(Vec3 a, Vec3 b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
Vec3 CrossProduct(Vec3 a, Vec3 b)
{
float x = a.y * b.z - a.z * b.y;
float y = a.z * b.x - a.x * b.z;
float z = a.x * b.y - a.y * b.x;
return {x, y, z};
}
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c)
{
// TODO: normalize might not be necessary
Vec3 lineA = (b - a).Normalize();
Vec3 lineB = (c - a).Normalize();
return CrossProduct(lineA, lineB);
}
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out)
{
// thanks to Paul Bourke and Bryan Hanson
// l1,l2 constitute the line. P1,P2,P3 constitute the plane
out = {};
Vec3 N = CrossProductFromPlane(p1, p2, p3); // N is the normal of the plane
float n = DotProduct(N, Vec3{p3.x - l1.x, p3.y - l1.y, p3.z - l1.z});
Vec3 LbMinusLa = Vec3{l2.x - l1.x, l2.y - l1.y, l2.z - l1.z};
float d = DotProduct(N, LbMinusLa);
if (d == 0) return false; // Line is parallel to or in the plane
float u = n / d;
if ((u >= 0.0) && (u <= 1.0))
{ // Plane is between the two points
} // can be used for checking but does not influence the outcome
out = Vec3{l1.x + u * LbMinusLa.x, l1.y + u * LbMinusLa.y, l1.z + u * LbMinusLa.z};
return true;
}

