Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 60f1e72144 | |||
| d3dcec1458 | |||
| 369b994755 |
@@ -0,0 +1 @@
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*.glb filter=lfs diff=lfs merge=lfs -text
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@@ -46,5 +46,7 @@ namespace Game
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Time Time;
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PlayerData Player;
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Level GameLevel;
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uint64_t ImguiIniSize = 0;
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char ImguiIni[4096]{0};
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};
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} // namespace Game
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+76
-13
@@ -3,9 +3,12 @@
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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 "Mesh.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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#include "rendering/Rendering.h"
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#include <SDL3/SDL.h>
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#include <bx/math.h>
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#include <cstdint>
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@@ -15,7 +18,9 @@ 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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// Log("%u", ModelHandle);
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Transform.UpdateMatrix();
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bgfx::setTransform(Transform.M.M);
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@@ -42,6 +47,7 @@ namespace Game
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SDL_SetWindowRelativeMouseMode(GetShared().Window.SDLWindow, IsGaming);
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auto& IO = ImGui::GetIO();
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IO.ConfigFlags = FlagBool(IO.ConfigFlags, ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard, IsGaming);
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GameRendering::Get().UIVisible = IsGaming ? UIVisibilityState::Game : UIVisibilityState::Debug;
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}
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} // namespace
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@@ -52,26 +58,37 @@ 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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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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{
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Cube* c = Cubes.New();
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Cube* c = Cubes.Get(Cubes.New());
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if (c)
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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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Cube* floor = Cubes.New();
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Cubes.New(); // Floor
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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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@@ -82,6 +99,7 @@ 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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@@ -138,8 +156,18 @@ namespace Game
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player.PlayerCamTransform.RotateLocal({player.WalkXRot, 0.0f, 0.0f});
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}
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Cubes.Update();
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Tests.Update();
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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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@@ -160,21 +188,24 @@ 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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{
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EData.MaterialHandle = 0;
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EData.ModelHandle = 0;
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EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
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}
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void Cube::Update()
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@@ -200,13 +231,45 @@ namespace Game
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void TestEntity::Setup()
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{
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EData.MaterialHandle = 0;
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EData.ModelHandle = 1;
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EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
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EData.Transform.Position = {0.0f, 0.0f, 10.0f};
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}
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void TestEntity::Update()
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{
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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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+46
-23
@@ -2,10 +2,17 @@
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#include "../engine/Shared.h"
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#include "Global.h"
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#include "Log.h"
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#include "Puzzle.h"
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#include "rendering/Rendering.h"
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#include <bgfx/bgfx.h>
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#include <cstdint>
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#define ENTITY_HANDLE(X) \
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struct X \
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{ \
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uint16_t Idx = UINT16_MAX; \
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};
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namespace Game
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{
