Initial commit for tabletop

We'll branch off of main game for a cool quick side project idea for a moment
This commit is contained in:
duck
2025-08-29 01:59:33 +05:00
parent f3d2eff20e
commit 855194acea
17 changed files with 554 additions and 316 deletions

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@@ -11,42 +11,93 @@ pub fn build(b: *Build) void {
const target = b.standardTargetOptions(.{}); const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{}); const optimize = b.standardOptimizeOption(.{});
const exe = stepBuildMain(b, target, optimize); const sdl_module, const sdl_step = stepSdlModule(b, target, optimize);
b.installArtifact(exe);
const client_exe = stepBuildClient(b, target, optimize, sdl_module, sdl_step);
const client_install = b.addInstallArtifact(client_exe, .{});
const server_exe = stepBuildServer(b, target, optimize);
const server_install = b.addInstallArtifact(server_exe, .{});
const offline_exe = stepBuildOffline(b, target, optimize, sdl_module, sdl_step);
const offline_install = b.addInstallArtifact(offline_exe, .{});
const copy_data = stepCopyData(b, target, optimize); const copy_data = stepCopyData(b, target, optimize);
b.getInstallStep().dependOn(&client_install.step);
b.getInstallStep().dependOn(&server_install.step);
b.getInstallStep().dependOn(&offline_install.step);
b.getInstallStep().dependOn(copy_data); b.getInstallStep().dependOn(copy_data);
const run = b.addRunArtifact(exe); const run = b.addRunArtifact(offline_exe);
run.step.dependOn(b.getInstallStep()); run.step.dependOn(&offline_install.step);
run.step.dependOn(copy_data);
// Why is this not the default behavoir? // Why is this not the default behavior?
run.setCwd(b.path(std.fs.path.relative(b.allocator, b.build_root.path.?, b.exe_dir) catch unreachable)); run.setCwd(b.path(std.fs.path.relative(b.allocator, b.build_root.path.?, b.exe_dir) catch unreachable));
if (b.args) |args| { if (b.args) |args| {
run.addArgs(args); run.addArgs(args);
} }
const run_step = b.step("run", "Run the app"); const run_step = b.step("run", "Build and Run tabletop in offline mode");
run_step.dependOn(&run.step); run_step.dependOn(&run.step);
const check_step = b.step("check", "Check for build errors"); const check_step = b.step("check", "Check for build errors (offline build only)");
check_step.dependOn(&exe.step); check_step.dependOn(&offline_exe.step);
} }
fn stepBuildMain( fn stepBuildClient(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
sdl_module: *Build.Module,
sdl_step: *Build.Step,
) *Build.Step.Compile {
const exe = b.addExecutable(.{
.name = "tabletop_client",
.root_source_file = b.path("src/client.zig"),
.target = target,
.optimize = optimize,
});
exe.root_module.addImport("sdl", sdl_module);
exe.step.dependOn(sdl_step);
exe.addIncludePath(b.path("lib/clibs"));
return exe;
}
fn stepBuildServer(
b: *Build, b: *Build,
target: Build.ResolvedTarget, target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode, optimize: std.builtin.OptimizeMode,
) *Build.Step.Compile { ) *Build.Step.Compile {
const exe = b.addExecutable(.{ const exe = b.addExecutable(.{
.name = "spacefarer", .name = "tabletop_server",
.root_source_file = b.path("src/main.zig"), .root_source_file = b.path("src/server.zig"),
.target = target,
.optimize = optimize,
});
return exe;
}
fn stepBuildOffline(
b: *Build,
target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
sdl_module: *Build.Module,
sdl_step: *Build.Step,
) *Build.Step.Compile {
const exe = b.addExecutable(.{
.name = "tabletop",
.root_source_file = b.path("src/offline.zig"),
.target = target, .target = target,
.optimize = optimize, .optimize = optimize,
}); });
const sdl_module, const sdl_step = stepSdlModule(b, target, optimize);
exe.root_module.addImport("sdl", sdl_module); exe.root_module.addImport("sdl", sdl_module);
exe.step.dependOn(sdl_step); exe.step.dependOn(sdl_step);
@@ -58,13 +109,12 @@ fn stepBuildMain(
fn stepBuildSdlTranslator( fn stepBuildSdlTranslator(
b: *Build, b: *Build,
target: Build.ResolvedTarget, target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) *Build.Step.Compile { ) *Build.Step.Compile {
const sdl_translator = b.addExecutable(.{ const sdl_translator = b.addExecutable(.{
.name = "sdl_header_translator", .name = "sdl_header_translator",
.root_source_file = b.path("utils/sdl_translator.zig"), .root_source_file = b.path("utils/sdl_translator.zig"),
.target = target, .target = target,
.optimize = optimize, .optimize = .Debug,
}); });
sdl_translator.linkSystemLibrary("SDL3"); sdl_translator.linkSystemLibrary("SDL3");
return sdl_translator; return sdl_translator;
@@ -73,9 +123,8 @@ fn stepBuildSdlTranslator(
fn stepTranslateSdl( fn stepTranslateSdl(
b: *Build, b: *Build,
target: Build.ResolvedTarget, target: Build.ResolvedTarget,
optimize: std.builtin.OptimizeMode,
) struct { *Build.Step, Build.LazyPath } { ) struct { *Build.Step, Build.LazyPath } {
const sdl_translator = stepBuildSdlTranslator(b, target, optimize); const sdl_translator = stepBuildSdlTranslator(b, target);
const translate = b.addRunArtifact(sdl_translator); const translate = b.addRunArtifact(sdl_translator);
const sdl_rename = translate.addOutputFileArg("sdl_rename.h"); const sdl_rename = translate.addOutputFileArg("sdl_rename.h");
return .{ return .{
@@ -97,7 +146,7 @@ fn stepSdlModule(
}); });
sdl_module.linkSystemLibrary("SDL3", .{}); sdl_module.linkSystemLibrary("SDL3", .{});
const translate_step, const sdl_rename = stepTranslateSdl(b, target, optimize); const translate_step, const sdl_rename = stepTranslateSdl(b, target);
sdl_module.addIncludePath(sdl_rename.dirname()); sdl_module.addIncludePath(sdl_rename.dirname());
return .{ return .{