View File

@@ -1,213 +1,7 @@
#pragma once #pragma once
#include "../gen/Generated.h"
#include "bx/math.h" #include "bx/math.h"
#include <cfloat>
struct Vec2
{
float x = 0.0f;
float y = 0.0f;
Vec2& operator+=(const Vec2& rhs)
{
x += rhs.x;
y += rhs.y;
return *this;
}
friend Vec2 operator+(Vec2 lhs, const Vec2& rhs)
{
lhs += rhs;
return lhs;
}
Vec2& operator+=(const float& rhs)
{
x += rhs;
y += rhs;
return *this;
}
friend Vec2 operator+(Vec2 lhs, const float& rhs)
{
lhs += rhs;
return lhs;
}
Vec2& operator-=(const Vec2& rhs)
{
x -= rhs.x;
y -= rhs.y;
return *this;
}
friend Vec2 operator-(Vec2 lhs, const Vec2& rhs)
{
lhs -= rhs;
return lhs;
}
Vec2& operator-=(const float& rhs)
{
x -= rhs;
y -= rhs;
return *this;
}
friend Vec2 operator-(Vec2 lhs, const float& rhs)
{
lhs -= rhs;
return lhs;
}
Vec2& operator*=(const float rhs)
{
x *= rhs;
y *= rhs;
return *this;
}
friend Vec2 operator*(Vec2 lhs, const float rhs)
{
lhs *= rhs;
return lhs;
}
Vec2& operator/=(const float rhs)
{
x /= rhs;
y /= rhs;
return *this;
}
friend Vec2 operator/(Vec2 lhs, const float rhs)
{
lhs /= rhs;
return lhs;
}
float Magnitude()
{
return bx::sqrt(x * x + y * y);
}
Vec2 Normalize()
{
float mag = Magnitude();
if (mag < FLT_EPSILON) return {};
return {x / mag, y / mag};
}
};
struct Vec3
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
Vec3& operator+=(const Vec3& rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
friend Vec3 operator+(Vec3 lhs, const Vec3& rhs)
{
lhs += rhs;
return lhs;
}
Vec3& operator-=(const Vec3& rhs)
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
friend Vec3 operator-(Vec3 lhs, const Vec3& rhs)
{
lhs -= rhs;
return lhs;
}
Vec3& operator*=(const float rhs)
{
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
friend Vec3 operator*(Vec3 lhs, const float rhs)
{
lhs *= rhs;
return lhs;
}
Vec3& operator/=(const float rhs)
{
x /= rhs;
y /= rhs;
z /= rhs;
return *this;
}
friend Vec3 operator/(Vec3 lhs, const float rhs)
{
lhs /= rhs;
return lhs;
}
float Magnitude()
{
return bx::sqrt(x * x + y * y + z * z);
}
Vec3 Normalize()
{
float mag = Magnitude();
if (mag < FLT_EPSILON) return {};
return {x / mag, y / mag, z / mag};
}
};
struct Vec4
{
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
float w = 0.0f;
};
struct Mat3
{
// clang-format off
float M[9]{
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
};
// clang-format on
};
struct Mat4
{
// clang-format off
float M[16]{
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
};
// clang-format on
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)
{ {
@@ -232,35 +26,31 @@ inline bool GetFlag(int32_t in, int32_t flags)
struct Transform struct Transform
{ {
Mat4 M; Gen::Mat4 M;
Mat4 MI; Gen::Mat4 MI;
bx::Vec3 Position{0.0f, 0.0f, 0.0f}; bx::Vec3 Position{0.0f, 0.0f, 0.0f};
Mat4 Rotation; Gen::Mat4 Rotation;
bx::Vec3 Scale{1.0f, 1.0f, 1.0f}; bx::Vec3 Scale{1.0f, 1.0f, 1.0f};
static void CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale); static void CreateTransform(float* out, bx::Vec3 pos, bx::Quaternion rot, bx::Vec3 scale);
void Translate(Vec3 offset); void Translate(Gen::Vec3 offset);
void TranslateLocal(Vec3 offset); void TranslateLocal(Gen::Vec3 offset);
void Rotate(Vec3 rotation); void Rotate(Gen::Vec3 rotation);
void RotateLocal(Vec3 rotation); void RotateLocal(Gen::Vec3 rotation);
Vec3 LocalToGlobalPoint(Vec3 local); Gen::Vec3 LocalToGlobalPoint(Gen::Vec3 local);
Vec3 LocalToGlobalDirection(Vec3 local); Gen::Vec3 LocalToGlobalDirection(Gen::Vec3 local);
Vec3 GlobalToLocalPoint(Vec3 global); Gen::Vec3 GlobalToLocalPoint(Gen::Vec3 global);
Vec3 GlobalToLocalDirection(Vec3 global); Gen::Vec3 GlobalToLocalDirection(Gen::Vec3 global);
Vec3 Right() const; Gen::Vec3 Right() const;
Vec3 Up() const; Gen::Vec3 Up() const;
Vec3 Forward() const; Gen::Vec3 Forward() const;
void SetPosition(Vec3 pos); void SetPosition(Gen::Vec3 pos);
Vec3 GetPosition(); Gen::Vec3 GetPosition();
const float* GetPtr(); const float* GetPtr();
void UpdateMatrix(); void UpdateMatrix();
void UpdateMatrixForCam(); void UpdateMatrixForCam();
}; };
Vec3 CrossProduct(Vec3 a, Vec3 b);
Vec3 CrossProductFromPlane(Vec3 a, Vec3 b, Vec3 c);
bool RayPlaneIntersect(Vec3 l1, Vec3 l2, Vec3 p1, Vec3 p2, Vec3 p3, Vec3& out);
struct SharedData; struct SharedData;
namespace Game namespace Game

View File

@@ -5,6 +5,8 @@
namespace Game namespace Game
{ {
using namespace Gen;
bool IsKeyboardAllowed() bool IsKeyboardAllowed()
{ {
auto& IO = ImGui::GetIO(); auto& IO = ImGui::GetIO();

View File

@@ -1,5 +1,5 @@
#pragma once #pragma once
#include "Global.h" #include "../gen/Generated.h"
enum class MouseButton enum class MouseButton
{ {
@@ -393,6 +393,6 @@ namespace Game
bool GetMouseButton(MouseButton button); bool GetMouseButton(MouseButton button);
bool GetMouseButtonPressedNow(MouseButton button); bool GetMouseButtonPressedNow(MouseButton button);
bool GetMouseButtonReleasedNow(MouseButton button); bool GetMouseButtonReleasedNow(MouseButton button);
Vec2 GetMouseMovement(); Gen::Vec2 GetMouseMovement();
Vec2 GetMousePos(); Gen::Vec2 GetMousePos();
} // namespace Game } // namespace Game