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struct EntityRenderData
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@@ -14,10 +21,12 @@ namespace Game
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Transform Transform;
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uint16_t MaterialHandle = UINT16_MAX;
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uint16_t ModelHandle = UINT16_MAX;
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bool Visible = true;
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void Render(const Model* models, const Material* materials);
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};
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ENTITY_HANDLE(CubeHandle);
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struct Cube
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{
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int32_t TestX = -1;
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@@ -28,15 +37,21 @@ namespace Game
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void Update();
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};
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ENTITY_HANDLE(TestEntityHandle);
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struct TestEntity
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{
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EntityRenderData EData;
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void Setup();
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void Update();
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};
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template <typename T, uint32_t C> class EntityManager
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ENTITY_HANDLE(PuzzleTileEntityHandle);
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struct PuzzleTileEntity
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{
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EntityRenderData EData;
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};
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template <typename T, typename HandleT, uint32_t C> class EntityManager
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{
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public:
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uint16_t Count = 0;
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@@ -59,58 +74,66 @@ namespace Game
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return changed;
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}
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T* New()
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HandleT New()
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{
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if (Data == nullptr)
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{
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Log("Accessed EntityManager before setup!");
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return nullptr;
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return {};
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}
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if (Count >= C)
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{
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Log("Too many entities!");
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return nullptr;
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return {};
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}
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Data[Count] = {};
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Data[Count].Setup();
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T* result = &Data[Count];
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HandleT H;
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H.Idx = Count;
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++Count;
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return result;
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return H;
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}
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T* Get(uint16_t idx)
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T* Get(HandleT handle)
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{
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if (idx > Count)
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if (handle.Idx > Count)
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{
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Log("OOB Access!");
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return nullptr;
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}
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return &Data[idx];
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}
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void Update()
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{
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for (uint32_t i = 0; i < Count; ++i)
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{
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Data[i].Update();
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}
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return &Data[handle.Idx];
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}
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void Render(const Model* models, const Material* materials)
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{
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for (int32_t i = 0; i < Count; ++i)
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for (uint16_t i = 0; i < Count; ++i)
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{
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T* c = Get(i);
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T* c = Get({i});
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if (c) c->EData.Render(models, materials);
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}
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}
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};
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struct WorldPuzzle
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{
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static constexpr Vec2 WorldCardSize{10.0f, 10.0f};
