Files
dt/Engine.cpp
T
2026-11-02 19:35:36 -05:00

1105 lines
49 KiB
C++

#include "Engine.h"
// ============================================================================
// Standard library
// ============================================================================
#include <iostream>
#include <vector>
#include <random>
#include <string>
#include <memory>
#include <type_traits>
#include <algorithm>
#include <cmath>
// ============================================================================
// OpenGL
// ============================================================================
#include <glad/glad.h>
#include <GLFW/glfw3.h>
// ============================================================================
// Math
// ============================================================================
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/quaternion.hpp>
// ============================================================================
// Third party
// ============================================================================
#include <ft2build.h>
#include FT_FREETYPE_H
// ============================================================================
// Engine core
// ============================================================================
#include "common.h"
#include "Window.h"
#include "Camera.h"
#include "Keyboard.h"
#include "Mouse.h"
#include "Physics.h"
#include "RenderSystem.h"
#include "SoundSystem.h"
#include "ResourceManager.h"
#include "tFunctions.h"
#include "Debug.h"
// Rendering
#include "shaderClass.h"
#include "VBO.h"
#include "VAO.h"
#include "EBO.h"
#include "FBO.h"
#include "texture.h"
#include "Material.h"
#include "Mesh.h"
#include "Model.h"
#include "Cubemap.h"
#include "QuadVertices.h"
#include "Particle.h"
#include "Lighting.h"
#include "DirLight.h"
// Scene
#include "Folder.h"
#include "Sound.h"
#include "Gui.h"
#include "font.h"
#include "TexturePainter.h"
// Character / animation
#include "Rig.h"
#include "Animator.h"
#include "Character.h"
#include "CharacterManager.h"
#include "Ragdoll.h"
#include "DefaultBodyComponents.h"
#include "BodyComponentActions.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
// ============================================================================
// Constructor - window, callbacks, systems, shaders
// ============================================================================
Engine::Engine()
{
engine = this;
glfwSetFramebufferSizeCallback(window->handle, framebuffer_size_callback);
glfwSetCursorPosCallback(window->handle, mouse_callback);
glfwSetScrollCallback(window->handle, scroll_callback);
glfwSetKeyCallback(window->handle, key_callback);
glfwSetMouseButtonCallback(window->handle, mouse_button_callback);
glfwSwapInterval(1);
int fbw, fbh;
glfwGetFramebufferSize(window->handle, &fbw, &fbh);
framebuffer_size_callback(window->handle, fbw, fbh);
rendersystem = new RenderSystem();
rendersystem->Initialize();
physicsengine = new Physics();
physicsengine->SetGravity(physicsengine->GetGravity() * 1.25f);
mainf = new Folder();
camera = new Camera();
camera->t.TranslateTo({ 0.0f, 5.0f, 0.0f });
rendersystem->RigShader = new Shader("shaders/rig.vert", "shaders/default.frag");
rendersystem->MeshShader = new Shader("shaders/default.vert", "shaders/default.frag");
rendersystem->GeometryShader = new Shader("shaders/geometry.vert", "shaders/geometry.frag");
rendersystem->GeometryRigShader = new Shader("shaders/geometry_rig.vert", "shaders/geometry.frag");
rendersystem->DeferredLightingShader = new Shader("shaders/deferred_lighting.vert", "shaders/deferred_lighting.frag");
rendersystem->GBufferDebugShader = new Shader("shaders/gbuffer_debug.vert", "shaders/gbuffer_debug.frag");
rendersystem->BloomExtractShader = new Shader("shaders/ScreenShader.vert", "shaders/bloom_extract.frag");
rendersystem->BloomBlurShader = new Shader("shaders/ScreenShader.vert", "shaders/bloom_blur.frag");
rendersystem->MeshShadowShader = new Shader("shaders/meshshadow.vert", "shaders/shadow.frag");
rendersystem->RigShadowShader = new Shader("shaders/rigshadow.vert", "shaders/shadow.frag");
rendersystem->SkyboxShader = new Shader("shaders/skybox.vert", "shaders/skybox.frag");
rendersystem->ScreenShader = new Shader("shaders/ScreenShader.vert", "shaders/ScreenShader.frag");
rendersystem->ImageBoxShader = new Shader("shaders/ImageBox.vert", "shaders/ImageBox.frag");
rendersystem->BoxShader = new Shader("shaders/Box.vert", "shaders/Box.frag");
rendersystem->Text2DShader = new Shader("shaders/2DText.vert", "shaders/2DText.frag");
rendersystem->ParticleShader = new Shader("shaders/Particle.vert", "shaders/Particle.frag");
rendersystem->HitboxShader = new Shader("shaders/Hitbox.vert", "shaders/Hitbox.frag");
}
// ============================================================================
// Initiate - scene setup + game loop
// ============================================================================
void Engine::Initiate()
{
Font* arial = resourcemanager->GetFont("assets/ft/arial.ttf");
Texture* blanktex = resourcemanager->GetTexture("assets/blanktexture.png");
charactermanager = new CharacterManager();