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@@ -1,8 +1,8 @@
.{ .{
.name = .spacefarer, .name = .tabletop,
.version = "0.0.0", .version = "0.0.0",
.fingerprint = 0x946ddccb5911fb15, .fingerprint = 0x9467f2a6727b4ca5,
.minimum_zig_version = "0.15.0", .minimum_zig_version = "0.14.0",
.dependencies = .{}, .dependencies = .{},
.paths = .{ .paths = .{
"build.zig", "build.zig",

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@@ -7,4 +7,7 @@ layout(set = 2, binding = 0) uniform sampler2D texture_sampler;
void main() { void main() {
fragColor = texture(texture_sampler, inUV); fragColor = texture(texture_sampler, inUV);
if (fragColor.a < 0.5) {
discard;
}
} }

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@@ -13,5 +13,6 @@ layout(set = 1, binding = 1) uniform Object{
void main() { void main() {
gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform; gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
gl_ClipDistance[0] = gl_Position.z;
outUV = inUV; outUV = inUV;
} }

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@@ -1,123 +0,0 @@
const std = @import("std");
const sdl = @import("sdl");
const Game = @import("game.zig");
const Graphics = @import("graphics.zig");
const Time = @import("time.zig");
const World = @import("world.zig");
const math = @import("math.zig");
position: @Vector(2, i32),
player: bool = false,
enemy: bool = false,
controller: Controller = .{},
next_update: Time = Time.ZERO,
sway_x: math.Sway(f32) = .{ .amplitude = 1, .frequency = 0.11 },
sway_y: math.Sway(f32) = .{ .amplitude = 1, .frequency = 0.13 },
const Controller = struct {
const Action = union(enum) {
move: @Vector(2, i32),
};
wanted_action: ?Action = null,
move_units: f32 = 0.125,
};
const Self = @This();
pub fn update(self: *Self) void {
if (!World.time.past(self.next_update)) return;
if (self.player) self.updatePlayer();
if (self.enemy) self.updateEnemy();
self.updateController();
}
pub fn updatePlayer(self: *Self) void {
var delta: @Vector(2, i32) = .{ 0, 0 };
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_UP)) {
delta[1] += 1;
}
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_DOWN)) {
delta[1] -= 1;
}
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_RIGHT)) {
delta[0] += 1;
}
if (Game.keyboard.keys.is_pressed(sdl.SCANCODE_LEFT)) {
delta[0] -= 1;
}
if (@reduce(.Or, delta != @Vector(2, i32){ 0, 0 }))
self.controller.wanted_action = .{ .move = delta }
else
self.controller.wanted_action = null;
}
fn updateEnemy(self: *Self) void {
if (World.getPlayer()) |player| {
var delta = player.position - self.position;
if (@reduce(.And, @abs(delta) <= @Vector(2, i64){ 1, 1 })) {
self.controller.wanted_action = null;
} else {
delta[0] = @max(-1, @min(1, delta[0]));
delta[1] = @max(-1, @min(1, delta[1]));
self.controller.wanted_action = .{ .move = delta };
}
}
}
fn updateController(self: *Self) void {
if (self.controller.wanted_action) |action| {
switch (action) {
.move => |delta| {
const target = self.position + delta;
if (World.isFree(target)) {
self.next_update = World.time.offset(self.controller.move_units * math.lengthInt(delta));
self.position[0] += delta[0];
self.position[1] += delta[1];
}
},
}
}
}
pub fn draw(self: *Self, delta: f32) void {
self.sway_x.update(delta);
self.sway_y.update(delta);
const transform = Graphics.Transform{
.rotation = Graphics.Transform.rotationByAxis(.{ self.sway_x.value, self.sway_y.value, 0 }, 0.05),
.position = .{
@floatFromInt(self.position[0]),
@floatFromInt(self.position[1]),
0.5,
},
};
Graphics.drawMesh(World.plane_mesh, World.texture, transform.matrix());
if (!self.player) return;
Graphics.camera.transform.position = math.lerpTimeLn(
Graphics.camera.transform.position,
transform.position + @Vector(3, f32){ 0.0, -1.0, 4.0 },
delta,
-25,
);
const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 };
const INIT_ROTATION = Graphics.Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5);
const ROTATED_DIR = Graphics.Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION);
const target_rotation = Graphics.Transform.combineRotations(
INIT_ROTATION,
Graphics.Transform.rotationToward(
ROTATED_DIR,
transform.position - Graphics.camera.transform.position,
.{ .normalize_to = true },
),
);
Graphics.camera.transform.rotation = Graphics.Transform.normalizeRotation(math.slerpTimeLn(
Graphics.camera.transform.rotation,
target_rotation,
delta,
-2,
));
}

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@@ -27,7 +27,16 @@ pub fn init(game_alloc: std.mem.Allocator) void {
Game.running = false; Game.running = false;
Game.time = Time{ .now = 0, .delta = 0 }; Game.time = Time{ .now = 0, .delta = 0 };
Game.keyboard = .{}; Game.keyboard = .{};
Game.mouse = .{ .x = 0, .y = 0, .dx = 0, .dy = 0 }; Game.mouse = .{
.buttons = .{},
.x_screen = 0,
.y_screen = 0,
.x_norm = 0,
.y_norm = 0,
.dx = 0,
.dy = 0,
.wheel = 0,
};
Graphics.create(); Graphics.create();
Assets.init(); Assets.init();
World.initDebug(); World.initDebug();
@@ -46,9 +55,11 @@ pub fn run() void {
} else err.sdl(); } else err.sdl();
Game.processEvents(); Game.processEvents();
World.updateReal(Game.time.delta); Game.mouse.x_norm = (Game.mouse.x_screen / @as(f32, @floatFromInt(Graphics.getWidth()))) * 2 - 1;
Game.mouse.y_norm = (Game.mouse.y_screen / @as(f32, @floatFromInt(Graphics.getHeight()))) * -2 + 1;
World.update(Game.time.delta);
if (Game.beginDraw()) { if (Game.beginDraw()) {
World.draw(Game.time.delta); World.draw();
Game.endDraw(); Game.endDraw();
} }
} }
@@ -66,6 +77,7 @@ fn processEvents() void {
Game.mouse.dx = 0.0; Game.mouse.dx = 0.0;
Game.mouse.dy = 0.0; Game.mouse.dy = 0.0;
Game.keyboard.keys.reset(); Game.keyboard.keys.reset();
Game.mouse.reset();
sdl.PumpEvents(); sdl.PumpEvents();
while (true) { while (true) {
@@ -83,8 +95,8 @@ fn processEvents() void {
}, },
sdl.EVENT_MOUSE_MOTION => { sdl.EVENT_MOUSE_MOTION => {
if (event.motion.windowID != Graphics.windowId()) continue; if (event.motion.windowID != Graphics.windowId()) continue;
Game.mouse.x = event.motion.x; Game.mouse.x_screen = event.motion.x;
Game.mouse.y = event.motion.y; Game.mouse.y_screen = event.motion.y;
Game.mouse.dx += event.motion.xrel; Game.mouse.dx += event.motion.xrel;
Game.mouse.dy += event.motion.yrel; Game.mouse.dy += event.motion.yrel;
}, },
@@ -104,6 +116,9 @@ fn processEvents() void {
if (event.button.windowID != Graphics.windowId()) continue; if (event.button.windowID != Graphics.windowId()) continue;
Game.mouse.buttons.release(event.button.button); Game.mouse.buttons.release(event.button.button);
}, },
sdl.EVENT_MOUSE_WHEEL => {
Game.mouse.wheel += event.wheel.integer_y;
},
else => {}, else => {},
} }
} }

