Files
PuzGame/src/game/Level.cpp
2025-03-24 18:30:59 +01:00

362 lines
13 KiB
C++

#include "../gen/Def.h"
#include "Gen.h"
#include "Global.h"
#include "Input.h"
#include "Instance.h"
#include "Level.h"
#include "Log.h"
#include "Puzzle.h"
#include "rendering/Rendering.h"
#include "SDL3/SDL_mouse.h"
#include "bgfx/bgfx.h"
#include "bx/error.h"
#include "bx/file.h"
#include "bx/filepath.h"
#include "bx/string.h"
#include "imgui.h"
#include <SDL3/SDL.h>
#include <bx/math.h>
#include <cstdint>
#include <tracy/Tracy.hpp>
namespace Game
{
void EntityRenderData::Render(const Model* models, const Material* materials)
{
if (!Generated::IsValid(ModelH) || MaterialHandle == UINT16_MAX) return;
if (!Visible) return;
auto& rendering = GameRendering::Get();
Transform.UpdateMatrix();
bgfx::setTransform(Transform.M.M);
const Model& currentModel = models[ModelH.ModelIdx];
const Material& currentMaterial = materials[MaterialHandle];
bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State);
float timeValues[4]{0.0f};
timeValues[0] = GetInstance().Time.Now;
float texInfo[4]{0.0f};
texInfo[0] = currentMaterial.Textures[0].Info.width;
texInfo[1] = currentMaterial.Textures[0].Info.height;
texInfo[2] = rendering.DitherTextures.DitherTexWH;
texInfo[3] = rendering.DitherTextures.DitherTexDepth;
bgfx::setTexture(0, currentMaterial.Textures[0].SamplerHandle, currentMaterial.Textures[0].Handle);
bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex);
bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues);
bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], &TestColor.x);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
bgfx::setUniform(currentMaterial.Uniforms[Material::UBaseColor], &BaseColor.x);
bgfx::submit(currentMaterial.ViewID, currentMaterial.Shader);
}
namespace
{
void UpdatePlayerInputMode()
{
bool IsGaming = GetInstance().Player.InputM == InputMode::Game;
SDL_SetWindowRelativeMouseMode(GetShared().Window.SDLWindow, IsGaming);
auto& IO = ImGui::GetIO();
IO.ConfigFlags = FlagBool(IO.ConfigFlags, ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard, IsGaming);
GameRendering::Get().UIVisible = IsGaming ? UIVisibilityState::Game : UIVisibilityState::Debug;
}
} // namespace
void Level::Setup(GameData& data)
{
LOG("Level setup");
void* storagePtr = data.EntityStorage;
bool needReset = false;
needReset |= Cubes.Setup(storagePtr, needReset);
needReset |= Tests.Setup(storagePtr, needReset);
needReset |= PuzzleTiles.Setup(storagePtr, needReset);
needReset |= UIQuads.Setup(storagePtr, needReset);
UIQuads.IsEnabled = false;
Tests.IsEnabled = false;
Cubes.IsEnabled = false;
Puzzle::Setup();
bx::Error err;
bx::DirectoryReader dirIter;
bx::FileInfo info;
bx::FilePath puzzleDirPath{Puzzle::PuzzleFileDir};
if (dirIter.open(puzzleDirPath, &err))
{
while (true)
{
int32_t readCount = dirIter.read(&info, sizeof(info), &err);
if (readCount == 0) break;
if (err.isOk())
{
if (info.type != bx::FileType::File) continue;
bx::StringView pathEnd = info.filePath.getExt();
if (bx::strCmpI(pathEnd, ".pzl") != 0) continue;
bx::FilePath fullPath = puzzleDirPath;
fullPath.join(info.filePath);
LOG("Loading %s", fullPath.getCPtr());
Generated::Deserializer ser;
Generated::PuzzleData dataBuf;