charactermanager->LoadRig("humanoid", "assets/rig.glb");
charactermanager->LoadAnimation("walk", "assets/walkanim.glb", "humanoid");
// ------------------------------------------------------------------------
// Player character
// ------------------------------------------------------------------------
Character& testcharacter = *charactermanager->CreateCharacter("character", "humanoid", "walk");
charactermanager->SetControlledCharacter("character");
testcharacter.castshadow = true;
testcharacter.colorOverride = glm::vec4(0.62f, 0.64f, 0.68f, 1.0f);
testcharacter.roughness = 0.65f;
testcharacter.body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
testcharacter.body->t.TranslateTo({ 0.0f, 1.5f, 0.0f });
testcharacter.body->animator->loops = true;
testcharacter.BindToRenderSystem();
p* characterBody = new p(testcharacter.body);
characterBody->mass = 80.0f;
characterBody->lockRotation = true;
characterBody->friction = 0.0f;
physicsengine->AddObject(characterBody);
// ------------------------------------------------------------------------
// NPC
// ------------------------------------------------------------------------
Character& npc = *charactermanager->CreateCharacter("npc", "humanoid", "walk");
npc.castshadow = true;
npc.colorOverride = glm::vec4(0.10f, 0.20f, 0.48f, 1.0f);
npc.metallic = 0.1f;
npc.roughness = 0.5f;
npc.body->t.ScaleBy({ 0.7f, 2.5f, 0.7f });
npc.body->t.TranslateTo({ 3.0f, 1.25f, 3.0f });
npc.BindToRenderSystem();
testcharacter.SetWalking(false);
npc.SetWalking(false);
npc.EnableRagdoll(*physicsengine);
// ------------------------------------------------------------------------
// 3D audio
// ------------------------------------------------------------------------
Sound* music = new Sound();
music->name = "music";
music->LoadSound("assets/fs.wav", true);
music->Update3DPosition(0.0f, 0.0f, 0.0f);
music->PlayTrack(true);
mainf->AddChild(music);
// ------------------------------------------------------------------------
// GUI
// ------------------------------------------------------------------------
TextBox* fpsCounter = new TextBox();
fpsCounter->font = arial;
fpsCounter->text = "";
fpsCounter->fontsize = 0.5f;
fpsCounter->Color = { 0.0f, 0.0f, 0.0f };
fpsCounter->t2d.position = { 1.0f, 0.0f, 0.0f, 0.0f };
fpsCounter->t2d.center = { 1.0f, 0.0f };
fpsCounter->textCenter = { 0.0f, 0.5f };
fpsCounter->t2d.size = { 0.1f, 0.1f, 0.0f, 0.0f };
fpsCounter->BindToRenderSystem();
struct MenuButton {
Box* box;
Box* accent;
TextBox* label;
glm::vec3 color;
glm::vec3 hoverColor;
float opacity;
float labelX;
float labelSlide; // how far the label moves right on hover
bool hovered = false;
float hover = 0.0f; // eased 0-1
};
enum class MenuScreen { Main, Paused, Settings, Graphics, Drawer };
MenuScreen menuScreen = MenuScreen::Main;
MenuScreen settingsReturn = MenuScreen::Main;
bool menuActive = true;
bool prevMouseDown = false;
std::vector<Box*> menuItems;
// Everything hangs off a left side panel so the live scene stays visible.
// Items are positioned in pixels from the left edge and the vertical center of the window.
const float menuPanelWidth = 460.0f;
const float menuMargin = 48.0f;
const float menuContentWidth = 364.0f;
const glm::vec3 menuAccent(0.96f, 0.58f, 0.16f);
const glm::vec3 menuText(0.95f, 0.97f, 1.0f);
const glm::vec3 menuMutedText(0.62f, 0.68f, 0.77f);
const glm::vec3 menuButtonColor(0.11f, 0.14f, 0.19f);
const glm::vec3 menuButtonHover(0.20f, 0.25f, 0.33f);
Box* menuVeil = new Box();
menuVeil->Color = { 0.02f, 0.03f, 0.05f };
menuVeil->t2d.position = { 0.0f, 0.0f, 0.0f, 0.0f };
menuVeil->t2d.size = { 1.0f, 1.0f, 0.0f, 0.0f };
menuVeil->BindToRenderSystem();
menuItems.push_back(menuVeil);
Box* menuPanel = new Box();
menuPanel->Color = { 0.03f, 0.04f, 0.06f };
menuPanel->t2d.position = { 0.0f, 0.0f, 0.0f, 0.0f };
menuPanel->t2d.size = { 0.0f, 1.0f, menuPanelWidth, 0.0f };
menuPanel->BindToRenderSystem();
menuItems.push_back(menuPanel);
Box* menuPanelEdge = new Box();
menuPanelEdge->Color = menuAccent;
menuPanelEdge->t2d.position = { 0.0f, 0.0f, menuPanelWidth, 0.0f };
menuPanelEdge->t2d.size = { 0.0f, 1.0f, 3.0f, 0.0f };
menuPanelEdge->BindToRenderSystem();
menuItems.push_back(menuPanelEdge);
auto MakeMenuText = [&](const char* text, float x, float y, float width, float height,
float fontsize, glm::vec3 color, float alignX = 0.0f) {
TextBox* label = new TextBox();
label->font = arial;
label->text = text;
label->fontsize = fontsize;
label->Color = color;
label->t2d.position = { 0.0f, 0.5f, x, y };
label->t2d.center = { 0.0f, 0.5f };
label->t2d.size = { 0.0f, 0.0f, width, height };
label->textCenter = { alignX, 0.5f };
label->BindToRenderSystem();
menuItems.push_back(label);
return label;
};
TextBox* menuTitle = MakeMenuText("EIIFWHRN", menuMargin, -235.0f, 400.0f, 100.0f, 1.6f, menuText);
TextBox* menuSubtitle = MakeMenuText("MAIN MENU", menuMargin, -165.0f, menuContentWidth, 36.0f, 0.5f, menuAccent);
auto MakeMenuButton = [&](const char* text, float x, float y, float width, float height,
float fontsize, glm::vec3 color, glm::vec3 hoverColor,
float opacity = 0.6f, bool compact = false) {
Box* box = new Box();
