jumpartifact.com_demo_0/src/screen_trunner.cc

120 lines
3.6 KiB
C++
Raw Normal View History

#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(),
TEMP_cube(GenMeshCube(2.0F, 2.0F, 2.0F)),
TEMP_default_material(LoadMaterialDefault()),
TEMP_matrix(get_identity_matrix()),
TEMP_offset_matrix(translate_matrix_z(-4.0F)),
grid_spacing(1.0F),
grid_spacing_modifier(0.0F) {}
TRunnerScreen::~TRunnerScreen() {
UnloadMesh(TEMP_cube);
UnloadMaterial(TEMP_default_material);
}
bool TRunnerScreen::update(float dt) {
// grid_spacing_modifier += dt * GRID_SPACING_RATE;
// if (grid_spacing_modifier > 2.0F * PI) {
// grid_spacing_modifier -= 2.0F * PI;
// }
// grid_spacing = std::sin(grid_spacing_modifier) + GRID_SPACING_OFFSET;
TEMP_matrix = get_rotation_matrix_about_z(dt) *
get_rotation_matrix_about_y(dt * 1.2F) *
get_rotation_matrix_about_x(dt * 1.4F) * TEMP_matrix;
return false;
}
bool TRunnerScreen::draw() {
BeginDrawing();
ClearBackground(PixelToColor(Pixel::PIXEL_SKY));
BeginMode3D(camera);
DrawMesh(TEMP_cube, TEMP_default_material, TEMP_matrix * TEMP_offset_matrix);
// for (unsigned int i = 11; i-- > 1;) {
// // upper
// DrawRay(Ray{Vector3{0.0F, 2.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{1.0F, 0.0F, 0.0F}},
// BLACK);
// DrawRay(Ray{Vector3{0.0F, 2.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{-1.0F, 0.0F, 0.0F}},
// BLACK);
//
// // lower
// DrawRay(Ray{Vector3{0.0F, -2.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{1.0F, 0.0F, 0.0F}},
// BLACK);
// DrawRay(Ray{Vector3{0.0F, -2.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{-1.0F, 0.0F, 0.0F}},
// BLACK);
//
// // left
// DrawRay(Ray{Vector3{-2.0F, 0.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{0.0F, 1.0F, 0.0F}},
// BLACK);
// DrawRay(Ray{Vector3{-2.0F, 0.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{0.0F, -1.0F, 0.0F}},
// BLACK);
//
// // right
// DrawRay(Ray{Vector3{2.0F, 0.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{0.0F, 1.0F, 0.0F}},
// BLACK);
// DrawRay(Ray{Vector3{2.0F, 0.0F, -(0.5F + grid_spacing * (float)i)},
// Vector3{0.0F, -1.0F, 0.0F}},
// BLACK);
// }
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};
}
}