dynpip vu1 programs

This commit is contained in:
h4570
2022-07-23 20:25:08 +02:00
parent 1e2560c566
commit 91ba265310
14 changed files with 448 additions and 178 deletions
+32 -73
View File
@@ -11,9 +11,19 @@
#include "h4570.hpp"
#include "file/file_utils.hpp"
#include "loaders/3d/md2/md2_loader.hpp"
#include "thread/threading.hpp"
namespace Tyra {
float getRandomFloat(float a, float b) {
float random = ((float)rand()) / (float)RAND_MAX;
float diff = b - a;
float r = random * diff;
return a + r;
}
int getRandomInt(int a, int b) { return (rand() % (b - a + 1)) + a; }
H4570::H4570(Engine* t_engine) { engine = t_engine; }
H4570::~H4570() {}
@@ -39,23 +49,20 @@ void H4570::init() {
warriorTex = engine->renderer.core.texture.repository.getBySpriteOrMesh(
warrior->getMaterial(0)->getId());
warrior2 = new DynamicMesh(*warrior);
warrior2->translation.translateX(-3.0F);
warriorTex->addLink(warrior2->getMaterial(0)->getId());
warrior2->playAnimation(0, warrior2->getFramesCount() - 1);
warrior2->setAnimSpeed(0.10F);
warrior3 = new DynamicMesh(*warrior);
warrior3->translation.translateX(-6.0F);
warriorTex->addLink(warrior3->getMaterial(0)->getId());
warrior3->playAnimation(0, warrior3->getFramesCount() - 1);
warrior3->setAnimSpeed(0.7F);
warrior4 = new DynamicMesh(*warrior);
warrior4->translation.translateX(3.0F);
warriorTex->addLink(warrior4->getMaterial(0)->getId());
warrior4->playAnimation(0, warrior4->getFramesCount() - 1);
warrior4->setAnimSpeed(0.5F);
warriorsCount = 22;
warriors = new DynamicMesh*[warriorsCount];
for (u8 i = 0; i < warriorsCount; i++) {
warriors[i] = new DynamicMesh(*warrior);
warriors[i]->translation.translateX(-40.0F + static_cast<float>(i) * 4);
warriors[i]->translation.translateY(30.0F);
warriors[i]->translation.translateZ(-10.0F);
warriors[i]->translation.rotateX(-1.5F);
warriorTex->addLink(warriors[i]->getMaterial(0)->getId());
warriors[i]->playAnimation(0, warriors[i]->getFramesCount() - 1);
warriors[i]->setCurrentAnimationFrame(
getRandomInt(0, warriors[i]->getFramesCount() - 1));
warriors[i]->setAnimSpeed(getRandomFloat(0.1F, 0.9F));
}
staOptions = getStaPipOptions();
dynOptions = getDynPipOptions();
@@ -107,27 +114,8 @@ void H4570::init() {
engine->renderer.setFrameLimit(false);
}
u32 counter = 0;
void H4570::loop() {
if (counter++ > 100) {
counter = 0;
TYRA_LOG(engine->info.getFps());
}
warrior->animate();
warrior2->animate();
warrior3->animate();
warrior4->animate();
// if ((engine->pad.getPressed().DpadUp || engine->pad.getPressed().DpadDown
// ||
// engine->pad.getPressed().DpadLeft ||
// engine->pad.getPressed().DpadRight) &&
// adpcmTimer.getTimeDelta() > 8000) {
// adpcmTimer.prime();
// engine->audio.playADPCM(adpcmSample, 1);
// }
for (u8 i = 0; i < warriorsCount; i++) warriors[i]->animate();
engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt));
{
@@ -139,44 +127,15 @@ void H4570::loop() {
blocks[i].model = translations[i] * rotations[i] * scales[i];
}
// engine->renderer.renderer2D.render(picture);
// engine->renderer.renderer3D.usePipeline(&stapip);
// {
// stapip.render(terrain, staOptions);
// }
engine->renderer.renderer3D.usePipeline(&dynpip);
{
dynpip.render(warrior, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior4, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior2, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
// dynpip.render(warrior3, dynOptions);
Threading::switchThread();
for (u8 i = 0; i < warriorsCount; i++) {
dynpip.render(warriors[i], dynOptions);
if (i == 5) Threading::switchThread();
if (i == 10) Threading::switchThread();
if (i == 15) Threading::switchThread();
}
}
engine->renderer.renderer3D.usePipeline(&mcPip);