box->Color = color;
box->t2d.position = { 0.0f, 0.5f, x, y };
box->t2d.center = { 0.0f, 0.5f };
box->t2d.size = { 0.0f, 0.0f, width, height };
box->rounding = 0.15f;
box->BindToRenderSystem();
menuItems.push_back(box);
Box* accent = new Box();
accent->Color = menuAccent;
accent->t2d.position = { 0.0f, 0.5f, x, y };
accent->t2d.center = { 0.0f, 0.5f };
accent->t2d.size = { 0.0f, 0.0f, 0.0f, height };
accent->BindToRenderSystem();
menuItems.push_back(accent);
// Compact buttons hold a single centered symbol, the rest are left aligned and slide on hover
const float padding = compact ? 0.0f : 20.0f;
TextBox* label = MakeMenuText(text, x + padding, y, width - padding * 2.0f, height,
fontsize, menuText, compact ? 0.5f : 0.0f);
return MenuButton{ box, accent, label, color, hoverColor, opacity,
x + padding, compact ? 0.0f : 8.0f };
};
const float mainButtonHeight = 60.0f;
MenuButton playButton = MakeMenuButton("PLAY", menuMargin, -60.0f, menuContentWidth, mainButtonHeight, 0.75f,
glm::vec3(0.82f, 0.45f, 0.10f), menuAccent, 0.95f);
MenuButton drawerButton = MakeMenuButton("TEXTURE DRAWER", menuMargin, 12.0f, menuContentWidth, mainButtonHeight, 0.75f,
menuButtonColor, menuButtonHover);
MenuButton settingsButton = MakeMenuButton("SETTINGS", menuMargin, 84.0f, menuContentWidth, mainButtonHeight, 0.75f,
menuButtonColor, menuButtonHover);
MenuButton quitButton = MakeMenuButton("QUIT", menuMargin, 156.0f, menuContentWidth, mainButtonHeight, 0.75f,
menuButtonColor, glm::vec3(0.42f, 0.14f, 0.16f));
// Settings rows: LABEL [-] VALUE [+]
const float stepperDownX = menuMargin + 176.0f;
const float stepperValueX = stepperDownX + 44.0f;
const float stepperUpX = menuMargin + menuContentWidth - 44.0f;
const float stepperValueWidth = stepperUpX - stepperValueX;
const float sensRowY = -120.0f;
const float fovRowY = -64.0f;
TextBox* sensLabel = MakeMenuText("SENSITIVITY", menuMargin, sensRowY, 172.0f, 44.0f, 0.5f, menuMutedText);
TextBox* sensValue = MakeMenuText("", stepperValueX, sensRowY, stepperValueWidth, 44.0f, 0.5f, menuText, 0.5f);
TextBox* fovLabel = MakeMenuText("FIELD OF VIEW", menuMargin, fovRowY, 172.0f, 44.0f, 0.5f, menuMutedText);
TextBox* fovValue = MakeMenuText("", stepperValueX, fovRowY, stepperValueWidth, 44.0f, 0.5f, menuText, 0.5f);
MenuButton sensitivityDown = MakeMenuButton("-", stepperDownX, sensRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton sensitivityUp = MakeMenuButton("+", stepperUpX, sensRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton fovDown = MakeMenuButton("-", stepperDownX, fovRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton fovUp = MakeMenuButton("+", stepperUpX, fovRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton hitboxToggle = MakeMenuButton("HITBOXES: OFF", menuMargin, -18.0f, menuContentWidth, 40.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton graphicsButton = MakeMenuButton("GRAPHICS", menuMargin, 26.0f, menuContentWidth, 40.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton resetButton = MakeMenuButton("RESET DEFAULTS", menuMargin, 70.0f, menuContentWidth, 40.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton bloomToggle = MakeMenuButton("", menuMargin, -128.0f, menuContentWidth, 44.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton shadowToggle = MakeMenuButton("", menuMargin, -78.0f, menuContentWidth, 44.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton lightShadowToggle = MakeMenuButton("", menuMargin, -28.0f, menuContentWidth, 44.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton vsyncToggle = MakeMenuButton("", menuMargin, 22.0f, menuContentWidth, 44.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton cullingToggle = MakeMenuButton("", menuMargin, 72.0f, menuContentWidth, 44.0f, 0.6f,
menuButtonColor, menuButtonHover);
MenuButton backButton = MakeMenuButton("BACK", menuMargin, 120.0f, menuContentWidth, 50.0f, 0.6f,
glm::vec3(0.82f, 0.45f, 0.10f), menuAccent, 0.95f);
// Texture drawer. Filled in further down, once the things it paints on exist.
struct DrawableSurface {
const char* name;
SurfaceTexture* surface;
glm::vec4* colorOverride;
bool hasCanvas = false;
};
std::vector<DrawableSurface> drawableSurfaces;
int selectedSurface = 0;
int selectedSwatch = 0;
TexturePainter painter;
bool painting = false;
// The first edit swaps in a private copy, so painting never touches the shared image file.
// A colour override would hide the paint, so that goes too.
auto EnsureCanvas = [&](DrawableSurface& drawable) {
if (drawable.hasCanvas)
return;
SurfaceTexture& surface = *drawable.surface;
surface.texture = surface.texture ? resourcemanager->CopyTexture(*surface.texture)
: resourcemanager->CreateTexture(256, 256);
drawable.colorOverride->w = 0.0f;
drawable.hasCanvas = true;
};
const float surfaceRowY = -120.0f;
const float swatchRowY = -64.0f;
const float brushRowY = -8.0f;
MenuButton surfacePrevious = MakeMenuButton("<", menuMargin, surfaceRowY, 44.0f, 44.0f, 0.6f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton surfaceNext = MakeMenuButton(">", stepperUpX, surfaceRowY, 44.0f, 44.0f, 0.6f,
menuButtonColor, menuButtonHover, 0.6f, true);
