diff --git a/CarCrimeCity/Part1/City_Roads1_mip0.png b/CarCrimeCity/Part1/City_Roads1_mip0.png new file mode 100644 index 0000000..46cec50 Binary files /dev/null and b/CarCrimeCity/Part1/City_Roads1_mip0.png differ diff --git a/CarCrimeCity/Part1/OneLoneCoder_CarCrimeCity1.cpp b/CarCrimeCity/Part1/OneLoneCoder_CarCrimeCity1.cpp new file mode 100644 index 0000000..8a4c7a7 --- /dev/null +++ b/CarCrimeCity/Part1/OneLoneCoder_CarCrimeCity1.cpp @@ -0,0 +1,670 @@ +/* + BIG PROJECT - Top Down City Based Car Crime Game Part #1 + "Probably gonna regret starting this one..." - javidx9 + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018-2019 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Instructions: + ~~~~~~~~~~~~~ + This is the source that accompanies part 1 of the video series which + can be viewed via the link below. Here you can create and edit a city + from a top down perspective ad navigate it with the car. + + Using the mouse left click you can select cells. Using right click clears + all the selected cells. + + "E" - Lowers building height + "T" - Raises building height + "R" - Places road + "Z, X" - Zoom + "Up, Left, Right" - Control car + "F5" - Save current city + "F8" - Load existing city + + A default city is provided for you - "example1.city", please ensure + you have this file also. + + Relevant Video: https://youtu.be/mD6b_hP17WI + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Patreon: https://www.patreon.com/javidx9 + Homepage: https://www.onelonecoder.com + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2018 +*/ + +#define OLC_PGE_APPLICATION +#include "olcPixelGameEngine.h" +#include "olcPGEX_Graphics3D.h" + +#include +#include +#include +#include +#include +#include +#include + +// Override base class with your custom functionality +class CarCrimeCity : public olc::PixelGameEngine +{ +public: + CarCrimeCity() + { + sAppName = "Car Crime City"; + } + +private: + + // Define the cell + struct sCell + { + int nHeight = 0; + int nWorldX = 0; + int nWorldY = 0; + bool bRoad = false; + bool bBuilding = true; + }; + + // Map variables + int nMapWidth; + int nMapHeight; + sCell *pMap; + + olc::Sprite *sprAll; + olc::Sprite *sprGround; + olc::Sprite *sprRoof; + olc::Sprite *sprFrontage; + olc::Sprite *sprWindows; + olc::Sprite *sprRoad[12]; + olc::Sprite *sprCar; + + float fCameraX = 0.0f; + float fCameraY = 0.0f; + float fCameraZ = -10.0f; + + olc::GFX3D::mesh meshCube; + olc::GFX3D::mesh meshFlat; + olc::GFX3D::mesh meshWallsOut; + + float fCarAngle = 0.0f; + float fCarSpeed = 2.0f; + olc::GFX3D::vec3d vecCarVel = { 0,0,0 }; + olc::GFX3D::vec3d vecCarPos = { 0,0,0 }; + + + int nMouseWorldX = 0; + int nMouseWorldY = 0; + int nOldMouseWorldX = 0; + int nOldMouseWorldY = 0; + + bool bMouseDown = false; + std::unordered_set setSelectedCells; + + olc::GFX3D::PipeLine pipeRender; + olc::GFX3D::mat4x4 matProj; + olc::GFX3D::vec3d vUp = { 0,1,0 }; + olc::GFX3D::vec3d vEye = { 0,0,-10 }; + olc::GFX3D::vec3d vLookDir = { 0,0,1 }; + + olc::GFX3D::vec3d viewWorldTopLeft, viewWorldBottomRight; + + + void SaveCity(std::string sFilename) + { + std::ofstream file(sFilename, std::ios::out | std::ios::binary); + file.write((char*)&nMapWidth, sizeof(int)); + file.write((char*)&nMapHeight, sizeof(int)); + for (int x = 0; x < nMapWidth; x++) + { + for (int y = 0; y < nMapHeight; y++) + { + file.write((char*)&pMap[y*nMapWidth + x], sizeof(sCell)); + } + } + } + + void LoadCity(std::string sFilename) + { + std::ifstream file(sFilename, std::ios::in | std::ios::binary); + file.read((char*)&nMapWidth, sizeof(int)); + file.read((char*)&nMapHeight, sizeof(int)); + delete[] pMap; + pMap = new sCell[nMapWidth * nMapHeight]; + for (int x = 0; x < nMapWidth; x++) + { + for (int y = 0; y < nMapHeight; y++) + { + file.read((char*)&pMap[y*nMapWidth + x], sizeof(sCell)); + } + } + } + +public: + bool OnUserCreate() override + { + // Load Sprite Sheet + sprAll = new olc::Sprite("City_Roads1_mip0.png"); + + // Here we break up the sprite sheet into individual textures. This is more + // out of convenience than anything else, as it keeps the texture coordinates + // easy to manipulate + + // Building Lowest Floor + sprFrontage = new olc::Sprite(32, 96); + SetDrawTarget(sprFrontage); + DrawPartialSprite(0, 0, sprAll, 288, 64, 32, 96); + + // Building Windows + sprWindows = new olc::Sprite(32, 96); + SetDrawTarget(sprWindows); + DrawPartialSprite(0, 0, sprAll, 320, 64, 32, 96); + + // Plain Grass Field + sprGround = new olc::Sprite(96, 96); + SetDrawTarget(sprGround); + DrawPartialSprite(0, 0, sprAll, 192, 0, 96, 96); + + // Building Roof + sprRoof = new olc::Sprite(96, 96); + SetDrawTarget(sprRoof); + DrawPartialSprite(0, 0, sprAll, 352, 64, 96, 96); + + // There are 12 Road Textures, aranged in a 3x4 grid + for (int r = 0; r < 12; r++) + { + sprRoad[r] = new olc::Sprite(96, 96); + SetDrawTarget(sprRoad[r]); + DrawPartialSprite(0, 0, sprAll, (r%3)*96, (r/3)*96, 96, 96); + } + + // Don't foregt to set the draw target back to being the main screen (been there... wasted 1.5 hours :| ) + SetDrawTarget(nullptr); + + // The Yellow Car + sprCar = new olc::Sprite("car_top.png"); + + + + // Define the city map, a 64x32 array of Cells. Initialise cells + // to be just grass fields + nMapWidth = 64; + nMapHeight = 32; + pMap = new sCell[nMapWidth * nMapHeight]; + for (int x = 0; x < nMapWidth; x++) + { + for (int y = 0; y < nMapHeight; y++) + { + pMap[y*nMapWidth + x].bRoad = false; + pMap[y*nMapWidth + x].nHeight = 0; + pMap[y*nMapWidth + x].nWorldX = x; + pMap[y*nMapWidth + x].nWorldY = y; + } + } + + + // Now we'll hand construct some meshes. These are DELIBERATELY simple and not optimised (see a later video) + // Here the geometry is unit in size (1x1x1) + + // A Full cube - Always useful for debugging + meshCube.tris = + { + // SOUTH + { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // EAST + { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // NORTH + { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // WEST + { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // TOP + { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // BOTTOM + { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + }; + + // A Flat quad + meshFlat.tris = + { + { 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + }; + + // The four outer walls of a cell + meshWallsOut.tris = + { + // EAST + { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }, + { 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, }, + + // WEST + { 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // TOP + { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, }, + { 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.2f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + + // BOTTOM + { 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }, + { 1.0f, 0.0f, 0.2f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, }, + }; + + + // Initialise the 3D Graphics PGE Extension. This is required + // to setup internal buffers to the same size as the main output + olc::GFX3D::ConfigureDisplay(); + + // Configure the rendering pipeline with projection and viewport properties + pipeRender.SetProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f, 0.0f, 0.0f, ScreenWidth(), ScreenHeight()); + + // Also make a projection matrix, we might need this later + matProj = olc::GFX3D::Math::Mat_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f); + + LoadCity("example1.city"); + + // Ok, lets go! + return true; + } + + bool OnUserUpdate(float fElapsedTime) override + { + // Directly manipulate camera + //if (GetKey(olc::Key::W).bHeld) fCameraY -= 2.0f * fElapsedTime; + //if (GetKey(olc::Key::S).bHeld) fCameraY += 2.0f * fElapsedTime; + //if (GetKey(olc::Key::A).bHeld) fCameraX -= 2.0f * fElapsedTime; + //if (GetKey(olc::Key::D).bHeld) fCameraX += 2.0f * fElapsedTime; + if (GetKey(olc::Key::Z).bHeld) fCameraZ += 5.0f * fElapsedTime; + if (GetKey(olc::Key::X).bHeld) fCameraZ -= 5.0f * fElapsedTime; + + if (GetKey(olc::Key::F5).bReleased) SaveCity("example1.city"); + if (GetKey(olc::Key::F8).bReleased) LoadCity("example1.city"); + + // === Handle User Input for Editing == + + // If there are no selected cells, then only edit the cell under the current mouse cursor + // otherwise iterate through the set of sleected cells and apply to all of them + + // Check that cell exists in valid 2D map space + if (nMouseWorldX >= 0 && nMouseWorldX < nMapWidth && nMouseWorldY >= 0 && nMouseWorldY < nMapHeight) + { + // Press "R" to toggle Road flag for selected cell(s) + if (GetKey(olc::Key::R).bPressed) + { + if (!setSelectedCells.empty()) + { + for (auto &cell : setSelectedCells) + { + cell->bRoad = !cell->bRoad; + } + } + else + pMap[nMouseWorldY*nMapWidth + nMouseWorldX].bRoad = !pMap[nMouseWorldY*nMapWidth + nMouseWorldX].bRoad; + } + + // Press "T" to increase height for selected cell(s) + if (GetKey(olc::Key::T).bPressed) + { + if (!setSelectedCells.empty()) + { + for (auto &cell : setSelectedCells) + { + cell->nHeight++; + } + } + else + pMap[nMouseWorldY*nMapWidth + nMouseWorldX].nHeight++; + } + + // Press "E" to decrease height for selected cell(s) + if (GetKey(olc::Key::E).bPressed) + { + if (!setSelectedCells.empty()) + { + for (auto &cell : setSelectedCells) + { + cell->nHeight--; + } + } + else + pMap[nMouseWorldY*nMapWidth + nMouseWorldX].nHeight--; + } + } + + + // === Car User Input === + + if (GetKey(olc::Key::LEFT).bHeld) fCarAngle -= 4.0f * fElapsedTime; + if (GetKey(olc::Key::RIGHT).bHeld) fCarAngle += 4.0f * fElapsedTime; + + olc::GFX3D::vec3d a = { 1, 0, 0 }; + olc::GFX3D::mat4x4 m = olc::GFX3D::Math::Mat_MakeRotationZ(fCarAngle); + vecCarVel = olc::GFX3D::Math::Mat_MultiplyVector(m, a); + + if (GetKey(olc::Key::UP).bHeld) + { + vecCarPos.x += vecCarVel.x * fCarSpeed * fElapsedTime; + vecCarPos.y += vecCarVel.y * fCarSpeed * fElapsedTime; + } + + // === Position Camera === + + // Our camera currently follows the car, and the car stays in the middle of + // the screen. We need to know where the camera is before we can work with + // on screen interactions + fCameraY = vecCarPos.y; + fCameraX = vecCarPos.x; + vEye = { fCameraX,fCameraY,fCameraZ }; + olc::GFX3D::vec3d vLookTarget = olc::GFX3D::Math::Vec_Add(vEye, vLookDir); + + // Setup the camera properties for the pipeline - aka "view" transform + pipeRender.SetCamera(vEye, vLookTarget, vUp); + + + // === Calculate Mouse Position on Ground Plane === + + // Here we take the screen coordinate of the mouse, transform it into normalised space (-1 --> +1) + // for both axes. Instead of inverting and multiplying by the projection matrix, we only need the + // aspect ratio parameters, with which we'll scale the mouse coordinate. This new point is then + // multiplied by the inverse of the look at matrix (camera view matrix) aka a point at matrix, to + // transform the new point into world space. + // + // Now, the thing is, a 2D point is no good on its own, our world has depth. If we treat the 2D + // point as a ray cast from (0, 0)->(mx, my), we can see where this ray intersects with a plane + // at a specific depth. + + // Create a point at matrix, if you recall, this is the inverse of the look at matrix + // used by the camera + olc::GFX3D::mat4x4 matView = olc::GFX3D::Math::Mat_PointAt(vEye, vLookTarget, vUp); + + // Assume the origin of the mouse ray is the middle of the screen... + olc::GFX3D::vec3d vecMouseOrigin = { 0.0f, 0.0f, 0.0f }; + + // ...and that a ray is cast to the mouse location from the origin. Here we translate + // the mouse coordinates into viewport coordinates + olc::GFX3D::vec3d vecMouseDir = { + 2.0f * ((GetMouseX() / (float)ScreenWidth()) - 0.5f) / matProj.m[0][0], + 2.0f * ((GetMouseY() / (float)ScreenHeight()) - 0.5f) / matProj.m[1][1], + 1.0f, + 0.0f }; + + // Now transform the origin point and ray direction by the inverse of the camera + vecMouseOrigin = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseOrigin); + vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir); + + // Extend the mouse ray to a large length + vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f); + + // Offset the mouse ray by the mouse origin + vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir); + + // All of our intersections for mouse checks occur in the ground plane (z=0), so + // define a plane at that location + olc::GFX3D::vec3d plane_p = { 0.0f, 0.0f, 0.0f }; + olc::GFX3D::vec3d plane_n = { 0.0f, 0.0f, 1.0f }; + + // Calculate Mouse Location in plane, by doing a line/plane intersection test + float t = 0.0f; + olc::GFX3D::vec3d mouse3d = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t); + + + + // === Now we have the mouse in 3D! Handle mouse user input === + + // Left click & left click drag selects cells by adding them to the set of selected cells + // Here I make sure only to do this if the cell under the mouse has changed from the + // previous frame, but the set will also reject duplicate cells being added + if (GetMouse(0).bHeld && ((nMouseWorldX != nOldMouseWorldX) || (nMouseWorldY != nOldMouseWorldY))) + setSelectedCells.emplace(&pMap[nMouseWorldY * nMapWidth + nMouseWorldX]); + + // Single clicking cells also adds them + if (GetMouse(0).bPressed) + setSelectedCells.emplace(&pMap[nMouseWorldY * nMapWidth + nMouseWorldX]); + + // If the user right clicks, the set of selected cells is emptied + if (GetMouse(1).bReleased) + setSelectedCells.clear(); + + // Cache the current mouse position to use during comparison in next frame + nOldMouseWorldX = nMouseWorldX; + nOldMouseWorldY = nMouseWorldY; + + nMouseWorldX = (int)mouse3d.x; + nMouseWorldY = (int)mouse3d.y; + + + + + // === Rendering === + + // Right, now we're gonna render the scene! + + // First Clear the screen and the depth buffer + Clear(olc::BLUE); + olc::GFX3D::ClearDepth(); + + // === Calculate Visible World === + + // Since we now have the transforms to convert screen space into ground plane space, we + // can calculate the visible extents of the world, regardless of zoom level! The method is + // exactly the same for the mouse, but we use fixed screen coordinates that represent the + // top left, and bottom right of the screen + + // Work out Top Left Ground Cell + vecMouseDir = { -1.0f / matProj.m[0][0],-1.0f / matProj.m[1][1], 1.0f, 0.0f }; + vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir); + vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f); + vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir); + viewWorldTopLeft = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t); + + // Work out Bottom Right Ground Cell + vecMouseDir = { 1.0f / matProj.m[0][0], 1.0f / matProj.m[1][1], 1.0f, 0.0f }; + vecMouseDir = olc::GFX3D::Math::Mat_MultiplyVector(matView, vecMouseDir); + vecMouseDir = olc::GFX3D::Math::Vec_Mul(vecMouseDir, 1000.0f); + vecMouseDir = olc::GFX3D::Math::Vec_Add(vecMouseOrigin, vecMouseDir); + viewWorldBottomRight = olc::GFX3D::Math::Vec_IntersectPlane(plane_p, plane_n, vecMouseOrigin, vecMouseDir, t); + + // Calculate visible tiles + //int nStartX = 0; + //int nEndX = nMapWidth; + //int nStartY = 0; + //int nEndY = nMapHeight; + + int nStartX = std::max(0, (int)viewWorldTopLeft.x - 1); + int nEndX = std::min(nMapWidth, (int)viewWorldBottomRight.x + 1); + int nStartY = std::max(0, (int)viewWorldTopLeft.y - 1); + int nEndY = std::min(nMapHeight, (int)viewWorldBottomRight.y + 1); + + + // Iterate through all the cells we wish to draw. Each cell is 1x1 and elevates in the Z -Axis + for (int x = nStartX; x < nEndX; x++) + { + for (int y = nStartY; y < nEndY; y++) + { + if (pMap[y*nMapWidth + x].bRoad) + { + // Cell is a road, look at neighbouring cells. If they are roads also, + // then choose the appropriate texture that joins up correctly + + int road = 0; + auto r = [&](int i, int j) + { + return pMap[(y + j) * nMapWidth + (x + i)].bRoad; + }; + + if (r(0, -1) && r(0, +1) && !r(-1, 0) && !r(+1, 0)) road = 0; + if (!r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) road = 1; + + if (!r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 3; + if (!r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) road = 4; + if (!r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 5; + + if (r(0, -1) && r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 6; + if (r(0, -1) && r(0, +1) && r(-1, 0) && r(+1, 0)) road = 7; + if (r(0, -1) && r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 8; + + if (r(0, -1) && !r(0, +1) && !r(-1, 0) && r(+1, 0)) road = 9; + if (r(0, -1) && !r(0, +1) && r(-1, 0) && r(+1, 0)) road = 10; + if (r(0, -1) && !r(0, +1) && r(-1, 0) && !r(+1, 0)) road = 11; + + // Create a translation transform to position the cell in the world + olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, 0.0f); + pipeRender.SetTransform(matWorld); + + // Set the appropriate texture to use + pipeRender.SetTexture(sprRoad[road]); + + // Draw a flat quad + pipeRender.Render(meshFlat.tris); + + } + else // Not Road + { + // If the cell is not considered road, then draw it appropriately + + if (pMap[y*nMapWidth + x].nHeight < 0) + { + // Cell is blank - for now ;-P + } + + if (pMap[y*nMapWidth + x].nHeight == 0) + { + // Cell is ground, draw a flat grass quad at height 0 + olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, 0.0f); + pipeRender.SetTransform(matWorld); + pipeRender.SetTexture(sprGround); + pipeRender.Render(meshFlat.tris); + } + + if (pMap[y*nMapWidth + x].nHeight > 0) + { + // Cell is Building, for now, we'll draw each storey as a seperate mesh + int h, t; + t = pMap[y*nMapWidth + x].nHeight; + + for (h = 0; h < t; h++) + { + // Create a transform that positions the storey according to its height + olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, -(h + 1) * 0.2f); + pipeRender.SetTransform(matWorld); + + // Choose a texture, if its ground level, use the "street level front", otherwise use windows + pipeRender.SetTexture(h == 0 ? sprFrontage : sprWindows); + pipeRender.Render(meshWallsOut.tris); + } + + // Top the building off with a roof + olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(x, y, -(h) * 0.2f); + pipeRender.SetTransform(matWorld); + pipeRender.SetTexture(sprRoof); + pipeRender.Render(meshFlat.tris); + } + } + } + } + + // Draw Selected Cells, iterate through the set of cells, and draw a wireframe quad at ground level + // to indicate it is in the selection set + for (auto &cell : setSelectedCells) + { + // Draw CursorCube + olc::GFX3D::mat4x4 matWorld = olc::GFX3D::Math::Mat_MakeTranslation(cell->nWorldX, cell->nWorldY, 0.0f); + pipeRender.SetTransform(matWorld); + pipeRender.SetTexture(sprRoof); + pipeRender.Render(meshFlat.tris, olc::GFX3D::RENDER_WIRE); + } + + // Draw Car, a few transforms required for this + + // 1) Offset the car to the middle of the quad + olc::GFX3D::mat4x4 matCarOffset = olc::GFX3D::Math::Mat_MakeTranslation(-0.5f, -0.5f, -0.0f); + // 2) The quad is currently unit square, scale it to be more rectangular and smaller than the cells + olc::GFX3D::mat4x4 matCarScale = olc::GFX3D::Math::Mat_MakeScale(0.4f, 0.2f, 1.0f); + // 3) Combine into matrix + olc::GFX3D::mat4x4 matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCarOffset, matCarScale); + // 4) Rotate the car around its offset origin, according to its angle + olc::GFX3D::mat4x4 matCarRot = olc::GFX3D::Math::Mat_MakeRotationZ(fCarAngle); + matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCar, matCarRot); + // 5) Translate the car into its position in the world. Give it a little elevation so its baove the ground + olc::GFX3D::mat4x4 matCarTrans = olc::GFX3D::Math::Mat_MakeTranslation(vecCarPos.x, vecCarPos.y, -0.01f); + matCar = olc::GFX3D::Math::Mat_MultiplyMatrix(matCar, matCarTrans); + + // Set the car texture to the pipeline + pipeRender.SetTexture(sprCar); + // Apply "world" transform to pipeline + pipeRender.SetTransform(matCar); + + // The car has transparency, so enable it + SetPixelMode(olc::Pixel::ALPHA); + // Render the quad + pipeRender.Render(meshFlat.tris); + // Set transparency back to none to optimise drawing other pixels + SetPixelMode(olc::Pixel::NORMAL); + + + // Draw the current camera position for debug information + //DrawString(10, 30, "CX: " + std::to_string(fCameraX) + " CY: " + std::to_string(fCameraY) + " CZ: " + std::to_string(fCameraZ)); + return true; + } +}; + + + +int main() +{ + CarCrimeCity demo; + if (demo.Construct(768, 480, 2, 2)) + demo.Start(); + return 0; +} \ No newline at end of file diff --git a/CarCrimeCity/Part1/car_top.png b/CarCrimeCity/Part1/car_top.png new file mode 100644 index 0000000..ad89ae4 Binary files /dev/null and b/CarCrimeCity/Part1/car_top.png differ diff --git a/CarCrimeCity/Part1/car_top1.png b/CarCrimeCity/Part1/car_top1.png new file mode 100644 index 0000000..15ceb1d Binary files /dev/null and b/CarCrimeCity/Part1/car_top1.png differ diff --git a/CarCrimeCity/Part1/example1.city b/CarCrimeCity/Part1/example1.city new file mode 100644 index 0000000..47dfb0b Binary files /dev/null and b/CarCrimeCity/Part1/example1.city differ diff --git a/CarCrimeCity/Part1/olcPGEX_Graphics3D.h b/CarCrimeCity/Part1/olcPGEX_Graphics3D.h new file mode 100644 index 0000000..954e776 --- /dev/null +++ b/CarCrimeCity/Part1/olcPGEX_Graphics3D.h @@ -0,0 +1,1174 @@ +/* + olcPGEX_Graphics3D.h + + +-------------------------------------------------------------+ + | OneLoneCoder Pixel Game Engine Extension | + | 3D Rendering - v0.1 | + +-------------------------------------------------------------+ + + What is this? + ~~~~~~~~~~~~~ + This is an extension to the olcPixelGameEngine, which provides + support for software rendering 3D graphics. + + NOTE!!! This file is under development and may change! + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018-2019 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Patreon: https://www.patreon.com/javidx9 + Homepage: https://www.onelonecoder.com + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2018 +*/ + + +#ifndef OLC_PGEX_GFX3D +#define OLC_PGEX_GFX3D + +#include +#include +#include +#undef min +#undef max + +namespace olc +{ + // Container class for Advanced 2D Drawing functions + class GFX3D : public olc::PGEX + { + + public: + + struct vec2d + { + float x = 0; + float y = 0; + float z = 0; + }; + + struct vec3d + { + float x = 0; + float y = 0; + float z = 0; + float w = 1; // Need a 4th term to perform sensible matrix vector multiplication + }; + + struct triangle + { + vec3d p[3]; + vec2d t[3]; + olc::Pixel col; + }; + + struct mat4x4 + { + float m[4][4] = { 0 }; + }; + + struct mesh + { + std::vector tris; + }; + + class Math + { + public: + inline Math(); + public: + inline static vec3d Mat_MultiplyVector(mat4x4 &m, vec3d &i); + inline static mat4x4 Mat_MultiplyMatrix(mat4x4 &m1, mat4x4 &m2); + inline static mat4x4 Mat_MakeIdentity(); + inline static mat4x4 Mat_MakeRotationX(float fAngleRad); + inline static mat4x4 Mat_MakeRotationY(float fAngleRad); + inline static mat4x4 Mat_MakeRotationZ(float fAngleRad); + inline static mat4x4 Mat_MakeScale(float x, float y, float z); + inline static mat4x4 Mat_MakeTranslation(float x, float y, float z); + inline static mat4x4 Mat_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar); + inline static mat4x4 Mat_PointAt(vec3d &pos, vec3d &target, vec3d &up); + inline static mat4x4 Mat_QuickInverse(mat4x4 &m); // Only for Rotation/Translation Matrices + inline static mat4x4 Mat_Inverse(olc::GFX3D::mat4x4 &m); + + inline static vec3d Vec_Add(vec3d &v1, vec3d &v2); + inline static vec3d Vec_Sub(vec3d &v1, vec3d &v2); + inline static vec3d Vec_Mul(vec3d &v1, float k); + inline static vec3d Vec_Div(vec3d &v1, float k); + inline static float Vec_DotProduct(vec3d &v1, vec3d &v2); + inline static float Vec_Length(vec3d &v); + inline static vec3d Vec_Normalise(vec3d &v); + inline static vec3d Vec_CrossProduct(vec3d &v1, vec3d &v2); + inline static vec3d Vec_IntersectPlane(vec3d &plane_p, vec3d &plane_n, vec3d &lineStart, vec3d &lineEnd, float &t); + + inline static int Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle &in_tri, triangle &out_tri1, triangle &out_tri2); + }; + + enum RENDERFLAGS + { + RENDER_WIRE = 0x01, + RENDER_FLAT = 0x02, + RENDER_TEXTURED = 0x04, + RENDER_CULL_CW = 0x08, + RENDER_CULL_CCW = 0x10, + RENDER_DEPTH = 0x20, + }; + + + class PipeLine + { + public: + PipeLine(); + + public: + void SetProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar, float fLeft, float fTop, float fWidth, float fHeight); + void SetCamera(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &lookat, olc::GFX3D::vec3d &up); + void SetTransform(olc::GFX3D::mat4x4 &transform); + void SetTexture(olc::Sprite *texture); + void SetLightSource(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &dir, olc::Pixel &col); + uint32_t Render(std::vector &triangles, uint32_t flags = RENDER_CULL_CW | RENDER_TEXTURED | RENDER_DEPTH); + + private: + olc::GFX3D::mat4x4 matProj; + olc::GFX3D::mat4x4 matView; + olc::GFX3D::mat4x4 matWorld; + olc::Sprite *sprTexture; + float fViewX; + float fViewY; + float fViewW; + float fViewH; + }; + + + + public: + //static const int RF_TEXTURE = 0x00000001; + //static const int RF_ = 0x00000002; + + inline static void ConfigureDisplay(); + inline static void ClearDepth(); + inline static void AddTriangleToScene(olc::GFX3D::triangle &tri); + inline static void RenderScene(); + + inline static void DrawTriangleFlat(olc::GFX3D::triangle &tri); + inline static void DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col = olc::WHITE); + inline static void DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr); + inline static void TexturedTriangle(int x1, int y1, float u1, float v1, float w1, + int x2, int y2, float u2, float v2, float w2, + int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr); + + // Draws a sprite with the transform applied + //inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); + + private: + static float* m_DepthBuffer; + }; +} + + + + +namespace olc +{ + olc::GFX3D::Math::Math() + { + + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Mat_MultiplyVector(olc::GFX3D::mat4x4 &m, olc::GFX3D::vec3d &i) + { + vec3d v; + v.x = i.x * m.m[0][0] + i.y * m.m[1][0] + i.z * m.m[2][0] + i.w * m.m[3][0]; + v.y = i.x * m.m[0][1] + i.y * m.m[1][1] + i.z * m.m[2][1] + i.w * m.m[3][1]; + v.z = i.x * m.m[0][2] + i.y * m.m[1][2] + i.z * m.m[2][2] + i.w * m.m[3][2]; + v.w = i.x * m.m[0][3] + i.y * m.m[1][3] + i.z * m.m[2][3] + i.w * m.m[3][3]; + return v; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeIdentity() + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationX(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[1][2] = sinf(fAngleRad); + matrix.m[2][1] = -sinf(fAngleRad); + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationY(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][2] = sinf(fAngleRad); + matrix.m[2][0] = -sinf(fAngleRad); + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationZ(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][1] = sinf(fAngleRad); + matrix.m[1][0] = -sinf(fAngleRad); + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeScale(float x, float y, float z) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = x; + matrix.m[1][1] = y; + matrix.m[2][2] = z; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeTranslation(float x, float y, float z) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + matrix.m[3][0] = x; + matrix.m[3][1] = y; + matrix.m[3][2] = z; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar) + { + float fFovRad = 1.0f / tanf(fFovDegrees * 0.5f / 180.0f * 3.14159f); + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = fAspectRatio * fFovRad; + matrix.m[1][1] = fFovRad; + matrix.m[2][2] = fFar / (fFar - fNear); + matrix.m[3][2] = (-fFar * fNear) / (fFar - fNear); + matrix.m[2][3] = 1.0f; + matrix.m[3][3] = 0.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MultiplyMatrix(olc::GFX3D::mat4x4 &m1, olc::GFX3D::mat4x4 &m2) + { + olc::GFX3D::mat4x4 matrix; + for (int c = 0; c < 4; c++) + for (int r = 0; r < 4; r++) + matrix.m[r][c] = m1.m[r][0] * m2.m[0][c] + m1.m[r][1] * m2.m[1][c] + m1.m[r][2] * m2.m[2][c] + m1.m[r][3] * m2.m[3][c]; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_PointAt(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &target, olc::GFX3D::vec3d &up) + { + // Calculate new forward direction + olc::GFX3D::vec3d newForward = Vec_Sub(target, pos); + newForward = Vec_Normalise(newForward); + + // Calculate new Up direction + olc::GFX3D::vec3d a = Vec_Mul(newForward, Vec_DotProduct(up, newForward)); + olc::GFX3D::vec3d newUp = Vec_Sub(up, a); + newUp = Vec_Normalise(newUp); + + // New Right direction is easy, its just cross product + olc::GFX3D::vec3d newRight = Vec_CrossProduct(newUp, newForward); + + // Construct Dimensioning and Translation Matrix + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = newRight.x; matrix.m[0][1] = newRight.y; matrix.m[0][2] = newRight.z; matrix.m[0][3] = 0.0f; + matrix.m[1][0] = newUp.x; matrix.m[1][1] = newUp.y; matrix.m[1][2] = newUp.z; matrix.m[1][3] = 0.0f; + matrix.m[2][0] = newForward.x; matrix.m[2][1] = newForward.y; matrix.m[2][2] = newForward.z; matrix.m[2][3] = 0.0f; + matrix.m[3][0] = pos.x; matrix.m[3][1] = pos.y; matrix.m[3][2] = pos.z; matrix.m[3][3] = 1.0f; + return matrix; + + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_QuickInverse(olc::GFX3D::mat4x4 &m) // Only for Rotation/Translation Matrices + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = m.m[0][0]; matrix.m[0][1] = m.m[1][0]; matrix.m[0][2] = m.m[2][0]; matrix.m[0][3] = 0.0f; + matrix.m[1][0] = m.m[0][1]; matrix.m[1][1] = m.m[1][1]; matrix.m[1][2] = m.m[2][1]; matrix.m[1][3] = 0.0f; + matrix.m[2][0] = m.m[0][2]; matrix.m[2][1] = m.m[1][2]; matrix.m[2][2] = m.m[2][2]; matrix.m[2][3] = 0.0f; + matrix.m[3][0] = -(m.m[3][0] * matrix.m[0][0] + m.m[3][1] * matrix.m[1][0] + m.m[3][2] * matrix.m[2][0]); + matrix.m[3][1] = -(m.m[3][0] * matrix.m[0][1] + m.m[3][1] * matrix.m[1][1] + m.m[3][2] * matrix.m[2][1]); + matrix.m[3][2] = -(m.m[3][0] * matrix.m[0][2] + m.m[3][1] * matrix.m[1][2] + m.m[3][2] * matrix.m[2][2]); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_Inverse(olc::GFX3D::mat4x4 &m) + { + double det; + + + mat4x4 matInv; + + matInv.m[0][0] = m.m[1][1] * m.m[2][2] * m.m[3][3] - m.m[1][1] * m.m[2][3] * m.m[3][2] - m.m[2][1] * m.m[1][2] * m.m[3][3] + m.m[2][1] * m.m[1][3] * m.m[3][2] + m.m[3][1] * m.m[1][2] * m.m[2][3] - m.m[3][1] * m.m[1][3] * m.m[2][2]; + matInv.m[1][0] = -m.m[1][0] * m.m[2][2] * m.m[3][3] + m.m[1][0] * m.m[2][3] * m.m[3][2] + m.m[2][0] * m.m[1][2] * m.m[3][3] - m.m[2][0] * m.m[1][3] * m.m[3][2] - m.m[3][0] * m.m[1][2] * m.m[2][3] + m.m[3][0] * m.m[1][3] * m.m[2][2]; + matInv.m[2][0] = m.m[1][0] * m.m[2][1] * m.m[3][3] - m.m[1][0] * m.m[2][3] * m.m[3][1] - m.m[2][0] * m.m[1][1] * m.m[3][3] + m.m[2][0] * m.m[1][3] * m.m[3][1] + m.m[3][0] * m.m[1][1] * m.m[2][3] - m.m[3][0] * m.m[1][3] * m.m[2][1]; + matInv.m[3][0] = -m.m[1][0] * m.m[2][1] * m.m[3][2] + m.m[1][0] * m.m[2][2] * m.m[3][1] + m.m[2][0] * m.m[1][1] * m.m[3][2] - m.m[2][0] * m.m[1][2] * m.m[3][1] - m.m[3][0] * m.m[1][1] * m.m[2][2] + m.m[3][0] * m.m[1][2] * m.m[2][1]; + matInv.m[0][1] = -m.m[0][1] * m.m[2][2] * m.m[3][3] + m.m[0][1] * m.m[2][3] * m.m[3][2] + m.m[2][1] * m.m[0][2] * m.m[3][3] - m.m[2][1] * m.m[0][3] * m.m[3][2] - m.m[3][1] * m.m[0][2] * m.m[2][3] + m.m[3][1] * m.m[0][3] * m.m[2][2]; + matInv.m[1][1] = m.m[0][0] * m.m[2][2] * m.m[3][3] - m.m[0][0] * m.m[2][3] * m.m[3][2] - m.m[2][0] * m.m[0][2] * m.m[3][3] + m.m[2][0] * m.m[0][3] * m.m[3][2] + m.m[3][0] * m.m[0][2] * m.m[2][3] - m.m[3][0] * m.m[0][3] * m.m[2][