View File

@@ -30,8 +30,8 @@ namespace Game
{ {
Transform PlayerCamTransform; Transform PlayerCamTransform;
Transform FreeflyCamTransform; Transform FreeflyCamTransform;
Mat4 Projection; Gen::Mat4 Projection;
Mat4 ProjectionInverse; Gen::Mat4 ProjectionInverse;
float FreeflyXRot = 0.0f; float FreeflyXRot = 0.0f;
float FreeflyYRot = 0.0f; float FreeflyYRot = 0.0f;
float WalkXRot = 0.0f; float WalkXRot = 0.0f;
@@ -49,7 +49,7 @@ namespace Game
char ImguiIni[4096]{0}; char ImguiIni[4096]{0};
static constexpr uint32_t MaxAssets = 128; static constexpr uint32_t MaxAssets = 128;
uint32_t AssetCount = 0; uint32_t AssetCount = 0;
Generated::AssetHandle AssetHandles[MaxAssets]{0}; Gen::AssetHandle AssetHandles[MaxAssets]{0};
char AssetHandlePaths[MaxAssets][128]; char AssetHandlePaths[MaxAssets][128];
bool ShowImguiDemo = false; bool ShowImguiDemo = false;
uint8_t DebugCardRotation = 0; uint8_t DebugCardRotation = 0;