TextBox* surfaceName = MakeMenuText("", menuMargin + 44.0f, surfaceRowY, menuContentWidth - 88.0f, 44.0f, 0.5f, menuText, 0.5f);
const glm::vec3 swatchColors[] = {
{ 0.0f, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f }, { 0.90f, 0.15f, 0.15f },
{ 0.96f, 0.58f, 0.16f }, { 0.20f, 0.75f, 0.30f }, { 0.20f, 0.45f, 0.95f }
};
const float swatchSize = 52.0f;
const float swatchSpacing = 60.0f;
std::vector<MenuButton> swatches;
swatches.reserve(std::size(swatchColors));
for (int i = 0; i < (int)std::size(swatchColors); i++) {
swatches.push_back(MakeMenuButton("", menuMargin + swatchSpacing * i, swatchRowY, swatchSize, 44.0f, 0.5f,
swatchColors[i], glm::mix(swatchColors[i], glm::vec3(1.0f), 0.2f), 1.0f, true));
}
Box* swatchMarker = new Box();
swatchMarker->Color = menuAccent;
swatchMarker->t2d.center = { 0.0f, 0.5f };
swatchMarker->t2d.size = { 0.0f, 0.0f, swatchSize, 4.0f };
swatchMarker->BindToRenderSystem();
menuItems.push_back(swatchMarker);
TextBox* brushLabel = MakeMenuText("BRUSH SIZE", menuMargin, brushRowY, 172.0f, 44.0f, 0.5f, menuMutedText);
TextBox* brushValue = MakeMenuText("", stepperValueX, brushRowY, stepperValueWidth, 44.0f, 0.5f, menuText, 0.5f);
MenuButton brushDown = MakeMenuButton("-", stepperDownX, brushRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton brushUp = MakeMenuButton("+", stepperUpX, brushRowY, 44.0f, 44.0f, 0.7f,
menuButtonColor, menuButtonHover, 0.6f, true);
MenuButton clearButton = MakeMenuButton("CLEAR", menuMargin, 52.0f, menuContentWidth, 50.0f, 0.6f,
menuButtonColor, menuButtonHover);
// The canvas sits in the middle of the space right of the panel
const float canvasSize = 640.0f;
Box* canvasBorder = new Box();
canvasBorder->Color = menuAccent;
canvasBorder->t2d.position = { 0.5f, 0.5f, menuPanelWidth * 0.5f, 0.0f };
canvasBorder->t2d.center = { 0.5f, 0.5f };
canvasBorder->t2d.size = { 0.0f, 0.0f, canvasSize + 8.0f, canvasSize + 8.0f };
canvasBorder->BindToRenderSystem();
menuItems.push_back(canvasBorder);
Box* canvasBlank = new Box(); // shows through until the surface has a texture
canvasBlank->t2d.position = canvasBorder->t2d.position;
canvasBlank->t2d.center = { 0.5f, 0.5f };
canvasBlank->t2d.size = { 0.0f, 0.0f, canvasSize, canvasSize };
canvasBlank->BindToRenderSystem();
menuItems.push_back(canvasBlank);
ImageBox* canvasImage = new ImageBox();
canvasImage->t2d.position = canvasBorder->t2d.position;
canvasImage->t2d.center = { 0.5f, 0.5f };
canvasImage->t2d.size = { 0.0f, 0.0f, canvasSize, canvasSize };
canvasImage->BindToRenderSystem();
menuItems.push_back(canvasImage);
std::vector<MenuButton*> menuButtons = {
&playButton, &drawerButton, &settingsButton, &quitButton,
&sensitivityDown, &sensitivityUp, &fovDown, &fovUp,
&hitboxToggle, &graphicsButton, &resetButton, &backButton,
&bloomToggle, &shadowToggle, &lightShadowToggle, &vsyncToggle, &cullingToggle,
&surfacePrevious, &surfaceNext, &brushDown, &brushUp, &clearButton
};
for (MenuButton& swatch : swatches)
menuButtons.push_back(&swatch);
TextBox* menuHint = new TextBox();
menuHint->font = arial;
menuHint->fontsize = 0.42f;
menuHint->Color = menuMutedText;
menuHint->t2d.position = { 0.0f, 1.0f, menuMargin, -28.0f };
menuHint->t2d.center = { 0.0f, 1.0f };
menuHint->t2d.size = { 0.0f, 0.0f, menuContentWidth, 110.0f };
menuHint->textCenter = { 0.0f, 1.0f };
menuHint->BindToRenderSystem();
menuItems.push_back(menuHint);
auto SetButtonVisible = [](MenuButton& button, bool visible) {
button.box->Opacity = visible ? button.opacity : 0.0f;
button.accent->Opacity = visible ? 1.0f : 0.0f;
button.label->Opacity = visible ? 1.0f : 0.0f;
};
auto ApplyMenuLayout = [&]() {
const bool main = menuScreen == MenuScreen::Main;
const bool paused = menuScreen == MenuScreen::Paused;
const bool settings = menuScreen == MenuScreen::Settings;
const bool graphics = menuScreen == MenuScreen::Graphics;
const bool drawer = menuScreen == MenuScreen::Drawer;
const bool mainButtons = main || paused;
menuVeil->Opacity = 0.22f;
menuPanel->Opacity = 0.82f;
menuPanelEdge->Opacity = 1.0f;
menuTitle->Opacity = 1.0f;
menuSubtitle->Opacity = 1.0f;
menuHint->Opacity = 1.0f;
menuSubtitle->text = main ? "MAIN MENU" : (paused ? "PAUSED"
: (drawer ? "TEXTURE DRAWER" : (graphics ? "GRAPHICS" : "SETTINGS")));
playButton.label->text = paused ? "RESUME" : "PLAY";
quitButton.label->text = paused ? "QUIT TO MENU" : "QUIT";
menuHint->text = drawer
? "DRAG ON THE CANVAS TO DRAW\nESC TO GO BACK"
: (settings || graphics ? "ESC TO GO BACK" : "WASD TO MOVE\nESC FOR MENU");
SetButtonVisible(playButton, mainButtons);
SetButtonVisible(drawerButton, mainButtons);
SetButtonVisible(settingsButton, mainButtons);
SetButtonVisible(quitButton, mainButtons);
SetButtonVisible(surfacePrevious, drawer);
SetButtonVisible(surfaceNext, drawer);
SetButtonVisible(brushDown, drawer);
SetButtonVisible(brushUp, drawer);
SetButtonVisible(clearButton, drawer);
for (MenuButton& swatch : swatches)
SetButtonVisible(swatch, drawer);
Texture* canvasTexture = drawableSurfaces[selectedSurface].surface->texture;
canvasImage->surface = SurfaceTexture::Stretched(canvasTexture);
canvasImage->Opacity = drawer && canvasTexture ? 1.0f : 0.0f;