2]; + matInv.m[2][1] = -m.m[0][0] * m.m[2][1] * m.m[3][3] + m.m[0][0] * m.m[2][3] * m.m[3][1] + m.m[2][0] * m.m[0][1] * m.m[3][3] - m.m[2][0] * m.m[0][3] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[2][3] + m.m[3][0] * m.m[0][3] * m.m[2][1]; + matInv.m[3][1] = m.m[0][0] * m.m[2][1] * m.m[3][2] - m.m[0][0] * m.m[2][2] * m.m[3][1] - m.m[2][0] * m.m[0][1] * m.m[3][2] + m.m[2][0] * m.m[0][2] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[2][2] - m.m[3][0] * m.m[0][2] * m.m[2][1]; + matInv.m[0][2] = m.m[0][1] * m.m[1][2] * m.m[3][3] - m.m[0][1] * m.m[1][3] * m.m[3][2] - m.m[1][1] * m.m[0][2] * m.m[3][3] + m.m[1][1] * m.m[0][3] * m.m[3][2] + m.m[3][1] * m.m[0][2] * m.m[1][3] - m.m[3][1] * m.m[0][3] * m.m[1][2]; + matInv.m[1][2] = -m.m[0][0] * m.m[1][2] * m.m[3][3] + m.m[0][0] * m.m[1][3] * m.m[3][2] + m.m[1][0] * m.m[0][2] * m.m[3][3] - m.m[1][0] * m.m[0][3] * m.m[3][2] - m.m[3][0] * m.m[0][2] * m.m[1][3] + m.m[3][0] * m.m[0][3] * m.m[1][2]; + matInv.m[2][2] = m.m[0][0] * m.m[1][1] * m.m[3][3] - m.m[0][0] * m.m[1][3] * m.m[3][1] - m.m[1][0] * m.m[0][1] * m.m[3][3] + m.m[1][0] * m.m[0][3] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[1][3] - m.m[3][0] * m.m[0][3] * m.m[1][1]; + matInv.m[3][2] = -m.m[0][0] * m.m[1][1] * m.m[3][2] + m.m[0][0] * m.m[1][2] * m.m[3][1] + m.m[1][0] * m.m[0][1] * m.m[3][2] - m.m[1][0] * m.m[0][2] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[1][2] + m.m[3][0] * m.m[0][2] * m.m[1][1]; + matInv.m[0][3] = -m.m[0][1] * m.m[1][2] * m.m[2][3] + m.m[0][1] * m.m[1][3] * m.m[2][2] + m.m[1][1] * m.m[0][2] * m.m[2][3] - m.m[1][1] * m.m[0][3] * m.m[2][2] - m.m[2][1] * m.m[0][2] * m.m[1][3] + m.m[2][1] * m.m[0][3] * m.m[1][2]; + matInv.m[1][3] = m.m[0][0] * m.m[1][2] * m.m[2][3] - m.m[0][0] * m.m[1][3] * m.m[2][2] - m.m[1][0] * m.m[0][2] * m.m[2][3] + m.m[1][0] * m.m[0][3] * m.m[2][2] + m.m[2][0] * m.m[0][2] * m.m[1][3] - m.m[2][0] * m.m[0][3] * m.m[1][2]; + matInv.m[2][3] = -m.m[0][0] * m.m[1][1] * m.m[2][3] + m.m[0][0] * m.m[1][3] * m.m[2][1] + m.m[1][0] * m.m[0][1] * m.m[2][3] - m.m[1][0] * m.m[0][3] * m.m[2][1] - m.m[2][0] * m.m[0][1] * m.m[1][3] + m.m[2][0] * m.m[0][3] * m.m[1][1]; + matInv.m[3][3] = m.m[0][0] * m.m[1][1] * m.m[2][2] - m.m[0][0] * m.m[1][2] * m.m[2][1] - m.m[1][0] * m.m[0][1] * m.m[2][2] + m.m[1][0] * m.m[0][2] * m.m[2][1] + m.m[2][0] * m.m[0][1] * m.m[1][2] - m.m[2][0] * m.m[0][2] * m.m[1][1]; + + det = m.m[0][0] * matInv.m[0][0] + m.m[0][1] * matInv.m[1][0] + m.m[0][2] * matInv.m[2][0] + m.m[0][3] * matInv.m[3][0]; + // if (det == 0) return false; + + det = 1.0 / det; + + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + matInv.m[i][j] *= (float)det; + + return matInv; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Add(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Sub(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Mul(olc::GFX3D::vec3d &v1, float k) + { + return { v1.x * k, v1.y * k, v1.z * k }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Div(olc::GFX3D::vec3d &v1, float k) + { + return { v1.x / k, v1.y / k, v1.z / k }; + } + + float olc::GFX3D::Math::Vec_DotProduct(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return v1.x*v2.x + v1.y*v2.y + v1.z * v2.z; + } + + float olc::GFX3D::Math::Vec_Length(olc::GFX3D::vec3d &v) + { + return sqrtf(Vec_DotProduct(v, v)); + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Normalise(olc::GFX3D::vec3d &v) + { + float l = Vec_Length(v); + return { v.x / l, v.y / l, v.z / l }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_CrossProduct(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + vec3d v; + v.x = v1.y * v2.z - v1.z * v2.y; + v.y = v1.z * v2.x - v1.x * v2.z; + v.z = v1.x * v2.y - v1.y * v2.x; + return v; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_IntersectPlane(olc::GFX3D::vec3d &plane_p, olc::GFX3D::vec3d &plane_n, olc::GFX3D::vec3d &lineStart, olc::GFX3D::vec3d &lineEnd, float &t) + { + plane_n = Vec_Normalise(plane_n); + float plane_d = -Vec_DotProduct(plane_n, plane_p); + float ad = Vec_DotProduct(lineStart, plane_n); + float bd = Vec_DotProduct(lineEnd, plane_n); + t = (-plane_d - ad) / (bd - ad); + olc::GFX3D::vec3d lineStartToEnd = Vec_Sub(lineEnd, lineStart); + olc::GFX3D::vec3d lineToIntersect = Vec_Mul(lineStartToEnd, t); + return Vec_Add(lineStart, lineToIntersect); + } + + + int olc::GFX3D::Math::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle &in_tri, triangle &out_tri1, triangle &out_tri2) + { + // Make sure plane normal is indeed normal + plane_n = Math::Vec_Normalise(plane_n); + + out_tri1.t[0] = in_tri.t[0]; + out_tri2.t[0] = in_tri.t[0]; + out_tri1.t[1] = in_tri.t[1]; + out_tri2.t[1] = in_tri.t[1]; + out_tri1.t[2] = in_tri.t[2]; + out_tri2.t[2] = in_tri.t[2]; + + // Return signed shortest distance from point to plane, plane normal must be normalised + auto dist = [&](vec3d &p) + { + vec3d n = Math::Vec_Normalise(p); + return (plane_n.x * p.x + plane_n.y * p.y + plane_n.z * p.z - Math::Vec_DotProduct(plane_n, plane_p)); + }; + + // Create two temporary storage arrays to classify points either side of plane + // If distance sign is positive, point lies on "inside" of plane + vec3d* inside_points[3]; int nInsidePointCount = 0; + vec3d* outside_points[3]; int nOutsidePointCount = 0; + vec2d* inside_tex[3]; int nInsideTexCount = 0; + vec2d* outside_tex[3]; int nOutsideTexCount = 0; + + + // Get signed distance of each point in triangle to plane + float d0 = dist(in_tri.p[0]); + float d1 = dist(in_tri.p[1]); + float d2 = dist(in_tri.p[2]); + + if (d0 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[0]; inside_tex[nInsideTexCount++] = &in_tri.t[0]; } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[0]; outside_tex[nOutsideTexCount++] = &in_tri.t[0]; + } + if (d1 >= 0) { + inside_points[nInsidePointCount++] = &in_tri.p[1]; inside_tex[nInsideTexCount++] = &in_tri.t[1]; + } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[1]; outside_tex[nOutsideTexCount++] = &in_tri.t[1]; + } + if (d2 >= 0) { + inside_points[nInsidePointCount++] = &in_tri.p[2]; inside_tex[nInsideTexCount++] = &in_tri.t[2]; + } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[2]; outside_tex[nOutsideTexCount++] = &in_tri.t[2]; + } + + // Now classify triangle points, and break the input triangle into + // smaller output triangles if required. There are four possible + // outcomes... + + if (nInsidePointCount == 0) + { + // All points lie on the outside of plane, so clip whole triangle + // It ceases to exist + + return 0; // No returned triangles are valid + } + + if (nInsidePointCount == 3) + { + // All points lie on the inside of plane, so do nothing + // and allow the triangle to simply pass through + out_tri1 = in_tri; + + return 1; // Just the one returned original triangle is valid + } + + if (nInsidePointCount == 1 && nOutsidePointCount == 2) + { + // Triangle should be clipped. As two points lie outside + // the plane, the triangle simply becomes a smaller triangle + + // Copy appearance info to new triangle + out_tri1.col = olc::MAGENTA;// in_tri.col; + + // The inside point is valid, so keep that... + out_tri1.p[0] = *inside_points[0]; + out_tri1.t[0] = *inside_tex[0]; + + // but the two new points are at the locations where the + // original sides of the triangle (lines) intersect with the plane + float t; + out_tri1.p[1] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t); + out_tri1.t[1].x = t * (outside_tex[0]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[1].y = t * (outside_tex[0]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[1].z = t * (outside_tex[0]->z - inside_tex[0]->z) + inside_tex[0]->z; + + out_tri1.