298 lines
10 KiB
C++
298 lines
10 KiB
C++
#include "Global.h"
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#include "Input.h"
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#include "Instance.h"
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#include "Level.h"
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#include "Log.h"
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#include "Puzzle.h"
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#include "SDL3/SDL_mouse.h"
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#include "bgfx/bgfx.h"
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#include "imgui.h"
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#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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namespace Game
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{
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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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auto& rendering = GameRendering::Get();
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Transform.UpdateMatrix();
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bgfx::setTransform(Transform.M.M);
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const Model& currentModel = models[ModelHandle];
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const Material& currentMaterial = materials[MaterialHandle];
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bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
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bgfx::setIndexBuffer(currentModel.IndexBuffer);
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bgfx::setState(currentMaterial.State);
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float timeValues[4]{0.0f};
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timeValues[0] = GetInstance().Time.Now;
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float texInfo[4]{0.0f};
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texInfo[0] = currentMaterial.Textures[0].Info.width;
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texInfo[1] = currentMaterial.Textures[0].Info.height;
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texInfo[2] = rendering.DitherTextures.DitherTexWH;
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texInfo[3] = rendering.DitherTextures.DitherTexDepth;
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bgfx::setTexture(0, currentMaterial.Textures[0].SamplerHandle, currentMaterial.Textures[0].Handle);
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bgfx::setTexture(1, rendering.DitherTextures.DitherSampler, rendering.DitherTextures.FinalTex);
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bgfx::setTexture(2, rendering.DitherTextures.RampSampler, rendering.DitherTextures.RampTex);
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bgfx::setUniform(currentMaterial.Uniforms[Material::UTime], timeValues);
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bgfx::setUniform(currentMaterial.Uniforms[Material::UDotColor], TestColor);
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bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
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bgfx::submit(currentMaterial.ViewID, currentMaterial.Shader);
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}
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namespace
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{
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void UpdatePlayerInputMode()
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{
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bool IsGaming = GetInstance().Player.InputM == InputMode::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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void Level::Setup(GameData& data)
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{
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LOG("Level setup");
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void* storagePtr = data.EntityStorage;
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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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needReset |= UIQuads.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.Get(Cubes.New());
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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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Cubes.New(); // Floor
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}
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if (Tests.Count == 0)
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{
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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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}
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void Level::Update()
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{
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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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constexpr float rotSpeed = 0.6f;
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float forwardInput = (GetKey(ScanCode::W) ? 1.0f : 0.0f) + (GetKey(ScanCode::S) ? -1.0f : 0.0f);
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float rightInput = (GetKey(ScanCode::D) ? 1.0f : 0.0f) + (GetKey(ScanCode::A) ? -1.0f : 0.0f);
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bx::Vec3 moveInput = bx::Vec3{rightInput, forwardInput, 0.0f};
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moveInput = bx::normalize(moveInput);
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bx::Vec3 inputVec = {moveInput.x * delta * moveSpeed, 0.0f, moveInput.y * delta * moveSpeed};
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Vec2 mouseMovement = GetMouseMovement();
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bx::Vec3 rotInput = {mouseMovement.y * delta * rotSpeed, mouseMovement.x * delta * rotSpeed, 0.0f};
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if (GetKeyPressedNow(ScanCode::F1))
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{
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player.CameraM = player.CameraM == CameraMode::Walk ? CameraMode::Freefly : CameraMode::Walk;
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}
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if (GetKeyPressedNow(ScanCode::F2))
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{
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if (player.InputM == InputMode::Game)
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{
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player.InputM = InputMode::UI;
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}
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else
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{
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player.InputM = InputMode::Game;
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}
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UpdatePlayerInputMode();
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}
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if (player.CameraM == CameraMode::Freefly)
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{
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if (GetMouseButton(MouseButton::Left))
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{
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player.FreeflyXRot += rotInput.x;
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player.FreeflyYRot += rotInput.y;
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bx::mtxRotateY(player.FreeflyCamTransform.Rotation.M, player.FreeflyYRot);
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player.FreeflyCamTransform.RotateLocal({player.FreeflyXRot, 0.0f, 0.0f});