canvasBlank->Opacity = drawer ? 1.0f : 0.0f;
canvasBorder->Opacity = drawer ? 1.0f : 0.0f;
surfaceName->Opacity = drawer ? 1.0f : 0.0f;
surfaceName->text = drawableSurfaces[selectedSurface].name;
brushLabel->Opacity = drawer ? 1.0f : 0.0f;
brushValue->Opacity = drawer ? 1.0f : 0.0f;
brushValue->text = std::to_string(painter.brushSize);
swatchMarker->Opacity = drawer ? 1.0f : 0.0f;
swatchMarker->t2d.position = { 0.0f, 0.5f, menuMargin + swatchSpacing * selectedSwatch, swatchRowY + 28.0f };
SetButtonVisible(sensitivityDown, settings);
SetButtonVisible(sensitivityUp, settings);
SetButtonVisible(fovDown, settings);
SetButtonVisible(fovUp, settings);
SetButtonVisible(hitboxToggle, settings);
SetButtonVisible(graphicsButton, settings);
SetButtonVisible(resetButton, settings);
SetButtonVisible(backButton, settings || drawer || graphics);
auto ShowToggle = [&](MenuButton& button, const char* name, bool enabled) {
SetButtonVisible(button, graphics);
button.label->text = std::string(name) + (enabled ? ": ON" : ": OFF");
button.color = enabled ? glm::vec3(0.82f, 0.45f, 0.10f) : menuButtonColor;
};
ShowToggle(bloomToggle, "BLOOM", rendersystem->graphics.bloom);
ShowToggle(shadowToggle, "SUN SHADOWS", rendersystem->graphics.shadows);
ShowToggle(lightShadowToggle, "LIGHT SHADOWS", rendersystem->graphics.lightShadows);
ShowToggle(vsyncToggle, "VSYNC", rendersystem->graphics.vsync);
ShowToggle(cullingToggle, "CULLING", rendersystem->graphics.culling);
sensLabel->Opacity = settings ? 1.0f : 0.0f;
sensValue->Opacity = settings ? 1.0f : 0.0f;
fovLabel->Opacity = settings ? 1.0f : 0.0f;
fovValue->Opacity = settings ? 1.0f : 0.0f;
hitboxToggle.label->text = showHitboxes ? "HITBOXES: ON" : "HITBOXES: OFF";
hitboxToggle.color = showHitboxes ? glm::vec3(0.82f, 0.45f, 0.10f) : menuButtonColor;
sensValue->text = std::to_string((int)std::lround(StartupCmPer360)) + " CM";
fovValue->text = std::to_string((int)std::lround(camera->FOV));
};
auto OpenMenu = [&](MenuScreen screen) {
menuActive = true;
menuScreen = screen;
charactermanager->ClearInput();
testcharacter.SetWalking(false);
npc.SetWalking(false);
fpsCounter->Opacity = 0.0f;
camera->lockedcursor = false;
glfwSetInputMode(window->handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
prevMouseDown = mouse->IsLeftDown();
};
auto ResumeGame = [&]() {
menuActive = false;
charactermanager->ClearInput();
for (Box* item : menuItems) item->Opacity = 0.0f;
fpsCounter->Opacity = 1.0f;
camera->lockedcursor = true;
glfwSetInputMode(window->handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
int ww, wh;
glfwGetWindowSize(window->handle, &ww, &wh);
glfwSetCursorPos(window->handle, ww * 0.5, wh * 0.5);
};
fpsCounter->Opacity = 0.0f;
camera->lockedcursor = false;
glfwSetInputMode(window->handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
// ------------------------------------------------------------------------
// Baseplate
// ------------------------------------------------------------------------
Mesh* floor = CreateCubeMesh();
floor->name = "baseplate";
floor->surface = SurfaceTexture::Tiled(blanktex, 8.0f);
floor->roughness = 0.9f;
floor->t.ScaleTo({ 200.0f, 2.0f, 200.0f });
floor->t.TranslateTo({ 0.0f, -1.0f, 0.0f });
floor->BindToRenderSystem();
mainf->AddChild(floor);
p* floorBody = new p(floor);
floorBody->velocity = false;
physicsengine->AddObject(floorBody);
const BoundingBox floorBounds = floor->t.GetRotationlessAABB();
// ------------------------------------------------------------------------
// Light cubes
// ------------------------------------------------------------------------
auto AddLightCube = [&](const char* name, const glm::vec3& position, float size, const glm::vec3& color) -> Mesh* {
Mesh* cube = CreateCubeMesh();
cube->name = name;
cube->colorOverride = glm::vec4(color, 1.0f);
cube->emissive = 1.0f;
cube->t.ScaleTo(size);
cube->t.TranslateTo(position);
cube->BindToRenderSystem();
mainf->AddChild(cube);
return cube;
};
const glm::vec3 skyLightColor(0.45f, 0.65f, 1.0f);
const glm::vec3 skyLightPosition(-6.0f, 7.0f, -6.0f);
Mesh* skyLightCube = AddLightCube("spot_light_cube", skyLightPosition, 1.5f, skyLightColor);
rendersystem->lighting->AddSpotLight(skyLightPosition, { 0.0f, -1.0f, 0.0f }, skyLightColor, 1200.0f, 25.0f, 18.0f, 26.0f);
const glm::vec3 pointLightPosition(6.0f, 3.0f, -6.0f);
const glm::vec3 pointLightColor(1.0f, 0.35f, 0.05f);
Mesh* pointLightCube = AddLightCube("point_light_cube", pointLightPosition, 0.8f, pointLightColor);
rendersystem->lighting->AddPointLight(pointLightPosition, pointLightColor, 300.0f, 30.0f);
drawableSurfaces.push_back({ "BASEPLATE", &floor->surface, &floor->colorOverride });
drawableSurfaces.push_back({ "PLAYER", &testcharacter.surface, &testcharacter.colorOverride });
drawableSurfaces.push_back({ "DUMMY", &npc.surface, &npc.colorOverride });
drawableSurfaces.push_back({ "SKY LIGHT CUBE", &skyLightCube->surface, &skyLightCube->colorOverride });
drawableSurfaces.push_back({ "POINT LIGHT CUBE", &pointLightCube->surface, &pointLightCube->colorOverride });
// ------------------------------------------------------------------------
