Files
tyra-linux/samples/h4570/src/h4570.cpp
T
2022-07-25 21:00:33 +02:00

239 lines
7.3 KiB
C++

/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2020, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Wellington Carvalho <wellcoj@gmail.com>
*/
#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<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();
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