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@@ -13,11 +13,11 @@ pub const Mesh = struct {
}; };
var window: *sdl.Window = undefined; var window: *sdl.Window = undefined;
var renderer: *sdl.Renderer = undefined;
var device: *sdl.GPUDevice = undefined; var device: *sdl.GPUDevice = undefined;
/// Only available while drawing /// Only available while drawing
var command_buffer: ?*sdl.GPUCommandBuffer = null; var command_buffer: ?*sdl.GPUCommandBuffer = null;
var render_pass: ?*sdl.GPURenderPass = null; var render_pass: ?*sdl.GPURenderPass = null;
var render_target: ?*sdl.GPUTexture = null;
var shader_vert: *sdl.GPUShader = undefined; var shader_vert: *sdl.GPUShader = undefined;
var shader_frag: *sdl.GPUShader = undefined; var shader_frag: *sdl.GPUShader = undefined;
@@ -30,10 +30,12 @@ var transfer_buffer: *sdl.GPUTransferBuffer = undefined;
var transfer_buffer_capacity: usize = undefined; var transfer_buffer_capacity: usize = undefined;
var depth_texture: *sdl.GPUTexture = undefined; var depth_texture: *sdl.GPUTexture = undefined;
var msaa_resolve: *sdl.GPUTexture = undefined; var fsaa_target: *sdl.GPUTexture = undefined;
var pipeline: *sdl.GPUGraphicsPipeline = undefined; var pipeline: *sdl.GPUGraphicsPipeline = undefined;
var window_size: [2]u32 = undefined; var window_size: [2]u32 = undefined;
var fsaa_scale: u32 = 4;
var fsaa_level: u32 = 3;
pub var camera: Camera = undefined; pub var camera: Camera = undefined;
@@ -41,27 +43,27 @@ var to_resize: ?[2]u32 = null;
const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024; const VERTEX_BUFFER_DEFAULT_CAPACITY = 1024;
const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2; const VERTEX_BUFFER_GROWTH_MULTIPLIER = 2;
const TRANSFER_BUFFER_DEFAULT_CAPACITY = 4096; const TRANSFER_BUFFER_DEFAULT_CAPACITY = 4096 * 1024;
const BYTES_PER_VERTEX = 5 * 4; const BYTES_PER_VERTEX = 5 * 4;
const DEPTH_FORMAT = sdl.GPU_TEXTUREFORMAT_D32_FLOAT;
const MIP_LEVEL = 4;
const Graphics = @This(); const Graphics = @This();
pub fn create() void { pub fn create() void {
// Init // Init
if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) err.sdl(); if (!sdl.Init(sdl.INIT_VIDEO | sdl.INIT_EVENTS)) err.sdl();
if (!sdl.SetHint(sdl.HINT_LOGGING, "*=info")) err.sdl();
if (!sdl.SetHint(sdl.HINT_GPU_DRIVER, "vulkan")) err.sdl();
// Window and Renderer // Window and Renderer
if (!sdl.CreateWindowAndRenderer( Graphics.window = sdl.CreateWindow(
"", "",
1600, 1600,
900, 900,
sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE, sdl.WINDOW_VULKAN | sdl.WINDOW_RESIZABLE,
@ptrCast(&Graphics.window), ) orelse err.sdl();
@ptrCast(&Graphics.renderer),
)) err.sdl();
Graphics.window_size = .{ 1600, 900 }; Graphics.window_size = .{ 1600, 900 };
if (!sdl.SetRenderVSync(renderer, sdl.RENDERER_VSYNC_ADAPTIVE)) err.sdl();
// Device // Device
Graphics.device = sdl.CreateGPUDevice( Graphics.device = sdl.CreateGPUDevice(
sdl.GPU_SHADERFORMAT_SPIRV, sdl.GPU_SHADERFORMAT_SPIRV,
@@ -113,8 +115,20 @@ pub fn create() void {
var window_height: c_int = 1; var window_height: c_int = 1;
if (!sdl.GetWindowSizeInPixels(Graphics.window, &window_width, &window_height)) err.sdl(); if (!sdl.GetWindowSizeInPixels(Graphics.window, &window_width, &window_height)) err.sdl();
Graphics.depth_texture = createDepthTexture(@intCast(window_width), @intCast(window_height)); Graphics.depth_texture = createTexture(
Graphics.msaa_resolve = createTexture(@intCast(window_width), @intCast(window_height), target_format); @as(u32, @intCast(window_width)) * Graphics.fsaa_scale,
@as(u32, @intCast(window_height)) * Graphics.fsaa_scale,
DEPTH_FORMAT,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
1,
);
Graphics.fsaa_target = createTexture(
@as(u32, @intCast(window_width)) * Graphics.fsaa_scale,
@as(u32, @intCast(window_height)) * Graphics.fsaa_scale,
target_format,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
fsaa_level,
);
Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{ Graphics.pipeline = sdl.CreateGPUGraphicsPipeline(Graphics.device, &.{
.vertex_shader = Graphics.shader_vert, .vertex_shader = Graphics.shader_vert,
@@ -144,12 +158,9 @@ pub fn create() void {
}, },
.primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST, .primitive_type = sdl.GPU_PRIMITIVETYPE_TRIANGLELIST,
.rasterizer_state = presets.RASTERIZER_CULL, .rasterizer_state = presets.RASTERIZER_CULL,
.multisample_state = .{
.sample_count = sdl.GPU_SAMPLECOUNT_4,
},
.depth_stencil_state = presets.DEPTH_ENABLED, .depth_stencil_state = presets.DEPTH_ENABLED,
.target_info = .{ .target_info = .{
.depth_stencil_format = sdl.GPU_TEXTUREFORMAT_D16_UNORM, .depth_stencil_format = DEPTH_FORMAT,
.color_target_descriptions = &sdl.GPUColorTargetDescription{ .color_target_descriptions = &sdl.GPUColorTargetDescription{
.format = target_format, .format = target_format,
.blend_state = presets.BLEND_NORMAL, .blend_state = presets.BLEND_NORMAL,
@@ -161,20 +172,20 @@ pub fn create() void {
Graphics.camera = Camera{ Graphics.camera = Camera{
.transform = .{}, .transform = .{},
.near = 1.0, .near = 1.0 / 16.0,
.far = 1024.0, .far = 128.0,
.lens = 1.5, .lens = 1.5,
.aspect = 16.0 / 9.0, .aspect = 16.0 / 9.0,
