Files
PuzGame/src/game/Level.cpp
2025-03-01 04:32:30 +01:00

298 lines
10 KiB
C++

#include "Global.h"
#include "Input.h"
#include "Instance.h"
#include "Level.h"
#include "Log.h"
#include "Puzzle.h"
#include "SDL3/SDL_mouse.h"
#include "bgfx/bgfx.h"
#include "imgui.h"
#include "rendering/Rendering.h"
#include <SDL3/SDL.h>
#include <bx/math.h>
#include <cstdint>
namespace Game
{
void EntityRenderData::Render(const Model* models, const Material* materials)
{
if (ModelHandle == UINT16_MAX || MaterialHandle == UINT16_MAX) return;
if (!Visible) return;
auto& rendering = GameRendering::Get();
Transform.UpdateMatrix();
bgfx::setTransform(Transform.M.M);
const Model& currentModel = models[ModelHandle];
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);
bgfx::setUniform(currentMaterial.Uniforms[Material::UTexInfo], texInfo);
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);
PuzzleData.Setup();
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();
}
if (PuzzleTiles.Count == 0)
{
for (uint32_t puzI = 0; puzI < BX_COUNTOF(Puzzles); ++puzI)
{
Puzzles[puzI].Setup();
}
}
UpdatePlayerInputMode();
}
void Level::Update()
{
START_PERF();
PlayerData& player = GetInstance().Player;
// Input
float delta = GetInstance().Time.Delta;
delta = 1.0f / 144.0f;
constexpr float moveSpeed = 10.0f;
constexpr float rotSpeed = 0.6f;
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)
{
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.UpdateMatrix();
bgfx::setViewTransform(viewId, player.FreeflyCamTransform.M.M, proj);
// bgfx::dbgTextPrintf(1, 0, 0b1100, "NOCLIP");
}
else
{
player.PlayerCamTransform.UpdateMatrix();
bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj);
bgfx::dbgTextPrintf(1, 0, 0b1100, " ");
}
// Cubes.Render(models, materials);
Tests.Render(models, materials);
// PuzzleTiles.Render(models, materials);
UIQuads.Render(models, materials);
}
void Cube::Setup()
{
EData.MaterialHandle = 0;
EData.ModelHandle = 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};
EData.TestColor[0] = 0.3f;
EData.TestColor[1] = 0.325f;
EData.TestColor[2] = 0.3f;
}
}
void TestEntity::Setup()
{
EData.MaterialHandle = 0;
EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
EData.Transform.Position = {0.0f, 0.0f, 10.0f};
EData.TestColor[0] = 0.0f;
}
void WorldPuzzle::Setup()
{
Data.PlacedCardCount = 16;
for (int32_t i = 0; i < 16; ++i)
{
Data.PlacedCards[i].RefCard = {0};
Data.PlacedCards[i].Position = {int8_t(i % 4), int8_t(i / 4)};
}
for (uint32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
{
const Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
Level& level = GetInstance().GameLevel;
TileHandles[cardI] = level.PuzzleTiles.New();
UIPlacedCards[cardI] = level.UIQuads.New();
bx::Vec3 Pos = {
WorldPosition.x + card.Position.X * WorldCardSize.x,
WorldPosition.y,
WorldPosition.z + card.Position.Y * WorldCardSize.y,
};
PuzzleTileEntity& tile = level.PuzzleTiles.Get(TileHandles[cardI]);
tile.EData.Transform.Position = Pos;
tile.EData.MaterialHandle = 0;
UIQuadEntity& quad = level.UIQuads.Get(UIPlacedCards[cardI]);
quad.EData.MaterialHandle = 0;
quad.EData.ModelHandle = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
}
}
void WorldPuzzle::Update()
{
Transform& camTransform = GetInstance().Player.PlayerCamTransform;
Vec3 cameraPos = camTransform.GetPosition() * -1;
Level& level = GetInstance().GameLevel;
for (int32_t cardI = 0; cardI < Data.PlacedCardCount; ++cardI)
{
Puzzle::PlacedPuzzleCard& card = Data.PlacedCards[cardI];
if (!card.RefCard.IsValid()) continue;
const Puzzle::StaticPuzzleCard& cData = Puzzle::StaticPuzzleData::Get().GetCard(card.RefCard);
level.PuzzleTiles.Get(TileHandles[cardI]).EData.ModelHandle = cData.ModelHandle;
auto& quad = level.UIQuads.Get(UIPlacedCards[cardI]);
quad.EData.Transform.SetPosition(cameraPos + Vec3{0, -2, 0});
quad.EData.Transform.Rotation = {};
}
}
} // namespace Game