// Ground check + respawn
// ------------------------------------------------------------------------
auto IsGrounded = [&]() -> bool {
Ray downRay;
downRay.origin = testcharacter.body->t.GetTranslation();
downRay.direction = glm::vec3(0.0f, -1.0f, 0.0f);
const float halfHeight = testcharacter.body->t.GetScale().y * 0.5f;
for (p* obj : physicsengine->GetObjects()) {
if (obj->pointer == testcharacter.body) continue;
if (!obj->collision) continue;
auto hit = IsRayInT(downRay, obj->pointer->t);
if (hit.has_value()) {
if (glm::distance(downRay.origin, hit.value()) < halfHeight + 0.15f)
return true;
}
}
return false;
};
std::mt19937 respawnRng(std::random_device{}());
auto RandomSpawn = [&]() -> glm::vec3 {
std::uniform_real_distribution<float> spread(-14.0f, 14.0f);
return { spread(respawnRng), 15.0f, spread(respawnRng) };
};
auto UpdateHitboxDebug = [&]() {
std::vector<HitboxDebugLine> lines;
if (showHitboxes) {
for (Character* character : charactermanager->GetCharacters()) {
if (!character->body) continue;
if (character->ragdoll) {
for (Ragdoll::Part* part : character->ragdoll->GetParts())
lines.push_back({ part->transform.t.GetMatrix(), glm::vec3(0.2f, 0.9f, 0.35f) });
continue;
}
lines.push_back({ character->body->t.GetMatrix(), glm::vec3(0.2f, 0.9f, 0.35f) });
}
}
rendersystem->SetHitboxDebugLines(lines);
};
// ========================================================================
// Game loop
// ========================================================================
while (!glfwWindowShouldClose(window->handle))
{
frame++;
static double prevFrameTime = glfwGetTime();
const double frameNow = glfwGetTime();
const float deltatime = glm::clamp(float(frameNow - prevFrameTime), 0.001f, 1.0f / 60.0f) * (144.0f / float(fps));
prevFrameTime = frameNow;
const float refDt = 1.0f / float(fps);
static bool prevEscapeDown = false;
const bool escapeDown = keyboard->IsKeyDown(GLFW_KEY_ESCAPE);
const bool escapePressed = escapeDown && !prevEscapeDown;
prevEscapeDown = escapeDown;
if (escapePressed) {
if (!menuActive)
OpenMenu(MenuScreen::Paused);
else if (menuScreen == MenuScreen::Settings || menuScreen == MenuScreen::Drawer)
menuScreen = settingsReturn;
else if (menuScreen == MenuScreen::Graphics)
menuScreen = MenuScreen::Settings;
else if (menuScreen == MenuScreen::Paused)
ResumeGame();
}
// --------------------------------------------------------------------
// Mouse look
// --------------------------------------------------------------------
while (Mouse::Event buffer = mouse->Read()) {
if (menuActive) continue;
if (buffer.GetType() == Mouse::Event::Type::Move && camera->lockedcursor) {
float xoffset = mouse->GetX() - mouse->GetLastX();
float yoffset = mouse->GetLastY() - mouse->GetY();
camera->ProcessMouseMovement(xoffset, yoffset);
}
else if (buffer.GetType() == Mouse::Event::Type::RPress) {
camera->lockedcursor = !camera->lockedcursor;
if (camera->lockedcursor) {
glfwSetInputMode(window->handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
int ww, wh;
glfwGetWindowSize(window->handle, &ww, &wh);
glfwSetCursorPos(window->handle, ww * 0.5, wh * 0.5);
}
else {
glfwSetInputMode(window->handle, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
}
}
if (menuActive) {
ApplyMenuLayout();
const bool liveBackdrop = menuScreen == MenuScreen::Main ||
((menuScreen == MenuScreen::Settings || menuScreen == MenuScreen::Graphics || menuScreen == MenuScreen::Drawer)
&& settingsReturn == MenuScreen::Main);
if (liveBackdrop) {
static float menuAngle = 0.6f;
menuAngle += deltatime * 0.12f;
const glm::vec3 menuTarget(0.0f, 1.4f, 0.0f);
const glm::vec3 menuCamera = menuTarget +
glm::vec3(std::sin(menuAngle) * 7.5f, 2.6f, std::cos(menuAngle) * 7.5f);
camera->t.TranslateTo(menuCamera);
camera->t.RotateToQuaternion(LookAt(menuTarget - menuCamera));
camera->Step(deltatime);
charactermanager->Step(deltatime);
}
soundsystem->SetListenerPosition(
camera->t.GetTranslation(),
camera->t.GetFrontVector(),
camera->t.GetUpVector()
);
soundsystem->Update();
const glm::vec2 mousePos((float)mouse->GetX(), (float)mouse->GetY());
const float hoverEase = 1.0f - std::exp(-12.0f * deltatime);
for (MenuButton* button : menuButtons) {
t2d_package& t2d = button->box->t2d;
t2d.Recalculate();
button->hovered = button->box->Opacity > 0.0f &&
mousePos.x > t2d.pixelposition.x &&
mousePos.y > t2d.pixelposition.y &&
mousePos.x < t2d.pixelposition.x + t2d.pixelsize.x &&
mousePos.y < t2d.pixelposition.y + t2d.pixelsize.y;
button->hover += ((button->hovered ? 1.0f : 0.0f) - button->hover) * hoverEase;
button->box->Color = glm::mix(button->color, button->hoverColor, button->hover);
button->accent->t2d.size.z = 5.0f * button->hover;
button->label->t2d.position.z = button->labelX + button->labelSlide * button->hover;
}
const bool mouseDown = mouse->IsLeftDown();
if (mouseDown && !prevMouseDown) {
if (menuScreen == MenuScreen::Settings) {
if (sensitivityDown.hovered) {
StartupCmPer360 = glm::clamp(StartupCmPer360 + 2.0f, 4.0f, 80.0f);
camera->SetSensitivityCm(StartupCmPer360, StartupMouseDpi);
}
else if (sensitivityUp.hovered) {
StartupCmPer360 = glm::clamp(StartupCmPer360 - 2.0f, 4.0f, 80.0f);