.matrix = undefined,
}; };
} }
pub fn destroy() void { pub fn destroy() void {
sdl.ReleaseWindowFromGPUDevice(Graphics.device, Graphics.window); sdl.ReleaseWindowFromGPUDevice(Graphics.device, Graphics.window);
sdl.DestroyRenderer(Graphics.renderer);
sdl.DestroyWindow(Graphics.window); sdl.DestroyWindow(Graphics.window);
sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline); sdl.ReleaseGPUGraphicsPipeline(Graphics.device, Graphics.pipeline);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve); sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
sdl.ReleaseGPUBuffer(Graphics.device, Graphics.vertex_buffer); sdl.ReleaseGPUBuffer(Graphics.device, Graphics.vertex_buffer);
sdl.ReleaseGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer); sdl.ReleaseGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
@@ -190,25 +201,22 @@ pub fn destroy() void {
} }
pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct { *sdl.GPUTexture, *sdl.GPUSampler } { pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct { *sdl.GPUTexture, *sdl.GPUSampler } {
// const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; const target_format = sdl.GPU_TEXTUREFORMAT_R8G8B8A8_UNORM;
const texture = sdl.CreateGPUTexture(Graphics.device, &sdl.GPUTextureCreateInfo{ const texture = Graphics.createTexture(
.format = target_format, width,
.layer_count_or_depth = 1, height,
.width = width, target_format,
.height = height, sdl.GPU_TEXTUREUSAGE_SAMPLER | sdl.GPU_TEXTUREUSAGE_COLOR_TARGET,
.num_levels = 1, MIP_LEVEL,
.sample_count = sdl.GPU_SAMPLECOUNT_1, );
.usage = sdl.GPU_TEXTUREUSAGE_SAMPLER,
}) orelse err.sdl();
const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl(); const temp_command_buffer = sdl.AcquireGPUCommandBuffer(Graphics.device) orelse err.sdl();
{ {
const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl(); const copy_pass = sdl.BeginGPUCopyPass(temp_command_buffer) orelse err.sdl();
defer sdl.EndGPUCopyPass(copy_pass); defer sdl.EndGPUCopyPass(copy_pass);
const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl()); const map: [*]u8 = @ptrCast(sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, true) orelse err.sdl());
@memcpy(map, texture_bytes); @memcpy(map, texture_bytes);
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer); sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
@@ -229,6 +237,7 @@ pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct {
.d = 1, .d = 1,
}, false); }, false);
} }
sdl.GenerateMipmapsForGPUTexture(temp_command_buffer, texture);
if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl(); if (!sdl.SubmitGPUCommandBuffer(temp_command_buffer)) err.sdl();
const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{ const sampler = sdl.CreateGPUSampler(Graphics.device, &sdl.GPUSamplerCreateInfo{
@@ -237,6 +246,10 @@ pub fn loadTexture(width: u32, height: u32, texture_bytes: []const u8) struct {
.address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .address_mode_w = sdl.GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.mag_filter = sdl.GPU_FILTER_NEAREST, .mag_filter = sdl.GPU_FILTER_NEAREST,
.min_filter = sdl.GPU_FILTER_LINEAR, .min_filter = sdl.GPU_FILTER_LINEAR,
.mipmap_mode = sdl.GPU_SAMPLERMIPMAPMODE_LINEAR,
.min_lod = 0,
.max_lod = 16,
.mip_lod_bias = -2,
}) orelse err.sdl(); }) orelse err.sdl();
return .{ return .{
@@ -261,7 +274,7 @@ pub fn loadMesh(mesh_bytes: []const u8) Mesh {
Graphics.growVertexBuffer(Graphics.vertex_buffer_capacity * size_mult); Graphics.growVertexBuffer(Graphics.vertex_buffer_capacity * size_mult);
} }
const map = sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, false) orelse err.sdl(); const map = sdl.MapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer, true) orelse err.sdl();
@memcpy(@as([*]u8, @ptrCast(map)), mesh_bytes); @memcpy(@as([*]u8, @ptrCast(map)), mesh_bytes);
sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer); sdl.UnmapGPUTransferBuffer(Graphics.device, Graphics.transfer_buffer);
@@ -353,22 +366,19 @@ pub fn beginDraw() bool {
Graphics.to_resize = null; Graphics.to_resize = null;
} }
var render_target: ?*sdl.GPUTexture = null;
var width: u32 = 0; var width: u32 = 0;
var height: u32 = 0; var height: u32 = 0;
if (!sdl.WaitAndAcquireGPUSwapchainTexture(Graphics.command_buffer, Graphics.window, &render_target, &width, &height)) err.sdl(); if (!sdl.WaitAndAcquireGPUSwapchainTexture(Graphics.command_buffer, Graphics.window, &Graphics.render_target, &width, &height)) err.sdl();
// Hidden // Window is probably hidden
if (render_target == null) return false; if (Graphics.render_target == null) return false;
Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer, &.{ Graphics.render_pass = sdl.BeginGPURenderPass(Graphics.command_buffer, &.{
.clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 }, .clear_color = .{ .r = 0.0, .g = 0.0, .b = 0.0, .a = 1.0 },
.cycle = false, .cycle = false,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_CLEAR,
.store_op = sdl.GPU_STOREOP_RESOLVE, .store_op = sdl.GPU_STOREOP_STORE,
// .store_op = sdl.GPU_STOREOP_STORE,
.resolve_texture = render_target,
.mip_level = 0, .mip_level = 0,