View File

@@ -6,7 +6,6 @@
#include "Level.h" #include "Level.h"
#include "Log.h" #include "Log.h"
#include "Puzzle.h" #include "Puzzle.h"
#include "bx/constants.h"
#include "rendering/Rendering.h" #include "rendering/Rendering.h"
#include "SDL3/SDL_mouse.h" #include "SDL3/SDL_mouse.h"
@@ -21,12 +20,14 @@
#include <cstdint> #include <cstdint>
#include <tracy/Tracy.hpp> #include <tracy/Tracy.hpp>
using namespace Gen;
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)
{ {
if (models == nullptr || materials == nullptr || textures == nullptr) return; if (models == nullptr || materials == nullptr || textures == nullptr) return;
if (!Generated::IsValid(ModelH) || MaterialHandle == EMaterial::UNDEFINED) return; if (!Gen::IsValid(ModelH) || MaterialHandle == EMaterial::UNDEFINED) return;
if (!Visible) return; if (!Visible) return;
auto& rendering = GameRendering::Get(); auto& rendering = GameRendering::Get();
@@ -66,7 +67,7 @@ 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);
@@ -117,8 +118,8 @@ namespace Game
fullPath.join(info.filePath); fullPath.join(info.filePath);
LOG("Loading %s", fullPath.getCPtr()); LOG("Loading %s", fullPath.getCPtr());
Generated::Deserializer ser; Gen::Deserializer ser;
Generated::PuzzleData dataBuf; Gen::PuzzleData dataBuf;
if (ser.Init(fullPath, "PZZL") && ser.ReadT(dataBuf)) if (ser.Init(fullPath, "PZZL") && ser.ReadT(dataBuf))
{ {
if (dataBuf.ID >= BX_COUNTOF(Puzzles)) if (dataBuf.ID >= BX_COUNTOF(Puzzles))
@@ -154,10 +155,6 @@ 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 +340,7 @@ 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,
@@ -357,7 +354,7 @@ namespace Game
for (int8_t x = 0; x < Data.WidthTiles / Puzzle::Config::CardSize; ++x) for (int8_t x = 0; x < Data.WidthTiles / Puzzle::Config::CardSize; ++x)
{ {
int32_t cardIdx = y * Puzzle::Config::MaxPuzzleSizeCards + x; int32_t cardIdx = y * Puzzle::Config::MaxPuzzleSizeCards + x;
Generated::PlacedPuzzleCard& card = Data.PlacedCards[cardIdx]; Gen::PlacedPuzzleCard& card = Data.PlacedCards[cardIdx];
auto& tile = level.PuzzleTiles.Get(TileHandles[cardIdx]); auto& tile = level.PuzzleTiles.Get(TileHandles[cardIdx]);
auto& quad = level.UIQuads.Get(UIPlacedCards[cardIdx]); auto& quad = level.UIQuads.Get(UIPlacedCards[cardIdx]);
@@ -380,13 +377,14 @@ 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 : Gen::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});
@@ -417,8 +415,8 @@ namespace Game
Vec3 boardTilePos = boardPos / UICardOffset; Vec3 boardTilePos = boardPos / UICardOffset;
int32_t xPos = (int32_t)bx::round(boardTilePos.x); 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.y);
Generated::PuzPos srcCardPos = {(int8_t)DraggedCard.X, (int8_t)DraggedCard.Y}; Gen::PuzPos srcCardPos = {(int8_t)DraggedCard.X, (int8_t)DraggedCard.Y};
Generated::PlacedPuzzleCard& srcCard = Gen::PlacedPuzzleCard& srcCard =
Data.PlacedCards[srcCardPos.Y * Puzzle::Config::MaxPuzzleSizeCards + srcCardPos.X]; Data.PlacedCards[srcCardPos.Y * Puzzle::Config::MaxPuzzleSizeCards + srcCardPos.X];
if (GetMouseButtonPressedNow(MouseButton::Right)) if (GetMouseButtonPressedNow(MouseButton::Right))
@@ -429,11 +427,11 @@ namespace Game
if (!GetMouseButton(MouseButton::Left)) if (!GetMouseButton(MouseButton::Left))
{ {
Generated::PuzPos targetCardPos = {(int8_t)xPos, (int8_t)yPos}; Gen::PuzPos targetCardPos = {(int8_t)xPos, (int8_t)yPos};
if (xPos >= 0 && xPos < Data.WidthTiles / Puzzle::Config::CardSize && yPos >= 0 && if (xPos >= 0 && xPos < Data.WidthTiles / Puzzle::Config::CardSize && yPos >= 0 &&
yPos < Data.HeightTiles / Puzzle::Config::CardSize) yPos < Data.HeightTiles / Puzzle::Config::CardSize)
{ {
Generated::PlacedPuzzleCard& targetCard = Gen::PlacedPuzzleCard& targetCard =
Data.PlacedCards[yPos * Puzzle::Config::MaxPuzzleSizeCards + xPos]; Data.PlacedCards[yPos * Puzzle::Config::MaxPuzzleSizeCards + xPos];
bool canBeReplaced = !Puzzle::IsValid(targetCard.RefCard) || targetCard.RefCard.Idx == 0; bool canBeReplaced = !Puzzle::IsValid(targetCard.RefCard) || targetCard.RefCard.Idx == 0;
if (canBeReplaced && Puzzle::ReturnPlacedCard(Data, srcCardPos)) if (canBeReplaced && Puzzle::ReturnPlacedCard(Data, srcCardPos))

View File

@@ -21,12 +21,12 @@ namespace Game
{ {
struct EntityRenderData struct EntityRenderData
{ {
Vec4 TestColor{1.0f, 1.0f, 1.0f, 1.0f}; Gen::Vec4 DotColor{1.0f, 1.0f, 1.0f, 1.0f};
Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f}; Gen::Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f};
Transform Transform; Transform Transform;
EMaterial MaterialHandle = EMaterial::UNDEFINED; EMaterial MaterialHandle = EMaterial::UNDEFINED;
Generated::TextureHandle TextureHandle; Gen::TextureHandle TextureHandle;
Generated::ModelHandle ModelH; Gen::ModelHandle ModelH;
bool Visible = true; bool Visible = true;
void Render(const Model* models, const Material* materials, const Texture* textures); void Render(const Model* models, const Material* materials, const Texture* textures);
@@ -135,13 +135,13 @@ namespace Game
struct WorldPuzzle struct WorldPuzzle
{ {
static constexpr Vec2 WorldCardSize{10.0f, 10.0f}; static constexpr Gen::Vec2 WorldCardSize{10.0f, 10.0f};
static constexpr float UICardOffset = 0.21f; static constexpr float UICardOffset = 0.21f;
Generated::PuzzleData Data; Gen::PuzzleData Data;
Vec3 WorldPosition; Gen::Vec3 WorldPosition;
PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle]; PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
UIQuadEntityHandle UIPlacedCards[Puzzle::Config::MaxCardsInPuzzle]; UIQuadEntityHandle UIPlacedCards[Puzzle::Config::MaxCardsInPuzzle];
Generated::PuzPos DraggedCard{-1, -1}; Gen::PuzPos DraggedCard{-1, -1};
bool IsSetup = false; bool IsSetup = false;
void Setup(); void Setup();
@@ -158,7 +158,7 @@ namespace Game
CubeHandle PlayerOutsideViewCube; CubeHandle PlayerOutsideViewCube;
public: public:
Generated::StaticPuzzleData PuzzleData; Gen::StaticPuzzleData PuzzleData;
WorldPuzzle Puzzles[1]; WorldPuzzle Puzzles[1];
public: public:

View File

@@ -1,4 +1,4 @@
#include "../gen/Def.h" #include "Gen.h"
#include "Global.h" #include "Global.h"
#include "Instance.h" #include "Instance.h"
#include "Log.h" #include "Log.h"
@@ -8,25 +8,25 @@
#include "bx/string.h" #include "bx/string.h"
#include "imgui.h" #include "imgui.h"
#include <cassert> #include <cassert>
#include <cstdio>
namespace namespace
{ {
static constexpr Generated::PuzPos Dirs[4]{ using namespace Gen;
static constexpr PuzPos Dirs[4]{
{-1, 0}, {-1, 0},
{0, -1}, {0, -1},
{0, 1}, {0, 1},
{1, 0}, {1, 0},
}; };
Generated::StaticPuzzleData StaticData; StaticPuzzleData StaticData;
Generated::StaticPuzzleCard InvalidCard; StaticPuzzleCard InvalidCard;
} // namespace } // namespace
namespace Puzzle namespace Puzzle
{ {
constexpr float UIPuzBoxSize = 26; constexpr float UIPuzBoxSize = 26;
using namespace Generated; using namespace Gen;
void Setup() void Setup()
{ {
@@ -339,7 +339,7 @@ namespace Puzzle
{ {
char filepath[128]{0}; char filepath[128]{0};
WritePuzzleFilePath(filepath, sizeof(filepath), obj.ID); WritePuzzleFilePath(filepath, sizeof(filepath), obj.ID);
remove(filepath); bx::remove(filepath);
obj.ID = UINT16_MAX; obj.ID = UINT16_MAX;
ImGui::End(); ImGui::End();
return false; return false;

View File

@@ -2,11 +2,11 @@
#include <cstdint> #include <cstdint>
#include <imgui.h> #include <imgui.h>
#include "Gen.h" // IWYU pragma: keep #include "../gen/Generated.h"
namespace Puzzle namespace Puzzle
{ {
using namespace Generated; using namespace Gen;
constexpr const char* PuzzleFileDir = "game/data/puzzles/"; constexpr const char* PuzzleFileDir = "game/data/puzzles/";
@@ -43,11 +43,11 @@ namespace Puzzle
struct PuzzleSolver struct PuzzleSolver
{ {
bool IsPuzzleSolved(const Generated::PuzzleData& puzzle); bool IsPuzzleSolved(const PuzzleData& puzzle);
bool IsExitSatisfied(const Generated::PuzzleData& puzzle, PuzPos pos); bool IsExitSatisfied(const PuzzleData& puzzle, PuzPos pos);
// This assumes flowFrom is already verified to be connected. // This assumes flowFrom is already verified to be connected.
bool IsValidGoalConnection(const Generated::PuzzleData& puzzle, bool IsValidGoalConnection(const PuzzleData& puzzle,
PuzPos flowFrom, PuzPos flowFrom,
PuzPos flowTo, PuzPos flowTo,
PuzzleElementType::Enum goalType); PuzzleElementType::Enum goalType);