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Puzzle::PuzzleData Data;
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Vec3 WorldPosition;
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PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
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void Setup();
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void Update();
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};
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class Level
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{
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public:
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EntityManager<Cube, 1024> Cubes;
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EntityManager<TestEntity, 32> Tests;
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EntityManager<Cube, CubeHandle, 1024> Cubes;
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EntityManager<TestEntity, TestEntityHandle, 32> Tests;
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EntityManager<PuzzleTileEntity, PuzzleTileEntityHandle, 1024> PuzzleTiles;
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public:
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Puzzle::StaticPuzzleData PuzzleData;
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WorldPuzzle Puzzles[1];
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public:
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void Setup(GameData& data);
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+84
-3
@@ -1,6 +1,12 @@
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#include "Log.h"
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#include "Mesh.h"
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#include "bx/bx.h"
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#include "bx/error.h"
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#include "bx/file.h"
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#include "bx/filepath.h"
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#include "bx/hash.h"
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#include "bx/string.h"
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#include "rendering/Rendering.h"
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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@@ -9,7 +15,7 @@
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namespace Game
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{
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void LoadMesh(Model& mesh, const char* path)
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bool LoadMesh(Model& mesh, const char* path, bool isBinary)
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{
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mesh.VertLayout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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@@ -22,14 +28,23 @@ namespace Game
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tinygltf::TinyGLTF loader;
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std::string warn;
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std::string err;
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bool loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, path);
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bool loadSuccess;
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if (isBinary)
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{
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loadSuccess = loader.LoadBinaryFromFile(&model, &err, &warn, path);
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}
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else
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{
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loadSuccess = loader.LoadASCIIFromFile(&model, &err, &warn, path);
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}
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if (!warn.empty()) Log("WARN: %s", warn.c_str());
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if (!err.empty()) Log("ERR: %s", err.c_str());
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if (!loadSuccess)
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{
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Log("Model load failed!");
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return;
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return false;
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}
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tinygltf::Primitive primitive = model.meshes[0].primitives[0];
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@@ -69,5 +84,71 @@ namespace Game
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}
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mesh.VertexBuffer = bgfx::createVertexBuffer(vbMem, mesh.VertLayout);
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}
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return true;
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}
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void LoadModels(Model* models, uint32_t& outCount)
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{
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bx::Error err;
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bx::DirectoryReader reader{};
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if (!reader.open("models", &err) || !err.isOk())
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{
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Log("Failed to read models dir: %s", err.getMessage());
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}
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bx::FileInfo info;
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int32_t modelFilePathCount = 0;
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bx::FilePath modelFilePaths[GameRendering::MaxModels];
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bool modelFileIsBinary[GameRendering::MaxModels]{false};
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while (err.isOk())
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{
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int32_t res = reader.read(&info, sizeof(info), &err);
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if (res == 0) break; // EOF