.texture = Graphics.msaa_resolve, .texture = Graphics.fsaa_target,
}, 1, &.{ }, 1, &.{
.clear_depth = 1.0, .clear_depth = 1.0,
.load_op = sdl.GPU_LOADOP_CLEAR, .load_op = sdl.GPU_LOADOP_CLEAR,
@@ -380,7 +390,8 @@ pub fn beginDraw() bool {
sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline); sdl.BindGPUGraphicsPipeline(Graphics.render_pass, Graphics.pipeline);
sdl.BindGPUVertexBuffers(Graphics.render_pass, 0, &.{ .offset = 0, .buffer = Graphics.vertex_buffer }, 1); sdl.BindGPUVertexBuffers(Graphics.render_pass, 0, &.{ .offset = 0, .buffer = Graphics.vertex_buffer }, 1);
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix(), 16 * 4); Graphics.camera.computeMatrix();
sdl.PushGPUVertexUniformData(Graphics.command_buffer, 0, &Graphics.camera.matrix, 16 * 4);
return true; return true;
} }
@@ -402,6 +413,23 @@ pub fn endDraw() void {
defer Graphics.render_pass = null; defer Graphics.render_pass = null;
if (Graphics.render_pass) |pass| { if (Graphics.render_pass) |pass| {
sdl.EndGPURenderPass(pass); sdl.EndGPURenderPass(pass);
if (Graphics.fsaa_level > 1) sdl.GenerateMipmapsForGPUTexture(Graphics.command_buffer, Graphics.fsaa_target);
sdl.BlitGPUTexture(Graphics.command_buffer, &.{
.source = .{
.texture = Graphics.fsaa_target,
.w = Graphics.window_size[0],
.h = Graphics.window_size[1],
.mip_level = fsaa_level - 1,
},
.destination = .{
.texture = Graphics.render_target,
.w = Graphics.window_size[0],
.h = Graphics.window_size[1],
},
.load_op = sdl.GPU_LOADOP_DONT_CARE,
.filter = sdl.GPU_FILTER_NEAREST,
});
} }
if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl(); if (!sdl.SubmitGPUCommandBuffer(Graphics.command_buffer)) err.sdl();
} }
@@ -410,7 +438,7 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path); const file = std.fs.cwd().openFile(path, .{}) catch |e| err.file(e, path);
defer file.close(); defer file.close();
const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, .@"1", 0) catch |e| err.file(e, path); const code = file.readToEndAllocOptions(std.heap.c_allocator, std.math.maxInt(usize), null, 1, 0) catch |e| err.file(e, path);
defer std.heap.c_allocator.free(code); defer std.heap.c_allocator.free(code);
var updated_info = info; var updated_info = info;
@@ -419,38 +447,38 @@ fn loadShader(path: []const u8, info: sdl.GPUShaderCreateInfo) *sdl.GPUShader {
return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl(); return sdl.CreateGPUShader(device, &updated_info) orelse err.sdl();
} }
fn createDepthTexture(width: u32, height: u32) *sdl.GPUTexture { fn createTexture(width: u32, height: u32, format: c_uint, usage: c_uint, mip_level: u32) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{
.format = sdl.GPU_TEXTUREFORMAT_D16_UNORM,
.layer_count_or_depth = 1,
.width = width,
.height = height,
.num_levels = 1,
.sample_count = sdl.GPU_SAMPLECOUNT_4,
.usage = sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
}) orelse err.sdl();
}
fn createTexture(width: u32, height: u32, format: c_uint) *sdl.GPUTexture {
return sdl.CreateGPUTexture(device, &.{ return sdl.CreateGPUTexture(device, &.{
.format = format, .format = format,
.layer_count_or_depth = 1, .layer_count_or_depth = 1,
.width = width, .width = width,
.height = height, .height = height,
.num_levels = 1, .num_levels = mip_level,
.sample_count = sdl.GPU_SAMPLECOUNT_4, .sample_count = sdl.GPU_SAMPLECOUNT_1,
.usage = sdl.GPU_TEXTUREUSAGE_COLOR_TARGET, .usage = usage,
}) orelse err.sdl(); }) orelse err.sdl();
} }
fn resetTextures(width: u32, height: u32) void { fn resetTextures(width: u32, height: u32) void {
sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture); sdl.ReleaseGPUTexture(Graphics.device, Graphics.depth_texture);
Graphics.depth_texture = createDepthTexture(width, height); Graphics.depth_texture = createTexture(
width * Graphics.fsaa_scale,
height * Graphics.fsaa_scale,
DEPTH_FORMAT,
sdl.GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET,
1,
);
const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window); const target_format = sdl.SDL_GetGPUSwapchainTextureFormat(Graphics.device, Graphics.window);
sdl.ReleaseGPUTexture(Graphics.device, Graphics.msaa_resolve); sdl.ReleaseGPUTexture(Graphics.device, Graphics.fsaa_target);
Graphics.msaa_resolve = createTexture(width, height, target_format); Graphics.fsaa_target = createTexture(
width * Graphics.fsaa_scale,
height * Graphics.fsaa_scale,
target_format,
sdl.GPU_TEXTUREUSAGE_COLOR_TARGET | sdl.GPU_TEXTUREUSAGE_SAMPLER,
fsaa_level,
);
} }
pub fn resize(width: u32, height: u32) void { pub fn resize(width: u32, height: u32) void {
@@ -460,3 +488,21 @@ pub fn resize(width: u32, height: u32) void {
pub fn windowId() sdl.WindowID { pub fn windowId() sdl.WindowID {
return sdl.GetWindowID(Graphics.window); return sdl.GetWindowID(Graphics.window);
} }
pub fn getWidth() u32 {
return @max(1, Graphics.window_size[0]);
}
pub fn getHeight() u32 {
return @max(1, Graphics.window_size[1]);
}
pub fn generatePlane(x0: f32, y0: f32, x1: f32, y1: f32) [30]f32 {
return .{
-0.5, -0.5, 0, x0, y1,
0.5, 0.5, 0, x1, y0,
-0.5, 0.5, 0, x0, y0,
0.5, 0.5, 0, x1, y0,
-0.5, -0.5, 0, x0, y1,
0.5, -0.5, 0, x1, y1,
};
}