View File

@@ -1,12 +1,16 @@
#include "Gen.h"
#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 Gen;
namespace namespace
{ {
constexpr int32_t FrameTimeBufSize = 512; constexpr int32_t FrameTimeBufSize = 512;
@@ -16,7 +20,7 @@ namespace
namespace Tools namespace Tools
{ {
const char* GetAssetPath(Generated::AssetHandle assetHandle) const char* GetAssetPath(Gen::AssetHandle assetHandle)
{ {
const auto& inst = Game::GetInstance(); const auto& inst = Game::GetInstance();
for (int32_t j = 0; j < inst.DebugData.AssetCount; ++j) for (int32_t j = 0; j < inst.DebugData.AssetCount; ++j)
@@ -29,7 +33,7 @@ namespace Tools
return "---"; return "---";
} }
void ModelDropdown(Generated::ModelHandle& modelHandle) void ModelDropdown(Gen::ModelHandle& modelHandle)
{ {
auto& R = Game::GameRendering::Get(); auto& R = Game::GameRendering::Get();
const char* name = GetAssetPath(modelHandle.Asset); const char* name = GetAssetPath(modelHandle.Asset);
@@ -46,7 +50,7 @@ namespace Tools
} }
} }
void TextureDropdown(Generated::TextureHandle& texHandle) void TextureDropdown(Gen::TextureHandle& texHandle)
{ {
auto& R = Game::GameRendering::Get(); auto& R = Game::GameRendering::Get();
const char* name = GetAssetPath(texHandle.Asset); const char* name = GetAssetPath(texHandle.Asset);
@@ -193,20 +197,21 @@ 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;
} }
} }
@@ -276,7 +281,7 @@ namespace Tools
} }
if (ImGui::Begin("Cards")) if (ImGui::Begin("Cards"))
{ {
Generated::StaticPuzzleData& staticData = Puzzle::GetStaticPuzzleData(); Gen::StaticPuzzleData& staticData = Puzzle::GetStaticPuzzleData();
if (ImGui::Button("Save")) if (ImGui::Button("Save"))
{ {
Puzzle::SaveStaticPuzzleData(); Puzzle::SaveStaticPuzzleData();
@@ -291,7 +296,7 @@ namespace Tools
{ {
ImGui::Separator(); ImGui::Separator();
Generated::StaticPuzzleCard& card = staticData.Cards[i]; Gen::StaticPuzzleCard& card = staticData.Cards[i];
ImGui::PushID(i); ImGui::PushID(i);
char cardName[64]{0}; char cardName[64]{0};
bx::snprintf(cardName, sizeof(cardName), "%i", i); bx::snprintf(cardName, sizeof(cardName), "%i", i);
@@ -313,14 +318,14 @@ namespace Tools
if (x > 0) ImGui::SameLine(); if (x > 0) ImGui::SameLine();
ImGui::PushID(x); ImGui::PushID(x);
auto& node = Puzzle::EditCardNodeAt(card, 0, x, y); auto& node = Puzzle::EditCardNodeAt(card, 0, x, y);
if (ImGui::Button(Generated::PuzzleElementType::ShortName[node], {26, 24})) if (ImGui::Button(Gen::PuzzleElementType::ShortName[node], {26, 24}))
{ {
int32_t newVal = int32_t(node) + 1; int32_t newVal = int32_t(node) + 1;
if (newVal >= Generated::PuzzleElementType::EntryCount) if (newVal >= Gen::PuzzleElementType::EntryCount)
{ {
newVal = 0; newVal = 0;
} }
node = Generated::PuzzleElementType::Enum(newVal); node = Gen::PuzzleElementType::Enum(newVal);
} }
ImGui::PopID(); ImGui::PopID();
} }

View File

@@ -1,11 +1,11 @@
#pragma once #pragma once
#include "Gen.h" #include "../gen/Generated.h"
#include "rendering/Rendering.h" #include "rendering/Rendering.h"
namespace Tools namespace Tools
{ {
void ModelDropdown(Generated::ModelHandle& modelHandle); void ModelDropdown(Gen::ModelHandle& modelHandle);
void TextureDropdown(Generated::TextureHandle& texHandle); void TextureDropdown(Gen::TextureHandle& texHandle);
void RenderDebugUI(Game::GameRendering& rendering); void RenderDebugUI(Game::GameRendering& rendering);
void MeasureFrameEnd(); void MeasureFrameEnd();
} // namespace Tools } // namespace Tools

