/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # Copyright 2020, tyra - https://github.com/h4570/tyra # Licenced under Apache License 2.0 # Wellington Carvalho */ #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() {} StaticMesh* getStaticMesh(Renderer* renderer); DynamicMesh* getWarrior(Renderer* renderer); StaPipOptions* getStaPipOptions(); DynPipOptions* getDynPipOptions(); void setPipelineOptions(PipelineOptions* options); Sprite* get2DPicture(Renderer* renderer); void H4570::init() { // Song engine->audio.loadSong(FileUtils::fromCwd("mafikizolo-loot.wav")); engine->audio.setSongLoop(true); engine->audio.setSongVolume(30); adpcmSample = engine->audio.loadADPCM(FileUtils::fromCwd("walk.adpcm")); engine->audio.setADPCMVolume(80, 1); engine->renderer.setClearScreenColor(Color(64.0F, 64.0F, 64.0F)); staticMesh = getStaticMesh(&engine->renderer); warrior = getWarrior(&engine->renderer); warriorTex = engine->renderer.core.texture.repository.getBySpriteOrMesh( warrior->getMaterial(0)->getId()); 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(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(); cameraPosition = Vec4(0.0F, 0.0F, 20.0F); cameraLookAt = *warrior->getPosition(); blocksTex = engine->renderer.core.texture.repository.add( FileUtils::fromCwd("blocks.png")); mcPip.setRenderer(&engine->renderer.core); dynpip.setRenderer(&engine->renderer.core); stapip.setRenderer(&engine->renderer.core); picture = get2DPicture(&engine->renderer); u32 rows = 16; // 64 u32 columns = 16; // 64 blocksCount = rows * columns; float initialCameraZ = -400.0F; float offset = 40.0F; blocks = new McpipBlock[blocksCount]; translations = new M4x4[blocksCount]; rotations = new M4x4[blocksCount]; scales = new M4x4[blocksCount]; float center = (rows / 2.0F) * offset; for (u32 i = 0; i < blocksCount; i++) { u32 column = i % columns; u32 row = i / rows; scales[i].scale(10.0F); translations[i].translateX(row * offset - center); translations[i].translateY(column * offset - center); translations[i].translateZ(initialCameraZ); u32 randRow = rand() % (rows + 1); u32 randColumn = rand() % (columns + 1); blocks[i].textureOffset = Vec4(mcPip.getTextureOffset() * randRow, mcPip.getTextureOffset() * randColumn, 0.0F, 1.0F); blocks[i].color = Color(128.0F, 128.0F, 128.0F, 128.0F); } // engine->audio.playSong(); engine->renderer.setFrameLimit(false); } u32 counter = 0; void H4570::loop() { if (counter++ > 30) { // TYRA_LOG(engine->info.getFps()); counter = 0; } for (u8 i = 0; i < warriorsCount; i++) warriors[i]->animate(); engine->renderer.beginFrame(CameraInfo3D(&cameraPosition, &cameraLookAt)); { for (u32 i = 0; i < blocksCount; i++) { rotations[i].rotateX(0.04F); rotations[i].rotateY(0.01F); rotations[i].rotateZ(0.01F); blocks[i].model = translations[i] * rotations[i] * scales[i]; } engine->renderer.renderer3D.usePipeline(&stapip); { stapip.render(staticMesh, staOptions); } engine->renderer.renderer3D.usePipeline(&dynpip); { 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); { mcPip.render(blocks, blocksCount, blocksTex); } } engine->renderer.endFrame(); } StaticMesh* getStaticMesh(Renderer* renderer) { MD2Loader loader; auto* data = loader.load(FileUtils::fromCwd("warrior.md2"), .08F, false); auto* result = new StaticMesh(*data); // result->translation.translateZ(-30.0F); delete data; renderer->core.texture.repository.addByMesh(result, FileUtils::getCwd(), "png"); return result; } DynamicMesh* getWarrior(Renderer* renderer) { MD2Loader loader; auto* data = loader.load(FileUtils::fromCwd("warrior.md2"), .08F, false); auto* result = new DynamicMesh(*data); // result->translation.translateZ(-30.0F); delete data; renderer->core.texture.repository.addByMesh(result, FileUtils::getCwd(), "png"); result->playAnimation(0, result->getFramesCount() - 1); result->setAnimSpeed(0.15F); return result; } Sprite* get2DPicture(Renderer* renderer) { auto* sprite = new Sprite; sprite->size.set(128.0F, 128.0F); sprite->position.set(500.0F, 280.0F); renderer->core.texture.repository.add(FileUtils::fromCwd("reward.png")) ->addLink(sprite->getId()); return sprite; } StaPipOptions* getStaPipOptions() { auto* options = new StaPipOptions(); setPipelineOptions(options); return options; } DynPipOptions* getDynPipOptions() { auto* options = new DynPipOptions(); setPipelineOptions(options); return options; } void setPipelineOptions(PipelineOptions* options) { auto* ambientColor = new Color(32.0F, 32.0F, 32.0F, 32.0F); auto* directionalColors = new Color[3]; for (int i = 0; i < 3; i++) directionalColors[i].set(0.0F, 0.0F, 0.0F, 1.0F); auto* directionalDirections = new Vec4[3]; for (int i = 0; i < 3; i++) directionalDirections[i].set(1.0F, 1.0F, 1.0F, 1.0F); auto* lightingOptions = new PipelineLightingOptions(); // Memory leak! lightingOptions->ambientColor = ambientColor; lightingOptions->directionalColors = directionalColors; lightingOptions->directionalDirections = directionalDirections; options->shadingType = Tyra::TyraShadingGouraud; options->blendingEnabled = true; options->antiAliasingEnabled = false; options->lighting = lightingOptions; directionalDirections[0].set(-1.0F, 0.0F, 0.0F); directionalColors[0].set(0.0F, 96.0F, 0.0F); directionalDirections[1].set(1.0F, 0.0F, 0.0F); directionalColors[1].set(96.0F, 0.0F, 0.0F); } } // namespace Tyra