View File

@@ -1,5 +1,6 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl"); const sdl = @import("sdl");
const math = @import("../math.zig");
const Transform = @import("transform.zig"); const Transform = @import("transform.zig");
const Camera = @This(); const Camera = @This();
@@ -11,7 +12,11 @@ far: f32,
/// width = height * aspect /// width = height * aspect
aspect: f32, aspect: f32,
pub fn matrix(camera: Camera) @Vector(16, f32) { matrix: Transform.TMatrix,
pub fn computeMatrix(camera: *Camera) void {
@setFloatMode(.optimized);
const xx = 1.0 / (camera.lens * camera.aspect); const xx = 1.0 / (camera.lens * camera.aspect);
const yy = 1.0 / camera.lens; const yy = 1.0 / camera.lens;
const fnmod = 1.0 / (camera.far - camera.near); const fnmod = 1.0 / (camera.far - camera.near);
@@ -23,5 +28,79 @@ pub fn matrix(camera: Camera) @Vector(16, f32) {
0, 0, -zz, wz, 0, 0, -zz, wz,
0, 0, -1, 0, 0, 0, -1, 0,
}; };
return Transform.multiplyMatrix(projection, camera.transform.inverseMatrix()); camera.matrix = Transform.multiplyMatrix(projection, camera.transform.inverseMatrix());
}
pub fn to_screen(camera: Camera, position: Transform.Position) @Vector(2, f32) {
@setFloatMode(.optimized);
var x: f32 = camera.matrix[3];
var y: f32 = camera.matrix[7];
var w: f32 = camera.matrix[15];
for (0..3) |i| {
x += camera.matrix[i] * position[i];
}
for (0..3) |i| {
y += camera.matrix[i + 4] * position[i];
}
for (0..3) |i| {
w += camera.matrix[i + 12] * position[i];
}
@setRuntimeSafety(false);
const wmod = 1 / w;
return .{ x * wmod, y * wmod };
}
pub fn mouse_in_quad(camera: Camera, mouse: @Vector(2, f32), quad_transform: Transform) bool {
@setFloatMode(.optimized);
const matrix = Transform.multiplyMatrix(camera.matrix, quad_transform.matrix());
const pi: [4]@Vector(2, f32) = .{
.{ -0.5, -0.5 },
.{ -0.5, 0.5 },
.{ 0.5, 0.5 },
.{ 0.5, -0.5 },
};
var po: [4]@Vector(2, f32) = undefined;
for (0..4) |i| {
const x = matrix[0] * pi[i][0] + matrix[1] * pi[i][1] + matrix[3];
const y = matrix[4] * pi[i][0] + matrix[5] * pi[i][1] + matrix[7];
const w = matrix[12] * pi[i][0] + matrix[13] * pi[i][1] + matrix[15];
@setRuntimeSafety(false);
po[i] = .{ x / w, y / w };
}
inline for (0..4) |i| {
const a = po[i];
const b = po[(i + 1) % 4];
const c = mouse;
if ((c[0] - a[0]) * (b[1] - a[1]) - (c[1] - a[1]) * (b[0] - a[0]) < 0.0) {
return false;
}
}
return true;
}
pub fn raycast(camera: Camera, mouse: @Vector(2, f32), plane: @Vector(4, f32)) @Vector(3, f32) {
const matrix = camera.transform.matrix();
const local = @Vector(3, f32){
mouse[0] * camera.lens * camera.aspect,
mouse[1] * camera.lens,
-1,
};
var global = @Vector(3, f32){
matrix[3],
matrix[7],
matrix[11],
};
for (0..3) |i| {
for (0..3) |j| {
global[i] += local[j] * matrix[4 * i + j];
}
}
return math.raycast(camera.transform.position, global, plane);
} }

View File

@@ -137,3 +137,31 @@ pub fn Sway(comptime T: type) type {
} }
}; };
} }
pub fn raycast(
origin: @Vector(3, f32),
target: @Vector(3, f32),
plane: @Vector(4, f32),
) @Vector(3, f32) {
@setFloatMode(.optimized);
const offset = target - origin;
const plane_dir = @Vector(3, f32){ plane[0], plane[1], plane[2] };
const dist = plane[3];
const dist_mod = dist / dot(plane_dir, plane_dir);
const num = dot(plane_dir, plane_dir * @as(@Vector(3, f32), @splat(dist_mod)) - origin);
var den = dot(offset, plane_dir);
if (@abs(den) < 0.0001) {
den = 0.0001;
}
return origin + offset * @as(@Vector(3, f32), @splat(num / den));
}
pub fn limit(vector: anytype, value: f32) @TypeOf(vector) {
const max = @reduce(.Max, vector);
if (max > value)
return vector * @as(@TypeOf(vector), @splat(value / max))
else
return vector;
}

View File

@@ -3,7 +3,15 @@ const key_store = @import("data/keystore.zig");
buttons: key_store.KeyStore(@TypeOf(sdl.BUTTON_LEFT), 4, 0) = .{}, buttons: key_store.KeyStore(@TypeOf(sdl.BUTTON_LEFT), 4, 0) = .{},
x: f32 = 0, x_screen: f32 = 0,
y: f32 = 0, y_screen: f32 = 0,
x_norm: f32 = 0,
y_norm: f32 = 0,
dx: f32 = 0, dx: f32 = 0,
dy: f32 = 0, dy: f32 = 0,
wheel: i32 = 0,
pub fn reset(mouse: *@This()) void {
mouse.buttons.reset();
mouse.wheel = 0;
}

5
src/offline.zig Normal file
View File

@@ -0,0 +1,5 @@
const client = @import("client.zig");
pub fn main() void {
client.main();
}

5
src/server.zig Normal file
View File

@@ -0,0 +1,5 @@
const std = @import("std");
pub fn main() void {
std.debug.print("Server started!\n", .{});
}