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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

View File

@@ -1,6 +1,9 @@
#include "../Gen.h"
#include "../Log.h" #include "../Log.h"
#include "Dither.h" #include "Dither.h"
using namespace Gen;
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 +58,7 @@ 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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@@ -1,5 +1,5 @@
#pragma once #pragma once
#include "../Global.h" #include "../../gen/Generated.h"
#include <bgfx/bgfx.h> #include <bgfx/bgfx.h>
#include <imgui.h> #include <imgui.h>
@@ -7,9 +7,9 @@
struct DitherData struct DitherData
{ {
static constexpr uint32_t BrightnessBucketCount = 256; static constexpr uint32_t BrightnessBucketCount = 256;
Vec2 Points[4096]; Gen::Vec2 Points[4096];
uint32_t PointCount = 0; uint32_t PointCount = 0;
Vec4 DitherTex[256 * 256 * 64]; Gen::Vec4 DitherTex[256 * 256 * 64];
uint32_t DitherTexWH = 0; uint32_t DitherTexWH = 0;
uint32_t DitherTexDepth = 0; uint32_t DitherTexDepth = 0;
int32_t BrightnessBuckets[BrightnessBucketCount]; int32_t BrightnessBuckets[BrightnessBucketCount];

View File

@@ -463,14 +463,14 @@ 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;
return mat; return mat;
} }
Generated::ModelHandle GameRendering::GetModelHandleFromPath(const char* path) Gen::ModelHandle GameRendering::GetModelHandleFromPath(const char* path)
{ {
uint32_t AssetHandle = CrcPath(path); uint32_t AssetHandle = CrcPath(path);
for (int32_t i = 0; i < ModelCount; ++i) for (int32_t i = 0; i < ModelCount; ++i)

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@@ -4,8 +4,7 @@
#include <bx/string.h> #include <bx/string.h>
#include <cstdint> #include <cstdint>
#include "../Gen.h" // IWYU pragma: keep #include "../../gen/Generated.h"
#include "../Global.h"
#include "Dither.h" #include "Dither.h"
union SDL_Event; union SDL_Event;
@@ -30,7 +29,7 @@ namespace Game
bgfx::UniformHandle SamplerHandle = {bgfx::kInvalidHandle}; bgfx::UniformHandle SamplerHandle = {bgfx::kInvalidHandle};
bgfx::TextureHandle RenderHandle = {bgfx::kInvalidHandle}; bgfx::TextureHandle RenderHandle = {bgfx::kInvalidHandle};
bgfx::TextureInfo Info; bgfx::TextureInfo Info;
Generated::TextureHandle TexHandle; Gen::TextureHandle TexHandle;
}; };
struct Model struct Model
@@ -38,7 +37,7 @@ namespace Game
bgfx::VertexBufferHandle VertexBuffer = {bgfx::kInvalidHandle}; bgfx::VertexBufferHandle VertexBuffer = {bgfx::kInvalidHandle};
bgfx::IndexBufferHandle IndexBuffer = {bgfx::kInvalidHandle}; bgfx::IndexBufferHandle IndexBuffer = {bgfx::kInvalidHandle};
bgfx::VertexLayout VertLayout; bgfx::VertexLayout VertLayout;
Generated::ModelHandle Handle; Gen::ModelHandle Handle;
}; };
struct Material struct Material
@@ -95,8 +94,6 @@ 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();
@@ -105,6 +102,6 @@ namespace Game
void LoadTextures(); void LoadTextures();
void ReloadShaders(); void ReloadShaders();
void Shutdown(); void Shutdown();
Generated::ModelHandle GetModelHandleFromPath(const char* path); Gen::ModelHandle GetModelHandleFromPath(const char* path);
}; };
} // namespace Game } // namespace Game

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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);

