jumpartifact.com_demo_0/src/screen_trunner.cc
Stephen Seo 4fd9ce3b33
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Implement click/touch ray-tracing onto surface
2023-08-07 14:11:58 +09:00

163 lines
5.1 KiB
C++

#include "screen_trunner.h"
// standard library includes
#include <cassert>
#include <cmath>
#ifndef NDEBUG
#include <iostream>
#endif
// local includes
#include "3d_helpers.h"
#include "ems.h"
TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
: Screen(stack),
camera{Vector3{0.0F, 1.0F, 0.5F}, Vector3{0.0F, 0.0F, 0.0F},
Vector3{0.0F, 1.0F, 0.0F}, 80.0F, CAMERA_PERSPECTIVE},
flags(),
default_material(LoadMaterialDefault()),
TEMP_cube_model(LoadModel("res/test_cube.obj")),
plane_mesh(GenMeshPlane(1.0F, 1.0F, 2, 2)),
TEMP_cube_texture(LoadTexture("res/test_cube_texture.png")),
TEMP_matrix(get_identity_matrix()),
camera_pos{0.0F, 4.0F, 4.0F},
camera_target{0.0F, 0.0F, 0.0F},
pos_value(0.0F),
mouse_px(0),
mouse_pz(0) {
TEMP_cube_model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture =
TEMP_cube_texture;
TEMP_cube_model.transform = TEMP_cube_model.transform *
scale_matrix_xyz(0.5F, 0.5F, 0.5F) *
translate_matrix_y(0.5F);
}
TRunnerScreen::~TRunnerScreen() {
UnloadTexture(TEMP_cube_texture);
UnloadMesh(plane_mesh);
UnloadModel(TEMP_cube_model);
UnloadMaterial(default_material);
}
bool TRunnerScreen::update(float dt) {
pos_value += dt * POS_VALUE_INC_RATE;
if (pos_value > PI * 2.0F) {
pos_value -= PI * 2.0F;
}
camera_pos.x = std::sin(pos_value) * 4.0F;
camera_pos.z = std::cos(pos_value) * 4.0F;
camera_to_targets(dt);
if (IsMouseButtonPressed(0)) {
float press_x = GetTouchX();
float press_y = GetTouchY();
Ray ray = GetMouseRay(Vector2{press_x, press_y}, camera);
#ifndef NDEBUG
std::cout << "X: " << press_x << ", Y: " << press_y << std::endl;
std::cout << "Ray pos: " << ray.position.x << ", " << ray.position.y << ", "
<< ray.position.z << " Ray dir: " << ray.direction.x << ", "
<< ray.direction.y << ", " << ray.direction.z << std::endl;
#endif
if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) {
mouse_px = 0.0F;
mouse_pz = 0.0F;
#ifndef NDEBUG
std::cerr << "Ray intersected xz plane out of bounds!\n";
#endif
}
}
return false;
}
bool TRunnerScreen::draw() {
BeginDrawing();
ClearBackground(PixelToColor(Pixel::PIXEL_SKY));
BeginMode3D(camera);
for (int z = -25; z <= 25; ++z) {
for (int x = -25; x <= 25; ++x) {
if (x == (int)(mouse_px > 0.0F ? mouse_px + 0.5F : mouse_px - 0.5F) &&
z == (int)(mouse_pz > 0.0F ? mouse_pz + 0.5F : mouse_pz - 0.5F)) {
default_material.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
} else {
default_material.maps[MATERIAL_MAP_DIFFUSE].color =
Color{(unsigned char)(200 + x * 2), (unsigned char)(150 + z * 2),
20, 255};
}
DrawMesh(plane_mesh, default_material, translate_matrix_xyz(x, 0.0F, z));
}
}
DrawModel(Model{.transform = TEMP_cube_model.transform * 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);
// TODO DEBUG
DrawLine3D(Vector3{0.0F, 0.0F, 0.0F}, Vector3{mouse_px, 0.0F, mouse_pz},
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};
}
}
void TRunnerScreen::camera_to_targets(float dt) {
camera.position.x +=
(camera_pos.x - camera.position.x) * CAMERA_UPDATE_RATE * dt;
camera.position.y +=
(camera_pos.y - camera.position.y) * CAMERA_UPDATE_RATE * dt;
camera.position.z +=
(camera_pos.z - camera.position.z) * CAMERA_UPDATE_RATE * dt;
camera.target.x +=
(camera_target.x - camera.target.x) * CAMERA_UPDATE_RATE * dt;
camera.target.y +=
(camera_target.y - camera.target.y) * CAMERA_UPDATE_RATE * dt;
camera.target.z +=
(camera_target.z - camera.target.z) * CAMERA_UPDATE_RATE * dt;
}