View File

@@ -1,51 +0,0 @@
const TimeType = u64;
const TIME_UNIT: TimeType = 1 << 32;
const TIME_MULT = 1.0 / @as(f32, @floatFromInt(TIME_UNIT));
const Time = @This();
pub const ZERO = Time{ .clock = 0 };
clock: TimeType,
pub fn tick(self: *Time, units: f32) void {
self.clock += durationFromUnits(units);
}
pub fn past(self: *Time, goal: Time) bool {
return self.clock >= goal.clock;
}
pub fn offset(self: Time, units: f32) Time {
return Time{
.clock = self.clock + durationFromUnits(units),
};
}
pub fn unitsSince(self: *Time, from: Time) f32 {
if (from.clock > self.clock) return 0;
return @as(f32, @floatFromInt(self.clock - from.clock)) * TIME_MULT;
}
pub fn progress(self: *Time, from: Time, to: Time) f32 {
if (from.clock > to.clock) return 1.0;
if (self.clock > to.clock) return 1.0;
const duration = to.clock - from.clock;
return @as(f32, @floatFromInt(self.clock - from.clock)) / @as(f32, @floatFromInt(duration));
}
pub fn unitsFromDuration(duration: TimeType) f32 {
return @as(f32, @floatFromInt(duration)) * TIME_MULT;
}
pub fn durationFromUnits(units: f32) TimeType {
return @intFromFloat(@as(f32, @floatFromInt(TIME_UNIT)) * units);
}
pub fn earliest(a: Time, b: Time) Time {
return .{ .clock = @min(a.clock, b.clock) };
}
pub fn plus(time: Time, ticks: TimeType) Time {
return .{ .clock = time.clock + ticks };
}