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[1], t); + out_tri1.t[2].x = t * (outside_tex[1]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[2].y = t * (outside_tex[1]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[2].z = t * (outside_tex[1]->z - inside_tex[0]->z) + inside_tex[0]->z; + + return 1; // Return the newly formed single triangle + } + + if (nInsidePointCount == 2 && nOutsidePointCount == 1) + { + // Triangle should be clipped. As two points lie inside the plane, + // the clipped triangle becomes a "quad". Fortunately, we can + // represent a quad with two new triangles + + // Copy appearance info to new triangles + out_tri1.col = olc::GREEN;// in_tri.col; + out_tri2.col = olc::RED;// in_tri.col; + + // The first triangle consists of the two inside points and a new + // point determined by the location where one side of the triangle + // intersects with the plane + out_tri1.p[0] = *inside_points[0]; + out_tri1.t[0] = *inside_tex[0]; + + out_tri1.p[1] = *inside_points[1]; + out_tri1.t[1] = *inside_tex[1]; + + float t; + out_tri1.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t); + out_tri1.t[2].x = t * (outside_tex[0]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[2].y = t * (outside_tex[0]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[2].z = t * (outside_tex[0]->z - inside_tex[0]->z) + inside_tex[0]->z; + + // The second triangle is composed of one of he inside points, a + // new point determined by the intersection of the other side of the + // triangle and the plane, and the newly created point above + out_tri2.p[1] = *inside_points[1]; + out_tri2.t[1] = *inside_tex[1]; + out_tri2.p[0] = out_tri1.p[2]; + out_tri2.t[0] = out_tri1.t[2]; + out_tri2.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[1], *outside_points[0], t); + out_tri2.t[2].x = t * (outside_tex[0]->x - inside_tex[1]->x) + inside_tex[1]->x; + out_tri2.t[2].y = t * (outside_tex[0]->y - inside_tex[1]->y) + inside_tex[1]->y; + out_tri2.t[2].z = t * (outside_tex[0]->z - inside_tex[1]->z) + inside_tex[1]->z; + return 2; // Return two newly formed triangles which form a quad + } + + return 0; + } + + void GFX3D::DrawTriangleFlat(olc::GFX3D::triangle &tri) + { + pge->FillTriangle(tri.p[0].x, tri.p[0].y, tri.p[1].x, tri.p[1].y, tri.p[2].x, tri.p[2].y, tri.col); + } + + void GFX3D::DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col) + { + pge->DrawTriangle(tri.p[0].x, tri.p[0].y, tri.p[1].x, tri.p[1].y, tri.p[2].x, tri.p[2].y, col); + } + + void GFX3D::TexturedTriangle(int x1, int y1, float u1, float v1, float w1, + int x2, int y2, float u2, float v2, float w2, + int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr) + + { + if (y2 < y1) + { + std::swap(y1, y2); + std::swap(x1, x2); + std::swap(u1, u2); + std::swap(v1, v2); + std::swap(w1, w2); + } + + if (y3 < y1) + { + std::swap(y1, y3); + std::swap(x1, x3); + std::swap(u1, u3); + std::swap(v1, v3); + std::swap(w1, w3); + } + + if (y3 < y2) + { + std::swap(y2, y3); + std::swap(x2, x3); + std::swap(u2, u3); + std::swap(v2, v3); + std::swap(w2, w3); + } + + int dy1 = y2 - y1; + int dx1 = x2 - x1; + float dv1 = v2 - v1; + float du1 = u2 - u1; + float dw1 = w2 - w1; + + int dy2 = y3 - y1; + int dx2 = x3 - x1; + float dv2 = v3 - v1; + float du2 = u3 - u1; + float dw2 = w3 - w1; + + float tex_u, tex_v, tex_w; + + float dax_step = 0, dbx_step = 0, + du1_step = 0, dv1_step = 0, + du2_step = 0, dv2_step = 0, + dw1_step = 0, dw2_step = 0; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dw1_step = dw1 / (float)abs(dy1); + + if (dy2) du2_step = du2 / (float)abs(dy2); + if (dy2) dv2_step = dv2 / (float)abs(dy2); + if (dy2) dw2_step = dw2 / (float)abs(dy2); + + if (dy1) + { + for (int i = y1; i <= y2; i++) + { + int ax = x1 + (float)(i - y1) * dax_step; + int bx = x1 + (float)(i - y1) * dbx_step; + + float tex_su = u1 + (float)(i - y1) * du1_step; + float tex_sv = v1 + (float)(i - y1) * dv1_step; + float tex_sw = w1 + (float)(i - y1) * dw1_step; + + float tex_eu = u1 + (float)(i - y1) * du2_step; + float tex_ev = v1 + (float)(i - y1) * dv2_step; + float tex_ew = w1 + (float)(i - y1) * dw2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sw, tex_ew); + } + + tex_u = tex_su; + tex_v = tex_sv; + tex_w = tex_sw; + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0.0f; + + for (int j = ax; j < bx; j++) + { + tex_u = (1.0f - t) * tex_su + t * tex_eu; + tex_v = (1.0f - t) * tex_sv + t * tex_ev; + tex_w = (1.0f - t) * tex_sw + t * tex_ew; + if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_u / tex_w, tex_v / tex_w)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w; + } + t += tstep; + } + + } + } + + dy1 = y3 - y2; + dx1 = x3 - x2; + dv1 = v3 - v2; + du1 = u3 - u2; + dw1 = w3 - w2; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + du1_step = 0, dv1_step = 0; + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dw1_step = dw1 / (float)abs(dy1); + + if (dy1) + { + for (int i = y2; i <= y3; i++) + { + int ax = x2 + (float)(i - y2) * dax_step; + int bx = x1 + (float)(i - y1) * dbx_step; + + float tex_su = u2 + (float)(i - y2) * du1_step; + float tex_sv = v2 + (float)(i - y2) * dv1_step; + float tex_sw = w2 + (float)(i - y2) * dw1_step; + + float tex_eu = u1 + (float)(i - y1) * du2_step; + float tex_ev = v1 + (float)(i - y1) * dv2_step; + float tex_ew = w1 + (float)(i - y1) * dw2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sw, tex_ew); + } + + tex_u = tex_su; + tex_v = tex_sv; + tex_w = tex_sw; + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0.0f; + + for (int j = ax; j < bx; j++) + { + tex_u = (1.0f - t) * tex_su + t * tex_eu; + tex_v = (1.0f - t) * tex_sv + t * tex_ev; + tex_w = (1.0f - t) * tex_sw + t * tex_ew; + + if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_u / tex_w, tex_v / tex_w)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w; + } + t += tstep; + } + } + } + } + + + void GFX3D::DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr) + { + if (tri.p[1].y < tri.p[0].y) + { + std::swap(tri.p[0].y, tri.p[1].y); + std::swap(tri.p[0].x, tri.p[1].x); + std::swap(tri.t[0].x, tri.t[1].x); + std::swap(tri.t[0].y, tri.t[1].y); + std::swap(tri.t[0].z, tri.t[1].z); + } + + if (tri.p[2].y < tri.p[0].y) + { + std::swap(tri.p[0].y, tri.p[2].y); + std::swap(tri.p[0].x, tri.p[2].x); + std::swap(tri.t[0].x, tri.t[2].x); + std::swap(tri.t[0].y, tri.t[2].y); + std::swap(tri.t[0].z, tri.t[2].z); + } + + if (tri.p[2].y < tri.p[1].y) + { + std::swap(tri.p[1].y, tri.p[2].y); + std::swap(tri.p[1].x, tri.p[2].x); + std::swap(tri.t[1].x, tri.t[2].x); + std::swap(tri.t[1].y, tri.t[2].y); + std::swap(tri.t[1].z, tri.t[2].z); + } + + int dy1 = tri.p[1].y - tri.p[0].y; + int dx1 = tri.p[1].x - tri.p[0].x; + float dv1 = tri.t[1].y - tri.t[0].y; + float du1 = tri.t[1].x - tri.t[0].x; + float dz1 = tri.t[1].z - tri.t[0].z; + + int dy2 = tri.p[2].y - tri.p[0].y; + int dx2 = tri.p[2].x - tri.p[0].x; + float dv2 = tri.t[2].y - tri.t[0].y; + float du2 = tri.t[2].x - tri.t[0].x; + float dz2 = tri.t[2].z - tri.t[0].z; + + float tex_x, tex_y, tex_z; + + float du1_step = 0, dv1_step = 0, du2_step = 0, dv2_step = 0, dz1_step = 0, dz2_step = 0; + float dax_step = 0, dbx_step = 0; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dz1_step = dz1 / (float)abs(dy1); + + if (dy2) du2_step = du2 / (float)abs(dy2); + if (dy2) dv2_step = dv2 / (float)abs(dy2); + if (dy2) dz2_step = dz2 / (float)abs(dy2); + + + + if (dy1) + { + for (int i = tri.p[0].y; i <= tri.p[1].y; i++) + { + int ax = tri.p[0].x + (i - tri.p[0].y) * dax_step; + int bx = tri.p[0].x + (i - tri.p[0].y) * dbx_step; + + // Start and end points in texture space + float tex_su = tri.t[0].x + (float)(i - tri.p[0].y) * du1_step; + float tex_sv = tri.t[0].y + (float)(i - tri.p[0].y) * dv1_step; + float tex_sz = tri.t[0].z + (float)(i - tri.p[0].y) * dz1_step; + + float tex_eu = tri.t[0].x + (float)(i - tri.p[0].y) * du2_step; + float tex_ev = tri.t[0].y + (float)(i - tri.p[0].y) * dv2_step; + float tex_ez = tri.t[0].z + (float)(i - tri.p[0].y) * dz2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sz, tex_ez); + } + + tex_x = tex_su; + tex_y = tex_sv; + tex_z = tex_sz; + + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0; + + for (int j = ax; j < bx; j++) + { + tex_x = (1.0f - t) * tex_su + t * tex_eu; + tex_y = (1.0f - t) * tex_sv + t * tex_ev; + tex_z = (1.0f - t) * tex_sz + t * tex_ez; + + if (tex_z > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_x / tex_z, tex_y / tex_z)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_z; + } + t += tstep; + } + + + } + } + + dy1 = tri.p[2].y - tri.p[1].y; + dx1 = tri.p[2].x - tri.p[1].x; + dv1 = tri.t[2].y - tri.t[1].y; + du1 = tri.t[2].x - tri.t[1].x; + dz1 = tri.t[2].z - tri.t[1].z; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + + du1_step = 0, dv1_step = 0;// , dz1_step = 0;// , du2_step = 0, dv2_step = 0; + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dz1_step = dz1 / (float)abs(dy1); + + if (dy1) + { + for (int i = tri.p[1].y; i <= tri.p[2].y; i++) + { + int ax = tri.p[1].x + (i - tri.p[1].y) * dax_step; + int bx = tri.p[0].x + (i - tri.p[0].y) * dbx_step; + + // Start and end points in texture space + float tex_su = tri.t[1].x + (float)(i - tri.p[1].y) * du1_step; + float tex_sv = tri.t[1].y + (float)(i - tri.p[1].y) * dv1_step; + float tex_sz = tri.t[1].z + (float)(i - tri.p[1].y) * dz1_step; + + float tex_eu = tri.t[0].x + (float)(i - tri.p[0].y) * du2_step; + float tex_ev = tri.t[0].y + (float)(i - tri.p[0].y) * dv2_step; + float tex_ez = tri.t[0].z + (float)(i - tri.p[0].y) * dz2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sz, tex_ez); + } + + tex_x = tex_su; + tex_y = tex_sv; + tex_z = tex_sz; + + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0; + + for (int j = ax; j < bx; j++) + { + tex_x = (1.0f - t) * tex_su + t * tex_eu; + tex_y = (1.0f - t) * tex_sv + t * tex_ev; + tex_z = (1.0f - t) * tex_sz + t * tex_ez; + + if (tex_z > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_x / tex_z, tex_y / tex_z)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_z; + } + + t += tstep; + } + } + } + + } + + float* GFX3D::m_DepthBuffer = nullptr; + + void GFX3D::ConfigureDisplay() + { + m_DepthBuffer = new float[pge->ScreenWidth() * pge->ScreenHeight()]{ 0 }; + } + + + void GFX3D::ClearDepth() + { + memset(m_DepthBuffer, 0, pge->ScreenWidth() * pge->ScreenHeight() * sizeof(float)); + } + + + + + GFX3D::PipeLine::PipeLine() + { + + } + + void GFX3D::PipeLine::SetProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar, float fLeft, float fTop, float fWidth, float fHeight) + { + matProj = GFX3D::Math::Mat_MakeProjection(fFovDegrees, fAspectRatio, fNear, fFar); + fViewX = fLeft; + fViewY = fTop; + fViewW = fWidth; + fViewH = fHeight; + } + + void GFX3D::PipeLine::SetCamera(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &lookat, olc::GFX3D::vec3d &up) + { + matView = GFX3D::Math::Mat_PointAt(pos, lookat, up); + matView = GFX3D::Math::Mat_QuickInverse(matView); + } + + void GFX3D::PipeLine::SetTransform(olc::GFX3D::mat4x4 &transform) + { + matWorld = transform; + } + + void GFX3D::PipeLine::SetTexture(olc::Sprite *texture) + { + sprTexture = texture; + } + + void GFX3D::PipeLine::SetLightSource(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &dir, olc::Pixel &col) + { + + } + + uint32_t GFX3D::PipeLine::Render(std::vector &triangles, uint32_t flags) + { + // Calculate Transformation Matrix + mat4x4 matWorldView = Math::Mat_MultiplyMatrix(matWorld, matView); + //matWorldViewProj = Math::Mat_MultiplyMatrix(matWorldView, matProj); + + // Store triangles for rastering later + std::vector vecTrianglesToRaster; + + int nTriangleDrawnCount = 0; + + // Process Triangles + for (auto &tri : triangles) + { + GFX3D::triangle triTransformed; + + // Just copy through texture coordinates + triTransformed.t[0] = { tri.t[0].x, tri.t[0].y, tri.t[0].z }; + triTransformed.t[1] = { tri.t[1].x, tri.t[1].y, tri.t[1].z }; + triTransformed.t[2] = { tri.t[2].x, tri.t[2].y, tri.t[2].z }; // Think! + + // Transform Triangle from object into projected space + triTransformed.p[0] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[0]); + triTransformed.p[1] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[1]); + triTransformed.p[2] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[2]); + + // Calculate Triangle Normal in WorldView Space + GFX3D::vec3d normal, line1, line2; + line1 = GFX3D::Math::Vec_Sub(triTransformed.p[1], triTransformed.p[0]); + line2 = GFX3D::Math::Vec_Sub(triTransformed.p[2], triTransformed.p[0]); + normal = GFX3D::Math::Vec_CrossProduct(line1, line2); + normal = GFX3D::Math::Vec_Normalise(normal); + + // Cull triangles that face away from viewer + if (flags & RENDER_CULL_CW && GFX3D::Math::Vec_DotProduct(normal, triTransformed.p[0]) > 0.0f) continue; + if (flags & RENDER_CULL_CCW && GFX3D::Math::Vec_DotProduct(normal, triTransformed.p[0]) < 0.0f) continue; + + // If Lighting, calculate shading + triTransformed.col = olc::WHITE; + + // Clip triangle against near plane + int nClippedTriangles = 0; + triangle clipped[2]; + nClippedTriangles = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triTransformed, clipped[0], clipped[1]); + + // This may yield two new triangles + for (int n = 0; n < nClippedTriangles; n++) + { + triangle triProjected = clipped[n]; + + // Project new triangle + triProjected.p[0] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[0]); + triProjected.p[1] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[1]); + triProjected.p[2] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[2]); + + // Apply Projection to Verts + triProjected.p[0].x = triProjected.p[0].x / triProjected.p[0].w; + triProjected.p[1].x = triProjected.p[1].x / triProjected.p[1].w; + triProjected.p[2].x = triProjected.p[2].x / triProjected.p[2].w; + + triProjected.p[0].y = triProjected.p[0].y / triProjected.p[0].w; + triProjected.p[1].y = triProjected.p[1].y / triProjected.p[1].w; + triProjected.p[2].y = triProjected.p[2].y / triProjected.p[2].w; + + triProjected.p[0].z = triProjected.p[0].z / triProjected.p[0].w; + triProjected.p[1].z = triProjected.p[1].z / triProjected.p[1].w; + triProjected.p[2].z = triProjected.p[2].z / triProjected.p[2].w; + + // Apply Projection to Tex coords + triProjected.t[0].x = triProjected.t[0].x / triProjected.p[0].w; + triProjected.t[1].x = triProjected.t[1].x / triProjected.p[1].w; + triProjected.t[2].x = triProjected.t[2].x / triProjected.p[2].w; + + triProjected.t[0].y = triProjected.t[0].y / triProjected.p[0].w; + triProjected.t[1].y = triProjected.t[1].y / triProjected.p[1].w; + triProjected.t[2].y = triProjected.t[2].y / triProjected.p[2].w; + + triProjected.t[0].z = 1.0f / triProjected.p[0].w; + triProjected.t[1].z = 1.0f / triProjected.p[1].w; + triProjected.t[2].z = 1.0f / triProjected.p[2].w; + + // Clip against viewport in screen space + // Clip triangles against all four screen edges, this could yield + // a bunch of triangles, so create a queue that we traverse to + // ensure we only test new triangles generated against planes + triangle sclipped[2]; + std::list listTriangles; + + + // Add initial triangle + listTriangles.push_back(triProjected); + int nNewTriangles = 1; + + for (int p = 0; p < 4; p++) + { + int nTrisToAdd = 0; + while (nNewTriangles > 0) + { + // Take triangle from front of queue + triangle test = listTriangles.front(); + listTriangles.pop_front(); + nNewTriangles--; + + // Clip it against a plane. We only need to test each + // subsequent plane, against subsequent new triangles + // as all triangles after a plane clip are guaranteed + // to lie on the inside of the plane. I like how this + // comment is almost completely and utterly justified + switch (p) + { + case 0: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 1: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, +1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 2: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ -1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 3: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ +1.0f, 0.0f, 0.0f }, { -1.0f, 0.