jumpartifact.com_demo_0/src/screen_trunner.cc

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#include "screen_trunner.h"
// standard library includes
#include <raylib.h>
#include <cassert>
#include <cmath>
// local includes
#include "3d_helpers.h"
TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
: Screen(stack),
camera{Vector3{0.0F, 0.0F, 0.0F}, Vector3{0.0F, 0.0F, -1.0F},
Vector3{0.0F, 1.0F, 0.0F}, 80.0F, CAMERA_PERSPECTIVE},
flags(),
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TEMP_cube_model(LoadModel("res/test_cube.obj")),
TEMP_cube_texture(LoadTexture("res/test_cube_texture.png")),
TEMP_matrix(get_identity_matrix()),
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TEMP_permanent_matrix(get_identity_matrix()),
TEMP_value(0.0F),
TEMP_current_state(0) {
TEMP_cube_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
TEMP_cube_texture;
}
TRunnerScreen::~TRunnerScreen() {
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UnloadTexture(TEMP_cube_texture);
UnloadModel(TEMP_cube_model);
}
bool TRunnerScreen::update(float dt) {
TEMP_value += TEMP_VALUE_INC_RATE * dt;
if (TEMP_value < PI / 2.0F) {
TEMP_matrix = get_rotation_matrix_about_z(TEMP_value);
} else if (TEMP_value < PI) {
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if (TEMP_current_state == 0) {
TEMP_current_state = 1;
TEMP_permanent_matrix =
TEMP_permanent_matrix * get_rotation_matrix_about_z(PI / 2.0F);
} else if (TEMP_current_state != 1) {
assert(!"unreachable");
}
TEMP_matrix = get_rotation_matrix_about_y(TEMP_value - PI / 2.0F);
} else if (TEMP_value < PI * 3.0F / 2.0F) {
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if (TEMP_current_state == 1) {
TEMP_current_state = 2;
TEMP_permanent_matrix =
TEMP_permanent_matrix * get_rotation_matrix_about_y(PI / 2.0F);
} else if (TEMP_current_state != 2) {
assert(!"unreachable");
}
TEMP_matrix = get_rotation_matrix_about_x(TEMP_value - PI);
} else {
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if (TEMP_current_state == 2) {
TEMP_current_state = 0;
TEMP_permanent_matrix =
TEMP_permanent_matrix * get_rotation_matrix_about_x(PI / 2.0F);
} else {
assert(!"unreachable");
}
TEMP_value -= PI * 3.0F / 2.0F;
TEMP_matrix = get_rotation_matrix_about_z(TEMP_value);
}
return false;
}
bool TRunnerScreen::draw() {
BeginDrawing();
ClearBackground(PixelToColor(Pixel::PIXEL_SKY));
BeginMode3D(camera);
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// DrawMesh(TEMP_cube, TEMP_default_material, TEMP_matrix *
// TEMP_offset_matrix);
DrawModel(Model{.transform = TEMP_cube_model.transform *
TEMP_permanent_matrix * TEMP_matrix,
.meshCount = TEMP_cube_model.meshCount,
.materialCount = TEMP_cube_model.materialCount,
.meshes = TEMP_cube_model.meshes,
.materials = TEMP_cube_model.materials,
.meshMaterial = TEMP_cube_model.meshMaterial,
.boneCount = TEMP_cube_model.boneCount,
.bones = TEMP_cube_model.bones,
.bindPose = TEMP_cube_model.bindPose},
Vector3{0.0F, 0.0F, -4.0F}, 1.0F, WHITE);
EndMode3D();
EndDrawing();
return false;
}
Color TRunnerScreen::PixelToColor(Pixel p) {
switch (p) {
case PIXEL_BLANK:
return Color{0, 0, 0, 0};
case PIXEL_BLACK:
return Color{0, 0, 0, 255};
case PIXEL_RED:
return Color{255, 50, 50, 255};
case PIXEL_GREEN:
return Color{50, 255, 50, 255};
case PIXEL_BLUE:
return Color{50, 50, 255, 255};
case PIXEL_YELLOW:
return Color{255, 255, 0, 255};
case PIXEL_CYAN:
return Color{0, 255, 255, 255};
case PIXEL_MAGENTA:
return Color{255, 0, 255, 255};
case PIXEL_ORANGE:
return Color{255, 200, 0, 255};
case PIXEL_BROWN:
return Color{180, 130, 0, 255};
case PIXEL_TURQUOISE:
return Color{0, 255, 200, 255};
case PIXEL_SKY:
return Color{168, 178, 255, 255};
case PIXEL_WHITE:
return Color{255, 255, 255, 255};
default:
assert(!"unreachable");
return Color{0, 0, 0, 255};
}
}