View File

@@ -1,82 +1,261 @@
const std = @import("std");
const sdl = @import("sdl");
const math = @import("math.zig");
const err = @import("error.zig");
const Game = @import("game.zig");
const Graphics = @import("graphics.zig"); const Graphics = @import("graphics.zig");
const Assets = @import("assets.zig"); const Assets = @import("assets.zig");
const Entity = @import("entity.zig");
const Time = @import("time.zig");
const comp = @import("components.zig");
pub var time: Time = undefined; const Id = u32;
var next_stop: Time = undefined; const Order = i32;
pub var entities: comp.Storage(Entity, .{}) = undefined;
pub var object_map: std.AutoHashMapUnmanaged(Id, usize) = .{};
pub var objects: std.ArrayListUnmanaged(Object) = .{};
pub var plane_mesh: Graphics.Mesh = undefined; pub var plane_mesh: Graphics.Mesh = undefined;
pub var cube_mesh: Graphics.Mesh = undefined; pub var cube_mesh: Graphics.Mesh = undefined;
pub var table_mesh: Graphics.Mesh = undefined;
pub var texture: Assets.Texture = undefined; pub var texture: Assets.Texture = undefined;
pub var hand_texture: Assets.Texture = undefined;
pub var camera_position: @Vector(2, f32) = @splat(0);
pub var hover: ?Id = null;
pub var hand_transform: Graphics.Transform = .{};
pub var panning = false;
pub var zoom: i32 = 0;
pub var hand_objects: u32 = 0;
pub var min_order: Order = undefined;
pub var max_order: Order = undefined;
const Object = struct {
transform: Graphics.Transform = .{},
scale: Graphics.Transform.Scale,
mesh: Graphics.Mesh,
texture: Assets.Texture,
order: Order,
id: Id,
parent: enum {
none,
hand,
} = .none,
hand_index: u32 = 0,
parent_infl: f32 = 0,
};
const World = @This(); const World = @This();
pub fn initDebug() void { pub fn initDebug() void {
entities = comp.Storage(Entity, .{}).init(); for (0..10) |i| {
_ = entities.add(.{ (World.objects.addOne(Game.alloc) catch err.oom()).* = .{
.position = .{ 0, 0 }, .scale = @splat(0.5),
.player = true, .mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(
}); 15.0 / 16.0,
time = Time.ZERO; @as(f32, @floatFromInt(i)) / 16.0,
16.0 / 16.0,
@as(f32, @floatFromInt(i + 1)) / 16.0,
))),
.texture = Assets.load(.texture, "data/yakuza.png"),
.order = @intCast(i),
.id = @intCast(i),
};
World.object_map.put(Game.alloc, @intCast(i), i) catch err.oom();
}
World.plane_mesh = Graphics.loadMesh(@ptrCast(&PLANE_MESH_DATA)); World.plane_mesh = Graphics.loadMesh(@ptrCast(&PLANE_MESH_DATA));
World.cube_mesh = Graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA)); World.cube_mesh = Graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA));
World.texture = Assets.load(.texture, "data/wawa.png"); World.table_mesh = Graphics.loadMesh(@ptrCast(&Graphics.generatePlane(0, 0, 0.5, 0.5)));
World.texture = Assets.load(.texture, "data/yakuza.png");
World.hand_texture = Assets.load(.texture, "data/hand.png");
World.camera_position = @splat(0);
World.hover = null;
World.hand_transform = .{
.scale = @splat(0.5),
};
World.panning = false;
World.zoom = 0;
World.min_order = 0;
World.max_order = 9;
} }
pub fn deinit() void { pub fn deinit() void {
Graphics.unloadMesh(World.plane_mesh); Graphics.unloadMesh(World.plane_mesh);
Graphics.unloadMesh(World.cube_mesh); Graphics.unloadMesh(World.cube_mesh);
Graphics.unloadMesh(World.table_mesh);
Assets.free(World.texture); Assets.free(World.texture);
World.entities.deinit(); Assets.free(World.hand_texture);
for (World.objects.items) |*object| {
Assets.free(object.texture);
Graphics.unloadMesh(object.mesh);
}
World.objects.clearAndFree(Game.alloc);
World.object_map.clearAndFree(Game.alloc);
} }
pub fn updateReal(delta: f32) void { pub fn update(delta: f32) void {
const update_until = World.time.plus(Time.durationFromUnits(delta)); const hand_target = Graphics.camera.raycast(.{ Game.mouse.x_norm, Game.mouse.y_norm }, .{ 0, 0, 1, 0 });
while (!World.time.past(update_until)) { World.hand_transform.position = math.lerpTimeLn(
const current = Time.earliest(World.next_stop, update_until); World.hand_transform.position,
defer World.time = current; hand_target + @Vector(3, f32){ World.hand_transform.scale[0] * 0.5, -World.hand_transform.scale[1] * 0.5, 0.25 },
delta,
-16,
);
World.hover = null;
World.hand_objects = 0;
for (World.objects.items) |*object| {
updateHover(object);
}
for (World.objects.items) |*object| {
updateObject(object, delta);
}
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_LEFT)) {
World.panning = !World.tryPick();
}
if (Game.mouse.buttons.is_just_pressed(sdl.BUTTON_RIGHT)) {
_ = World.tryRelease();
}
World.updateCamera(delta);
}
var iter = World.entities.iter(); pub fn tryPick() bool {
while (iter.next()) |entity| { if (World.hover) |hover_id| {
entity.update(); World.panning = false;
World.getObject(hover_id).?.parent = .hand;
return true;
} else return false;
}
pub fn tryRelease() bool {
var last: ?*Object = null;
for (World.objects.items) |*object| {
if (object.parent != .hand) continue;
last = object;
}
if (last) |object| {
object.parent = .none;
return true;
}
return false;
}
pub fn updateHover(object: *Object) void {
if (object.parent == .hand) {
object.hand_index = World.hand_objects;
World.hand_objects += 1;
return;
}
if (Graphics.camera.mouse_in_quad(.{ Game.mouse.x_norm, Game.mouse.y_norm }, object.transform)) {
if (World.hover == null or World.getObject(World.hover.?).?.transform.position[2] < object.transform.position[2]) {
World.hover = object.id;
} }
} }
} }
pub fn draw(delta: f32) void { pub fn updateObject(object: *Object, delta: f32) void {
Graphics.drawMesh(World.plane_mesh, World.texture, Graphics.Transform.matrix(.{ .scale = @splat(5) })); switch (object.parent) {
var iter = World.entities.iter(); .none => {
while (iter.next()) |entity| { object.transform.position[2] = math.lerpTimeLn(
entity.draw(delta); object.transform.position[2],
if (World.hover == object.id) @as(f32, 0.125) else @as(f32, 0.0625),
delta,
-8,
);
object.transform.scale = math.lerpTimeLn(
object.transform.scale,
if (World.hover == object.id) object.scale * @as(@Vector(3, f32), @splat(1.25)) else object.scale,
delta,
-4,
);
},
.hand => {
var target_position = World.hand_transform.position;
var target_scale = object.scale;
target_position[2] *= 0.5;
const hand_order = hand_objects - object.hand_index - 1;
switch (hand_order) {
0 => {
target_position[0] -= World.hand_transform.scale[0] * 0.5;
target_position[1] += World.hand_transform.scale[1] * 0.5;
},
else => |i| {
target_position[0] += World.hand_transform.scale[0] * if ((i - 1) & 1 == 0) @as(f32, 0.5) else @as(f32, 1);
target_position[1] += World.hand_transform.scale[1] * if ((i - 1) & 2 == 0) @as(f32, 0.25) else @as(f32, -0.25);
target_position[2] -= @as(f32, @floatFromInt((hand_order - 1) / 4)) * 0.01;
target_scale = math.limit(target_scale, World.hand_transform.scale[1] * 0.5);
},
}
object.transform.position = math.lerpTimeLn(
object.transform.position,
target_position,
delta,
-16,
);
object.transform.scale = math.lerpTimeLn(
object.transform.scale,
target_scale,
delta,
-4,
);
},
} }
} }
pub fn requestUpdate(at: Time) void { pub fn draw() void {
World.next_stop = Time.earliest(at, World.next_stop); Graphics.drawMesh(World.table_mesh, World.texture, Graphics.Transform.matrix(.{ .scale = @splat(8) }));
for (World.objects.items) |*object| {
Graphics.drawMesh(object.mesh, object.texture, object.transform.matrix());
}
Graphics.drawMesh(World.plane_mesh, World.hand_texture, World.hand_transform.matrix());
} }
pub fn entityAt(position: @Vector(2, i32)) ?*Entity { pub fn updateCamera(delta: f32) void {
var iter = World.entities.iter(); World.zoom = std.math.clamp(World.zoom + Game.mouse.wheel, -4, 8);
while (iter.next()) |entity| { const zoom_factor = std.math.exp(@as(f32, @floatFromInt(zoom)) * @log(2.0) * -0.5);
if (@reduce(.And, entity.position == position))
return entity; if (Game.mouse.buttons.is_pressed(sdl.BUTTON_LEFT)) {
if (World.panning) {
World.camera_position[0] += zoom_factor * Game.mouse.dx / @as(f32, @floatFromInt(Graphics.getWidth())) * -15;
World.camera_position[1] += zoom_factor * Game.mouse.dy / @as(f32, @floatFromInt(Graphics.getWidth())) * 15;
} }
return null;
} }
pub fn isFree(position: @Vector(2, i32)) bool { const offset = @Vector(3, f32){ 0.0, -1.0 * zoom_factor, 4.0 * zoom_factor };
return World.entityAt(position) == null; const target_position = @Vector(3, f32){ World.camera_position[0], World.camera_position[1], 0.0 };
Graphics.camera.transform.position = math.lerpTimeLn(
Graphics.camera.transform.position,
target_position + offset,
delta,
-32,
);
const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 };
const INIT_ROTATION = Graphics.Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5);
const ROTATED_DIR = Graphics.Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION);
const target_rotation = Graphics.Transform.combineRotations(
INIT_ROTATION,
Graphics.Transform.rotationToward(
ROTATED_DIR,
math.lerp(-offset, target_position - Graphics.camera.transform.position, 0.125),
.{ .normalize_to = true },
),
);
Graphics.camera.transform.rotation = Graphics.Transform.normalizeRotation(math.slerpTimeLn(
Graphics.camera.transform.rotation,
target_rotation,
delta,
-16,
));
} }
pub fn getPlayer() ?*Entity { fn getObject(id: Id) ?*Object {
var iter = World.entities.iter(); const index = World.object_map.get(id) orelse return null;
while (iter.next()) |entity| { if (index >= World.objects.items.len) return null;
if (entity.player) return &World.objects.items[index];
return entity;
} }
return null;
fn bringToTop(object: *Object) void {
World.max_order += 1;
object.order = World.max_order;
}
fn bringToBottom(object: *Object) void {
World.min_order -= 1;
object.order = World.min_order;
} }
const CUBE_MESH_DATA = [_]f32{ const CUBE_MESH_DATA = [_]f32{
@@ -130,9 +309,3 @@ const PLANE_MESH_DATA = [_]f32{
-0.5, -0.5, 0, 0.0, 1.0, -0.5, -0.5, 0, 0.0, 1.0,
0.5, -0.5, 0, 1.0, 1.0, 0.5, -0.5, 0, 1.0, 1.0,
}; };
const TEXTURE_DATA = [_]u8{
255, 64, 64, 255,
64, 255, 64, 255,
64, 64, 255, 255,
64, 64, 64, 255,
};