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}
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player.FreeflyCamTransform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
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player.FreeflyCamTransform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
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}
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else if (player.CameraM == CameraMode::Walk)
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{
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player.PlayerCamTransform.TranslateLocal({0.0f, 0.0f, -inputVec.z});
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player.PlayerCamTransform.TranslateLocal({-inputVec.x, 0.0f, 0.0f});
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player.PlayerCamTransform.Position.y = -3.0f;
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player.WalkXRot += rotInput.x;
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player.WalkYRot += rotInput.y;
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bx::mtxRotateY(player.PlayerCamTransform.Rotation.M, player.WalkYRot);
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player.PlayerCamTransform.RotateLocal({player.WalkXRot, 0.0f, 0.0f});
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}
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// Cubes
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for (uint16_t i = 0; i < Cubes.Count; ++i)
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{
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Cubes.Get({i}).Update();
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}
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// Puzzle tiles
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for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
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{
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Puzzles[i].Update();
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}
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END_PERF(GetShared().Window.PerfCounters, PerfCounterType::GameLevelUpdate, GetShared().Window.FrameCounter);
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}
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void Level::Render(uint16_t viewId, const Model* models, const Material* materials)
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{
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auto& shared = GetShared();
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float proj[16];
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bx::mtxProj(proj,
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75.0f,
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float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight),
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0.1f,
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1000.0f,
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bgfx::getCaps()->homogeneousDepth);
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auto& player = GetInstance().Player;
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if (player.CameraM == CameraMode::Freefly)
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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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Tests.Render(models, materials);
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// PuzzleTiles.Render(models, materials);
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UIQuads.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 = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
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}
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void Cube::Update()
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{
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if (TestX >= 0 && TestY >= 0)
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{
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double globalTime = GetInstance().Time.Now;
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double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
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float scale = 1.0f + TestX * 0.4f;
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EData.Transform.Position = bx::Vec3{TestX * 2.0f, TestY * 2.0f, 0.0f};
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EData.Transform.Scale = {scale, scale, scale};
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}
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else
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{
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EData.Transform.Position = {0.0f, -1.0f, 0.0f};
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EData.Transform.Scale = {100.0f, 1.0f, 100.0f};
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EData.TestColor[0] = 0.3f;
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EData.TestColor[1] = 0.325f;
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EData.TestColor[2] = 0.3f;
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}
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}
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void TestEntity::Setup()
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{
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EData.MaterialHandle = 0;
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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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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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Level& level = GetInstance().GameLevel;
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TileHandles[cardI] = level.PuzzleTiles.New();
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UIPlacedCards[cardI] = level.UIQuads.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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PuzzleTileEntity& tile = level.PuzzleTiles.Get(TileHandles[cardI]);
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tile.EData.Transform.Position = Pos;
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tile.EData.MaterialHandle = 0;
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UIQuadEntity& quad = level.UIQuads.Get(UIPlacedCards[cardI]);
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quad.EData.MaterialHandle = 0;
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quad.EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
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}
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}
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void WorldPuzzle::Update()
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{
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Transform& camTransform = GetInstance().Player.PlayerCamTransform;
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Vec3 cameraPos = camTransform.GetPosition() * -1;
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Level& level = GetInstance().GameLevel;
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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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level.PuzzleTiles.Get(TileHandles[cardI]).EData.ModelHandle = cData.ModelHandle;
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auto& quad = level.UIQuads.Get(UIPlacedCards[cardI]);
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quad.EData.Transform.SetPosition(cameraPos + Vec3{0, -2, 0});
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quad.EData.Transform.Rotation = {};
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}
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}
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} // namespace Game
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