camera->SetSensitivityCm(StartupCmPer360, StartupMouseDpi);
}
else if (fovDown.hovered) {
camera->FOV = glm::clamp(camera->FOV - 5.0f, 60.0f, 130.0f);
}
else if (fovUp.hovered) {
camera->FOV = glm::clamp(camera->FOV + 5.0f, 60.0f, 130.0f);
}
else if (hitboxToggle.hovered) {
showHitboxes = !showHitboxes;
}
else if (graphicsButton.hovered) {
menuScreen = MenuScreen::Graphics;
}
else if (resetButton.hovered) {
StartupCmPer360 = 16.0f;
StartupMouseDpi = 800.0f;
camera->SetSensitivityCm(StartupCmPer360, StartupMouseDpi);
camera->FOV = 110.0f;
showHitboxes = false;
}
else if (backButton.hovered) {
menuScreen = settingsReturn;
}
}
else if (menuScreen == MenuScreen::Graphics) {
GraphicsSettings& graphics = rendersystem->graphics;
if (bloomToggle.hovered) {
graphics.bloom = !graphics.bloom;
}
else if (shadowToggle.hovered) {
graphics.shadows = !graphics.shadows;
}
else if (lightShadowToggle.hovered) {
graphics.lightShadows = !graphics.lightShadows;
}
else if (vsyncToggle.hovered) {
graphics.vsync = !graphics.vsync;
glfwSwapInterval(graphics.vsync ? 1 : 0);
}
else if (cullingToggle.hovered) {
graphics.culling = !graphics.culling;
}
else if (backButton.hovered) {
menuScreen = MenuScreen::Settings;
}
}
else if (menuScreen == MenuScreen::Drawer) {
const int surfaceCount = (int)drawableSurfaces.size();
if (surfacePrevious.hovered) {
selectedSurface = (selectedSurface + surfaceCount - 1) % surfaceCount;
}
else if (surfaceNext.hovered) {
selectedSurface = (selectedSurface + 1) % surfaceCount;
}
else if (brushDown.hovered) {
painter.brushSize = glm::max(painter.brushSize - 2, 2);
}
else if (brushUp.hovered) {
painter.brushSize = glm::min(painter.brushSize + 2, 64);
}
else if (clearButton.hovered) {
DrawableSurface& drawable = drawableSurfaces[selectedSurface];
EnsureCanvas(drawable);
painter.Clear(*drawable.surface->texture);
}
else if (backButton.hovered) {
menuScreen = settingsReturn;
}
for (int i = 0; i < (int)swatches.size(); i++) {
if (swatches[i].hovered) {
selectedSwatch = i;
painter.color = swatchColors[i];
}
}
}
else if (playButton.hovered) {
ResumeGame();
}
else if (drawerButton.hovered) {
settingsReturn = menuScreen;
menuScreen = MenuScreen::Drawer;
}
else if (settingsButton.hovered) {
settingsReturn = menuScreen;
menuScreen = MenuScreen::Settings;
}
else if (quitButton.hovered) {
if (menuScreen == MenuScreen::Main)
glfwSetWindowShouldClose(window->handle, 1);
else
menuScreen = MenuScreen::Main;
}
}
// A stroke has to start on the canvas, but carries on if the mouse wanders off it
canvasImage->t2d.Recalculate();
const glm::vec2 canvasUV = (mousePos - canvasImage->t2d.pixelposition) / canvasImage->t2d.pixelsize;
if (!mouseDown || menuScreen != MenuScreen::Drawer) {
painting = false;
}
else if (!prevMouseDown) {
painting = canvasUV.x >= 0.0f && canvasUV.x <= 1.0f && canvasUV.y >= 0.0f && canvasUV.y <= 1.0f;
}
if (painting) {
DrawableSurface& drawable = drawableSurfaces[selectedSurface];
EnsureCanvas(drawable);
painter.Stroke(*drawable.surface->texture, glm::clamp(canvasUV, glm::vec2(0.0f), glm::vec2(1.0f)));
}
else {
painter.EndStroke();
}
prevMouseDown = mouseDown;
UpdateHitboxDebug();
rendersystem->Render(*camera);
glfwPollEvents();
continue;
}
const glm::vec3 camFront = camera->t.GetFrontVector();
const glm::vec3 camRight = camera->t.GetRightVector();
const float movespeed = 3.0f * 1.3f * 0.6f;
// --------------------------------------------------------------------
// WASD movement
// --------------------------------------------------------------------
const glm::vec3 inputDirection = testcharacter.GetMovementDirection(camFront, camRight);
const bool hasMoveInput = glm::length(inputDirection) > 0.0f;
if (hasMoveInput)
testcharacter.SetTurnDirection(inputDirection);
testcharacter.SetWalking(hasMoveInput);
charactermanager->Step(deltatime);
const glm::vec3 inputVel = hasMoveInput
? testcharacter.GetForwardDirection() * movespeed
: glm::vec3(0.0f);
const float accel = 40.0f;
const float damp = 0.75f;
const float airControl = 0.5f;
const float groundTopSpeed = movespeed * accel * refDt * damp / (1.0f - damp);
if (IsGrounded()) {
const float dampStep = std::pow(damp, deltatime / refDt);
const float accelScale = refDt * damp * (1.0f - dampStep) / (deltatime * dampStep * (1.0f - damp));
characterBody->linearvelocity.x *= dampStep;
characterBody->linearvelocity.z *= dampStep;
characterBody->linearvelocity.x += inputVel.x * accel * deltatime * accelScale;
characterBody->linearvelocity.z += inputVel.z * accel * deltatime * accelScale;
}
else if (glm::length(inputVel) > 0.0f) {
const glm::vec3 wishDir = glm::normalize(inputVel);
const float current = glm::dot(glm::vec3(characterBody->linearvelocity.x, 0.0f,
characterBody->linearvelocity.z), wishDir);
const float add = glm::clamp(groundTopSpeed - current, 0.0f,
accel * airControl * movespeed * deltatime);
characterBody->linearvelocity.x += wishDir.x * add;
characterBody->linearvelocity.z += wishDir.z * add;
}
{
const int substeps = std::max(1, (int)std::ceil(deltatime * 120.0f));
const float subDt = deltatime / float(substeps);
for (int i = 0; i < substeps; i++) physicsengine->Step(subDt);
}
npc.ragdoll->Update(deltatime);