if (ser.Init(fullPath, "PZZL") && ser.ReadT(dataBuf))
{
if (dataBuf.ID >= BX_COUNTOF(Puzzles))
{
LOG_ERROR("Puzzle ID out of bounds: %u", dataBuf.ID);
ser.Finish();
continue;
}
Puzzles[dataBuf.ID].Data = dataBuf;
Puzzles[dataBuf.ID].Setup();
}
else
{
LOG_WARN("Failed to load puzzle!");
}
ser.Finish();
}
else
{
LOG_ERROR("Failed parsing file name at %s:\n%s", puzzleDirPath.getCPtr(), err.getMessage());
break;
}
}
}
else
{
LOG_ERROR("Failed to open puzzle dir at %s:\n%s", puzzleDirPath.getCPtr(), err.getMessage().getCPtr());
}
if (Cubes.Count == 0)
{
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
Cube& c = Cubes.Get(Cubes.New());
c.TestX = xx;
c.TestY = yy;
c.Setup();
}
}
Cubes.New(); // Floor
}
if (Tests.Count == 0)
{
Tests.Get(Tests.New()).Setup();
}
UIQuads.Count = 0;
PuzzleTiles.Count = 0;
for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
{
if (Puzzles[i].Data.ID != UINT16_MAX)
{
Puzzles[i].Setup();
}
}
LOG("Tiles: %u", PuzzleTiles.Count);
UpdatePlayerInputMode();
}
void Level::Update()
{
ZoneScopedN("Level update");
START_PERF();
PlayerData& player = GetInstance().Player;
// Input
float delta = GetInstance().Time.Delta;
constexpr float moveSpeed = 10.0f;
constexpr float rotSpeed = 1.6f;
float forwardInput = (GetKey(ScanCode::W) ? 1.0f : 0.0f) + (GetKey(ScanCode::S) ? -1.0f : 0.0f);
float rightInput = (GetKey(ScanCode::D) ? 1.0f : 0.0f) + (GetKey(ScanCode::A) ? -1.0f : 0.0f);
bx::Vec3 moveInput = bx::Vec3{rightInput, forwardInput, 0.0f};
moveInput = bx::normalize(moveInput);
bx::Vec3 inputVec = {moveInput.x * delta * moveSpeed, 0.0f, moveInput.y * delta * moveSpeed};
Vec2 mouseMovement = GetMouseMovement();
bx::Vec3 rotInput = {mouseMovement.y * delta * rotSpeed, mouseMovement.x * delta * rotSpeed, 0.0f};
if (GetKeyPressedNow(ScanCode::F1))
{
player.CameraM = player.CameraM == CameraMode::Walk ? CameraMode::Freefly : CameraMode::Walk;
}
if (GetKeyPressedNow(ScanCode::F2))
{
if (player.InputM == InputMode::Game)
{
player.InputM = InputMode::UI;
}
else
{
player.InputM = InputMode::Game;
}
UpdatePlayerInputMode();
}
if (player.CameraM == CameraMode::Freefly)
{
if (GetMouseButton(MouseButton::Left))
{
player.FreeflyXRot += rotInput.x;
player.FreeflyYRot += rotInput.y;
bx::mtxRotateY(player.FreeflyCamTransform.Rotation.M, player.FreeflyYRot);
player.FreeflyCamTransform.RotateLocal({player.FreeflyXRot, 0.0f, 0.0f});
}
player.FreeflyCamTransform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
player.FreeflyCamTransform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
}
else if (player.CameraM == CameraMode::Walk)
{
player.PlayerCamTransform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
player.PlayerCamTransform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
player.PlayerCamTransform.Position.y = -3.0f;
player.WalkXRot += rotInput.x;
player.WalkYRot += rotInput.y;
bx::mtxRotateY(player.PlayerCamTransform.Rotation.M, player.WalkYRot);
player.PlayerCamTransform.RotateLocal({player.WalkXRot, 0.0f, 0.0f});
}
// Cubes
for (uint16_t i = 0; i < Cubes.Count; ++i)
{
Cubes.Get({i}).Update();
}
// Puzzle tiles
for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
{
Puzzles[i].Update();
}