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if (res != sizeof(info))
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{
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Log("Dir iter error: %s", err.getMessage());
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break;
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}
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const bx::StringView ext = info.filePath.getExt();
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bool isBinary = bx::strCmp(ext, ".glb") == 0;
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bool isText = bx::strCmp(ext, ".gltf") == 0;
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if ((isBinary || isText) && !ext.isEmpty() && info.type == bx::FileType::File)
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{
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if (modelFilePathCount >= GameRendering::MaxModels)
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{
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Log("Model limit reached!");
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break;
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}
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modelFilePaths[modelFilePathCount] = info.filePath;
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modelFileIsBinary[modelFilePathCount] = isBinary;
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modelFilePathCount++;
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}
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}
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Log("Found %u models!", modelFilePathCount);
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int32_t writeI = 0;
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for (int32_t i = 0; i < modelFilePathCount; ++i)
|
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{
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bx::FilePath fullPath = bx::FilePath{"models"};
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fullPath.join(modelFilePaths[i].getCPtr());
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Model& mod = models[writeI];
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if (LoadMesh(mod, fullPath.getCPtr(), modelFileIsBinary[i]))
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{
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mod.AssetHandle = CrcPath(fullPath.getCPtr());
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++writeI;
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}
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else
|
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{
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Log("Failed to load model: %s", fullPath.getCPtr());
|
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}
|
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}
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outCount = writeI;
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}
|
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uint32_t CrcPath(const char* path)
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{
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bx::HashCrc32 hash;
|
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hash.begin();
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hash.add(path);
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return hash.end();
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}
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||||
} // namespace Game
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||||
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+4
-2
@@ -4,5 +4,7 @@
|
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|
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namespace Game
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{
|
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void LoadMesh(Model& mesh, const char* path);
|
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}
|
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bool LoadMesh(Model& mesh, const char* path, bool isBinary);
|
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void LoadModels(Model* models, uint32_t& outCount);
|
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uint32_t CrcPath(const char* path);
|
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} // namespace Game
|
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+46
-1
@@ -1,4 +1,8 @@
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#include "Log.h"
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#include "Puzzle.h"
|
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#include "rendering/Rendering.h"
|
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|
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#include "bx/bx.h"
|
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#include <cassert>
|
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|
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namespace
|
||||
@@ -9,10 +13,33 @@ namespace
|
||||
{0, 1},
|
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{1, 0},
|
||||
};
|
||||
}
|
||||
|
||||
Puzzle::StaticPuzzleData* StaticDataInstance = nullptr;
|
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} // namespace
|
||||
|
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namespace Puzzle
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||||
{
|
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void StaticPuzzleData::Setup()
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{
|
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StaticDataInstance = this;
|
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Log("Setting up static puzzle data");
|
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for (int32_t i = 0; i < BX_COUNTOF(Cards); ++i)
|
||||
{
|
||||
Cards[i].ModelHandle = Game::GameRendering::Get().GetModelHandleFromPath("models/w straight.glb");
|
||||
}
|
||||
}
|
||||
|
||||
StaticPuzzleData& StaticPuzzleData::Get()
|
||||
{
|
||||
assert(StaticDataInstance != nullptr);
|
||||
return *StaticDataInstance;
|
||||
}
|
||||
const StaticPuzzleCard& StaticPuzzleData::GetCard(StaticPuzzleCardHandle H) const
|
||||
{
|
||||
assert(H.IsValid());
|
||||
return Cards[H.Idx];
|
||||
}
|
||||
|
||||
bool PuzzleNode::HasElement(PuzzleElementType search) const
|
||||
{
|
||||
for (int32_t i = 0; i < Config::MaxElementsPerTile; ++i)
|
||||