View File

@@ -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);
} }

View File

@@ -4,7 +4,7 @@
template bool Save<T>(const T* obj, uint32_t count, Serializer& serializer); \ template bool Save<T>(const T* obj, uint32_t count, Serializer& serializer); \
template bool Load<T>(T * obj, uint32_t count, Deserializer & serializer); template bool Load<T>(T * obj, uint32_t count, Deserializer & serializer);
namespace Generated namespace Gen
{ {
template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer) template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer)
{ {
@@ -38,4 +38,4 @@ namespace Generated
INST(double) INST(double)
INST(bool) INST(bool)
INST(char) INST(char)
} // namespace Generated } // namespace Gen

View File

@@ -1,12 +1,11 @@
#pragma once #pragma once
#include "../dependency/minidef/src/TypeDef.h"
#include "../game/Log.h" #include "../game/Log.h"
#include "bx/string.h" #include "bx/string.h"
#include <bx/file.h> #include <bx/file.h>
#include <cstdint> #include <cstdint>
namespace Generated namespace Gen
{ {
struct Serializer struct Serializer
{ {
@@ -170,4 +169,4 @@ namespace Generated
template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer); template <typename T> bool Save(const T* obj, uint32_t count, Serializer& serializer);
template <typename T> bool Load(T* obj, uint32_t count, Deserializer& serializer); template <typename T> bool Load(T* obj, uint32_t count, Deserializer& serializer);
} // namespace Generated } // namespace Gen

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@@ -1,6 +1,6 @@
#include "Generated.h" #include "Generated.h"
namespace Generated namespace Gen
{ {
bool Save(const PuzzleElementType::Enum* obj, uint32_t count, Serializer& serializer) bool Save(const PuzzleElementType::Enum* obj, uint32_t count, Serializer& serializer)
{ {
@@ -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;
} }
@@ -342,4 +366,4 @@ namespace Generated
} }
return isOk; return isOk;
} }
} } // namespace Gen

View File

@@ -1,7 +1,7 @@
#pragma once #pragma once
#include "Def.h" #include "Def.h"
namespace Generated namespace Gen
{ {
struct PuzzleElementType struct PuzzleElementType
{ {
@@ -18,8 +18,7 @@ namespace Generated
Blocked, Blocked,
Bridge, Bridge,
}; };
static constexpr char EntryNames[EntryCount][64] static constexpr char EntryNames[EntryCount][64]{
{
"None", "None",
"WaterIn", "WaterIn",
"WaterGoal", "WaterGoal",
@@ -29,8 +28,7 @@ namespace Generated
"Blocked", "Blocked",
"Bridge", "Bridge",
}; };
static constexpr char GameName[EntryCount][64] static constexpr char GameName[EntryCount][64]{
{
"Empty", "Empty",
"Water Source", "Water Source",
"Water Goal", "Water Goal",
@@ -40,8 +38,7 @@ namespace Generated
"Blocked", "Blocked",
"Bridge", "Bridge",
}; };
static constexpr char ShortName[EntryCount][64] static constexpr char ShortName[EntryCount][64]{
{
" ", " ",
"~+", "~+",
"~!", "~!",
@@ -54,43 +51,34 @@ 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
{ {
static constexpr uint32_t Hash = 3364737048; static constexpr uint32_t Hash = 3364737048;
float M[9] = { float M[9] = {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f};
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
}; };
struct Mat4 struct Mat4
{ {
static constexpr uint32_t Hash = 1650094019; static constexpr uint32_t Hash = 1650094019;
float M[16] = { float M[16] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f};
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
}; };
struct AssetHandle struct AssetHandle
{ {
@@ -127,10 +115,18 @@ 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 +181,8 @@ 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);
@@ -193,4 +191,4 @@ namespace Generated
bool Load(PlacedPuzzleCard* obj, uint32_t count, Deserializer& serializer); bool Load(PlacedPuzzleCard* obj, uint32_t count, Deserializer& serializer);
bool Save(const PuzzleData* obj, uint32_t count, Serializer& serializer); bool Save(const PuzzleData* obj, uint32_t count, Serializer& serializer);
bool Load(PuzzleData* obj, uint32_t count, Deserializer& serializer); bool Load(PuzzleData* obj, uint32_t count, Deserializer& serializer);
} } // namespace Gen