END_PERF(GetShared().Window.PerfCounters, PerfCounterType::GameLevelUpdate, GetShared().Window.FrameCounter);
}
void Level::Render(uint16_t viewId, const Model* models, const Material* materials)
{
ZoneScopedN("Level Render");
auto& shared = GetShared();
float proj[16];
bx::mtxProj(proj,
75.0f,
float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight),
0.1f,
1000.0f,
bgfx::getCaps()->homogeneousDepth);
auto& player = GetInstance().Player;
if (player.CameraM == CameraMode::Freefly)
{
player.FreeflyCamTransform.UpdateMatrixForCam();
bgfx::setViewTransform(viewId, player.FreeflyCamTransform.M.M, proj);
}
else
{
player.PlayerCamTransform.UpdateMatrixForCam();
bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj);
}
Cubes.Render(models, materials);
Tests.Render(models, materials);
PuzzleTiles.Render(models, materials);
UIQuads.Render(models, materials);
}
void Cube::Setup()
{
EData.MaterialHandle = 0;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
}
void Cube::Update()
{
if (TestX >= 0 && TestY >= 0)
{
double globalTime = GetInstance().Time.Now;
double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
float scale = 1.0f + TestX * 0.4f;
EData.Transform.Position = bx::Vec3{TestX * 2.0f, TestY * 2.0f, 0.0f};
EData.Transform.Scale = {scale, scale, scale};
}
else
{
EData.Transform.Position = {0.0f, -1.0f, 0.0f};
EData.Transform.Scale = {100.0f, 1.0f, 100.0f};
}
}
void TestEntity::Setup()
{
EData.MaterialHandle = 0;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
EData.Transform.Position = {0.0f, 0.0f, 0.0f};
}
void WorldPuzzle::Setup()
{
auto& level = GetInstance().GameLevel;
for (int32_t i = 0; i < Puzzle::Config::MaxCardsInPuzzle; ++i)
{
TileHandles[i] = level.PuzzleTiles.New();
auto& tile = level.PuzzleTiles.Get(TileHandles[i]);
tile.EData.MaterialHandle = 0;
UIPlacedCards[i] = level.UIQuads.New();
}
IsSetup = true;
LOG("finished setup!");
}
void WorldPuzzle::Update()
{
Transform& camTransform = GetInstance().Player.PlayerCamTransform;
Vec3 cameraPos = camTransform.GetPosition() * -1;
Level& level = GetInstance().GameLevel;
auto& staticCards = Puzzle::GetStaticPuzzleData().Cards;
for (int8_t y = 0; y < Data.HeightTiles / Puzzle::Config::CardSize; ++y)
{
for (int8_t x = 0; x < Data.WidthTiles / Puzzle::Config::CardSize; ++x)
{
Generated::PlacedPuzzleCard& card = Data.PlacedCards[y * Puzzle::Config::MaxPuzzleSizeCards + x];
auto& tile = level.PuzzleTiles.Get(TileHandles[y * Puzzle::Config::MaxPuzzleSizeCards + x]);
auto& quad = level.UIQuads.Get(UIPlacedCards[y * Puzzle::Config::MaxPuzzleSizeCards + x]);
bool IsValid = Puzzle::IsValid(card.RefCard);
tile.EData.Visible = true;
quad.EData.Visible = true;
tile.EData.ModelH = IsValid ? staticCards[card.RefCard.Idx].ModelHandle : staticCards[0].ModelHandle;
Vec3 cardPos = {
(float)card.Position.X * Puzzle::Config::CardScaleWorld,
-5.0f,
(float)card.Position.Y * Puzzle::Config::CardScaleWorld,
};
if (!IsValid)
{
cardPos = {x * Puzzle::Config::CardScaleWorld, -5.0f, y * Puzzle::Config::CardScaleWorld};
}
tile.EData.Transform.SetPosition(cardPos);
bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
Vec3 fw = {0, -1, 0};
quad.EData.Transform.SetPosition(fw);
quad.EData.Transform.Rotation = {};
}
}
}
} // namespace Game