if (testcharacter.body->t.GetTranslation().y < -20.0f) {
testcharacter.body->t.TranslateTo(RandomSpawn());
characterBody->linearvelocity = glm::vec3(0.0f);
characterBody->WakeUp();
}
// --------------------------------------------------------------------
// Third person camera
// --------------------------------------------------------------------
{
const glm::vec3 playerPos = testcharacter.body->t.GetTranslation();
const glm::vec3 target = playerPos + glm::vec3(0.0f, 0.8f, 0.0f);
glm::vec3 cameraPos = target - camera->t.GetFrontVector() * 5.0f;
const bool playerOffFloor =
playerPos.x < floorBounds.min.x || playerPos.x > floorBounds.max.x ||
playerPos.z < floorBounds.min.z || playerPos.z > floorBounds.max.z;
const bool ignoreFloorCollision = playerOffFloor || playerPos.y < floorBounds.max.y;
const glm::vec3 cameraRay = cameraPos - target;
const float desiredDistance = glm::length(cameraRay);
const glm::vec3 cameraDir = desiredDistance > 0.0001f ? cameraRay / desiredDistance : glm::vec3(0.0f);
Ray cameraSweep;
cameraSweep.origin = target;
cameraSweep.direction = cameraDir;
float nearestHit = desiredDistance;
for (p* obj : physicsengine->GetObjects()) {
if (obj->pointer == testcharacter.body || !obj->collision)
continue;
if (obj->collisionGroup != 0) // flailing ragdoll limbs would make the camera jump
continue;
if (obj == floorBody && ignoreFloorCollision)
continue;
auto hit = IsRayInT(cameraSweep, obj->pointer->t);
if (!hit.has_value())
continue;
const float hitDistance = glm::dot(hit.value() - target, cameraDir);
if (hitDistance > 0.001f && hitDistance < nearestHit)
nearestHit = hitDistance;
}
const float cameraPadding = 0.3f;
cameraPos = target + cameraDir * glm::max(nearestHit - cameraPadding, 0.05f);
camera->t.TranslateTo(cameraPos);
}
camera->Step(deltatime);
Sound* music = static_cast<Sound*>(mainf->GetFirstChildOfName("music"));
if (music) music->Update3DPosition(0.0f, 0.0f, 0.0f);
soundsystem->SetListenerPosition(
camera->t.GetTranslation(),
camera->t.GetFrontVector(),
camera->t.GetUpVector()
);
soundsystem->Update();
// --------------------------------------------------------------------
// FPS counter
// --------------------------------------------------------------------
{
static double lastTime = glfwGetTime();
static int frameCount = 0;
static int measuredFps = 0;
static float accumulator = 0.0f;
double now = glfwGetTime();
accumulator += (float)(now - lastTime);
lastTime = now;
frameCount++;
if (accumulator >= 0.25f) {
measuredFps = (int)(frameCount / accumulator);
frameCount = 0;
accumulator = 0.0f;
}
fpsCounter->text = std::to_string(measuredFps) + " FPS";
}
// --------------------------------------------------------------------
// Render
// --------------------------------------------------------------------
UpdateHitboxDebug();
rendersystem->Render(*camera);
glfwPollEvents();
}
}
// ============================================================================
// GLFW callbacks
// ============================================================================
void framebuffer_size_callback(GLFWwindow* window, int w, int h)
{
if (w <= 0 || h <= 0) return;
::window->width = w;
::window->height = h;
glViewport(0, 0, w, h);
if (engine && engine->rendersystem)
engine->rendersystem->Resize(w, h);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (key == GLFW_KEY_F11 && action == GLFW_PRESS) {
static int wx = 100, wy = 100, ww = 1920, wh = 1080;
if (glfwGetWindowMonitor(window)) {
glfwSetWindowMonitor(window, nullptr, wx, wy, ww, wh, 0);
}
else {
glfwGetWindowPos(window, &wx, &wy);
glfwGetWindowSize(window, &ww, &wh);
GLFWmonitor* monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(window, monitor, 0, 0, mode->width, mode->height, mode->refreshRate);
}
glfwSwapInterval(engine && engine->rendersystem && !engine->rendersystem->graphics.vsync ? 0 : 1);
}
if (key == GLFW_KEY_H && action == GLFW_PRESS && engine && engine->rendersystem)
engine->rendersystem->CycleDebugView();
if (action == GLFW_PRESS) keyboard->KeyDown(key);
else if (action == GLFW_RELEASE) keyboard->KeyUp(key);
if (key >= GLFW_KEY_A && key <= GLFW_KEY_Z && engine && engine->charactermanager) {
const char letter = (char)('A' + (key - GLFW_KEY_A));
if (action == GLFW_PRESS) engine->charactermanager->PressInput(letter);
else if (action == GLFW_RELEASE) engine->charactermanager->ReleaseInput(letter);
}
}
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
}
void mouse_callback(GLFWwindow* window, double xposIn, double yposIn)
{
mouse->OnMouseMove(static_cast<float>(xposIn), static_cast<float>(yposIn));
if (!engine || !engine->camera || !engine->camera->lockedcursor) return;
int ww, wh;
glfwGetWindowSize(window, &ww, &wh);
const double cx = ww / 2.0;
const double cy = wh / 2.0;
if (std::abs(xposIn - cx) < 0.5 && std::abs(yposIn - cy) < 0.5) return;
glfwSetCursorPos(window, cx, cy);
mouse->OnMouseMove((float)cx, (float)cy);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT) {
if (action == GLFW_PRESS) mouse->RightDown();
else mouse->RightUp();
}
else if (button == GLFW_MOUSE_BUTTON_LEFT) {
if (action == GLFW_PRESS) mouse->LeftDown();
else mouse->LeftUp();
}
}