@@ -37,11 +64,29 @@ namespace Puzzle
|
||||
return MaxAvailableCount - UsedCount;
|
||||
}
|
||||
|
||||
const PuzzleNode& PuzzleData::GetNodeAt(PuzPos pos) const
|
||||
{
|
||||
assert(pos.X < Config::MaxPuzzleSizeCards && pos.Y < Config::MaxPuzzleSizeCards && pos.X >= 0 && pos.Y >= 0);
|
||||
return PlacedNodes[pos.Y * Config::MaxPuzzleSizeCards + pos.X];
|
||||
}
|
||||
|
||||
PuzzleElementType PuzzleData::GetElementAt(ElemPos pos) const
|
||||
{
|
||||
assert(pos.ElemIdx < Config::MaxElementsPerTile);
|
||||
const PuzzleNode& node = GetNodeAt(pos.Position);
|
||||
return node.PlacedTypes[pos.ElemIdx];
|
||||
}
|
||||
|
||||
bool PuzzleSolver::IsPuzzleSolved(const PuzzleData& puzzle)
|
||||
{
|
||||
bool IsSolved = true;
|
||||
for (uint32_t i = 0; i < puzzle.GoalPositionCount; ++i)
|
||||
{
|
||||
if (!IsExitSatisfied(puzzle, puzzle.GoalPositions[i]))
|
||||
{
|
||||
IsSolved = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
return IsSolved;
|
||||
}
|
||||
|
||||
@@ -64,11 +64,25 @@ namespace Puzzle
|
||||
struct StaticPuzzleCard
|
||||
{
|
||||
PuzzleNode Nodes[Config::NodesPerCard];
|
||||
uint16_t ModelHandle = 0;
|
||||
};
|
||||
|
||||
struct StaticPuzzleCardHandle
|
||||
{
|
||||
uint16_t Idx = UINT16_MAX;
|
||||
bool IsValid()
|
||||
{
|
||||
return Idx != UINT16_MAX;
|
||||
}
|
||||
};
|
||||
|
||||
struct StaticPuzzleData
|
||||
{
|
||||
StaticPuzzleCard Cards[64];
|
||||
|
||||
void Setup();
|
||||
static StaticPuzzleData& Get();
|
||||
const StaticPuzzleCard& GetCard(StaticPuzzleCardHandle H) const;
|
||||
};
|
||||
|
||||
struct PlacedPuzzleCard
|
||||
|
||||
@@ -8,8 +8,8 @@
|
||||
#include "SDL3/SDL_events.h"
|
||||
#include "backends/imgui_impl_sdl3.h"
|
||||
#include "bgfx/defines.h"
|
||||
#include "bx/bx.h"
|
||||
#include "bx/filepath.h"
|
||||
#include "bx/math.h"
|
||||
#include "bx/timer.h"
|
||||
#include <bgfx/bgfx.h>
|
||||
#include <bimg/bimg.h>
|
||||
@@ -190,11 +190,21 @@ namespace Game
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
GameRendering* Instance = nullptr;
|
||||
} // namespace
|
||||
|
||||
GameRendering& GameRendering::Get()
|
||||
{
|
||||
assert(Instance != nullptr);
|
||||
return *Instance;
|
||||
}
|
||||
|
||||
void GameRendering::Setup()
|
||||
{
|
||||
Log("--- RENDERING STARTUP ---");
|
||||
if (Instance != nullptr) Log("Warning, old rendering wasn't destroyed!");
|
||||
Instance = this;
|
||||
SharedData& shared = GetShared();
|
||||
|
||||
bgfx::Init init;
|
||||
@@ -228,8 +238,7 @@ namespace Game
|
||||
Textures[0].Handle =
|
||||
loadTexture(bx::FilePath{"models/body.dds"}, BGFX_TEXTURE_NONE | BGFX_SAMPLER_NONE, 0, nullptr, nullptr);
|
||||
Textures[0].SamplerHandle = DefaultSampler;
|
||||
LoadMesh(Models[0], "models/cube.gltf");
|
||||
LoadMesh(Models[1], "models/zurg.gltf");
|
||||
LoadModels(Models, ModelCount);
|
||||
|
||||
Materials[0] =
|
||||
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
|
||||
@@ -250,9 +259,15 @@ namespace Game
|
||||
// platIO.Platform_SetWindowSize = TODO;
|
||||
// platIO.Platform_RenderWindow = TODO;
|
||||
|
||||
if (!GetInstance().IsInitialized)
|
||||
GameInstance& inst = GetInstance();
|
||||
if (!inst.IsInitialized)
|
||||
{
|
||||
GetInstance().Time.StartTime = bx::getHPCounter();
|
||||
inst.Time.StartTime = bx::getHPCounter();
|
||||
}
|
||||
|
||||
if (inst.ImguiIniSize > 0)
|
||||
{
|
||||
ImGui::LoadIniSettingsFromMemory(inst.ImguiIni, inst.ImguiIniSize);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -305,7 +320,24 @@ namespace Game
|
||||
imguiBeginFrame(20);
|
||||
ImGui_ImplSDL3_NewFrame();
|
||||
ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
if (UIVisible == UIVisibilityState::Debug)
|
||||
{
|
||||
if (ImGui::Begin("Rendering"))
|
||||
{
|
||||
if (ImGui::Button("Reload Meshes"))
|
||||
{
|
||||
LoadModels(Models, ModelCount);
|
||||
}
|
||||
if (ImGui::Button("Reload Level"))
|
||||
{
|
||||
auto& lvl = GetInstance().GameLevel;
|
||||
lvl = {};
|
||||
lvl.Setup(shared.Game);
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
GetInstance().GameLevel.Update();
|
||||
GetInstance().GameLevel.Render(MainViewID, Models, Materials);
|
||||
@@ -333,9 +365,15 @@ namespace Game
|
||||
|
||||
void GameRendering::Shutdown()
|
||||
{
|
||||
Log("--- RENDERING_SHUTDOWN ---");
|
||||
const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&GetInstance().ImguiIniSize));
|
||||
assert(GetInstance().ImguiIniSize <= BX_COUNTOF(GameInstance::ImguiIni));
|
||||
bx::memCopy(
|
||||
GetInstance().ImguiIni, iniData, bx::min(GetInstance().ImguiIniSize, BX_COUNTOF(GameInstance::ImguiIni)));
|
||||
ImGui_ImplSDL3_Shutdown();
|
||||
imguiDestroy();
|
||||
bgfx::shutdown();
|
||||
Instance = nullptr;
|
||||
}
|
||||
|
||||
Material Material::LoadFromShader(
|
||||
@@ -356,4 +394,18 @@ namespace Game
|
||||
mat.ViewID = view;
|
||||
return mat;
|
||||
}
|
||||
|
||||
uint16_t GameRendering::GetModelHandleFromPath(const char* path)
|
||||
{
|
||||
uint32_t AssetHandle = CrcPath(path);
|
||||
for (int32_t i = 0; i < ModelCount; ++i)
|
||||
{
|
||||
if (Models[i].AssetHandle == AssetHandle)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
} // namespace Game
|
||||
|
||||
@@ -32,6 +32,7 @@ namespace Game
|
||||
bgfx::VertexBufferHandle VertexBuffer;
|
||||
bgfx::IndexBufferHandle IndexBuffer;
|
||||
bgfx::VertexLayout VertLayout;
|
||||
uint32_t AssetHandle = UINT16_MAX;
|
||||
};
|
||||
|
||||
struct Material
|
||||
@@ -54,13 +55,28 @@ namespace Game
|
||||
bgfx::UniformHandle sampler = BGFX_INVALID_HANDLE);
|
||||
};
|
||||
|
||||
enum class UIVisibilityState
|
||||
{
|
||||
None,
|
||||
Game,
|
||||
Debug,
|
||||
};
|
||||
|
||||
class GameRendering
|
||||
{
|
||||
public:
|
||||
static constexpr uint32_t MaxModels = 64;
|
||||
static GameRendering& Get();
|
||||
|
||||
public:
|
||||
UIVisibilityState UIVisible = UIVisibilityState::Game;
|
||||
|
||||
private:
|
||||
bgfx::UniformHandle DefaultSampler;
|
||||
Texture Textures[8];
|
||||
Material Materials[8];
|
||||
Model Models[8];
|
||||
uint32_t ModelCount = 0;
|
||||
Model Models[MaxModels];
|
||||
int32_t LastWidth = 0;
|
||||
int32_t LastHeight = 0;
|
||||
uint32_t ResetFlags = BGFX_RESET_VSYNC;
|
||||
@@ -70,5 +86,6 @@ namespace Game
|
||||
void Setup();
|
||||
void Update();
|
||||
void Shutdown();
|
||||
uint16_t GetModelHandleFromPath(const char* path);
|
||||
};
|
||||
} // namespace Game
|
||||
|
||||
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Reference in New Issue
Block a user