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + } + + + // Clipping may yield a variable number of triangles, so + // add these new ones to the back of the queue for subsequent + // clipping against next planes + for (int w = 0; w < nTrisToAdd; w++) + listTriangles.push_back(sclipped[w]); + } + nNewTriangles = listTriangles.size(); + } + + for (auto &triRaster : listTriangles) + { + // Scale to viewport + /*triRaster.p[0].x *= -1.0f; + triRaster.p[1].x *= -1.0f; + triRaster.p[2].x *= -1.0f; + triRaster.p[0].y *= -1.0f; + triRaster.p[1].y *= -1.0f; + triRaster.p[2].y *= -1.0f;*/ + vec3d vOffsetView = { 1,1,0 }; + triRaster.p[0] = Math::Vec_Add(triRaster.p[0], vOffsetView); + triRaster.p[1] = Math::Vec_Add(triRaster.p[1], vOffsetView); + triRaster.p[2] = Math::Vec_Add(triRaster.p[2], vOffsetView); + triRaster.p[0].x *= 0.5f * fViewW; + triRaster.p[0].y *= 0.5f * fViewH; + triRaster.p[1].x *= 0.5f * fViewW; + triRaster.p[1].y *= 0.5f * fViewH; + triRaster.p[2].x *= 0.5f * fViewW; + triRaster.p[2].y *= 0.5f * fViewH; + vOffsetView = { fViewX,fViewY,0 }; + triRaster.p[0] = Math::Vec_Add(triRaster.p[0], vOffsetView); + triRaster.p[1] = Math::Vec_Add(triRaster.p[1], vOffsetView); + triRaster.p[2] = Math::Vec_Add(triRaster.p[2], vOffsetView); + + // For now, just draw triangle + + if (flags & RENDER_TEXTURED) + { + TexturedTriangle( + triRaster.p[0].x, triRaster.p[0].y, triRaster.t[0].x, triRaster.t[0].y, triRaster.t[0].z, + triRaster.p[1].x, triRaster.p[1].y, triRaster.t[1].x, triRaster.t[1].y, triRaster.t[1].z, + triRaster.p[2].x, triRaster.p[2].y, triRaster.t[2].x, triRaster.t[2].y, triRaster.t[2].z, + sprTexture); + } + + if (flags & RENDER_WIRE) + { + DrawTriangleWire(triRaster, olc::RED); + } + + if (flags & RENDER_FLAT) + { + DrawTriangleFlat(triRaster); + } + + nTriangleDrawnCount++; + } + } + } + + return nTriangleDrawnCount; + } +} + +#endif \ No newline at end of file diff --git a/CarCrimeCity/Part1/olcPixelGameEngine.h b/CarCrimeCity/Part1/olcPixelGameEngine.h new file mode 100644 index 0000000..37c3ae8 --- /dev/null +++ b/CarCrimeCity/Part1/olcPixelGameEngine.h @@ -0,0 +1,2067 @@ +/* + olcPixelGameEngine.h + + +-------------------------------------------------------------+ + | OneLoneCoder Pixel Game Engine v1.12 | + | "Like the command prompt console one, but not..." - javidx9 | + +-------------------------------------------------------------+ + + What is this? + ~~~~~~~~~~~~~ + The olcConsoleGameEngine has been a surprsing and wonderful + success for me, and I'm delighted how people have reacted so + positively towards it, so thanks for that. + + However, there are limitations that I simply cannot avoid. + Firstly, I need to maintain several different versions of + it to accommodate users on Windows7, 8, 10, Linux, Mac, + Visual Studio & Code::Blocks. Secondly, this year I've been + pushing the console to the limits of its graphical capabilities + and the effect is becoming underwhelming. The engine itself + is not slow at all, but the process that Windows uses to + draw the command prompt to the screen is, and worse still, + it's dynamic based upon the variation of character colours + and glyphs. Sadly I have no control over this, and recent + videos that are extremely graphical (for a command prompt :P ) + have been dipping to unacceptable framerates. As the channel + has been popular with aspiring game developers, I'm concerned + that the visual appeal of the command prompt is perhaps + limited to us oldies, and I dont want to alienate younger + learners. Finally, I'd like to demonstrate many more + algorithms and image processing that exist in the graphical + domain, for which the console is insufficient. + + For this reason, I have created olcPixelGameEngine! The look + and feel to the programmer is almost identical, so all of my + existing code from the videos is easily portable, and the + programmer uses this file in exactly the same way. But I've + decided that rather than just build a command prompt emulator, + that I would at least harness some modern(ish) portable + technologies. + + As a result, the olcPixelGameEngine supports 32-bit colour, is + written in a cross-platform style, uses modern(ish) C++ + conventions and most importantly, renders much much faster. I + will use this version when my applications are predominantly + graphics based, but use the console version when they are + predominantly text based - Don't worry, loads more command + prompt silliness to come yet, but evolution is important!! + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Homepage: https://www.onelonecoder.com + Patreon: https://www.patreon.com/javidx9 + + Relevant Videos + ~~~~~~~~~~~~~~~ + https://youtu.be/kRH6oJLFYxY Introducing olcPixelGameEngine + + Compiling in Linux + ~~~~~~~~~~~~~~~~~~ + You will need a modern C++ compiler, so update yours! + To compile use the command: + + g++ -o YourProgName YourSource.cpp -lX11 -lGL -lpthread -lpng + + On some Linux configurations, the frame rate is locked to the refresh + rate of the monitor. This engine tries to unlock it but may not be + able to, in which case try launching your program like this: + + vblank_mode=0 ./YourProgName + + + Compiling in Code::Blocks on Windows + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + Well I wont judge you, but make sure your Code::Blocks installation + is really up to date - you may even consider updating your C++ toolchain + to use MinGW32-W64, so google this. You will also need to enable C++14 + in your build options, and add to your linker the following libraries: + user32 gdi32 opengl32 gdiplus + + Thanks + ~~~~~~ + I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, + JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice + Ralakus, Gorbit99, raoul & MagetzUb for advice, ideas and testing, and I'd like + to extend my appreciation to the 23K YouTube followers and 1.5K Discord server + members who give me the motivation to keep going with all this :D + + Special thanks to those who bring gifts! + GnarGnarHead.......Domina + Gorbit99...........Bastion + + Special thanks to my Patreons too - I wont name you on here, but I've + certainly enjoyed my tea and flapjacks :D + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2018, 2019 +*/ + +////////////////////////////////////////////////////////////////////////////////////////// + +/* Example Usage (main.cpp) + #define OLC_PGE_APPLICATION + #include "olcPixelGameEngine.h" + // Override base class with your custom functionality + class Example : public olc::PixelGameEngine + { + public: + Example() + { + sAppName = "Example"; + } + public: + bool OnUserCreate() override + { + // Called once at the start, so create things here + return true; + } + bool OnUserUpdate(float fElapsedTime) override + { + // called once per frame, draws random coloured pixels + for (int x = 0; x < ScreenWidth(); x++) + for (int y = 0; y < ScreenHeight(); y++) + Draw(x, y, olc::Pixel(rand() % 255, rand() % 255, rand()% 255)); + return true; + } + }; + int main() + { + Example demo; + if (demo.Construct(256, 240, 4, 4)) + demo.Start(); + return 0; + } +*/ + +#ifndef OLC_PGE_DEF +#define OLC_PGE_DEF + +#ifdef _WIN32 + // Link to libraries +#ifndef __MINGW32__ + #pragma comment(lib, "user32.lib") // Visual Studio Only + #pragma comment(lib, "gdi32.lib") // For other Windows Compilers please add + #pragma comment(lib, "opengl32.lib") // these libs to your linker input + #pragma comment(lib, "gdiplus.lib") +#else + // In Code::Blocks, Select C++14 in your build options, and add the + // following libs to your linker: user32 gdi32 opengl32 gdiplus +#endif + // Include WinAPI + #include + #include + + // OpenGL Extension + #include + typedef BOOL(WINAPI wglSwapInterval_t) (int interval); + static wglSwapInterval_t *wglSwapInterval; +#else + #include + #include + #include + #include + #include + typedef int(glSwapInterval_t) (Display *dpy, GLXDrawable drawable, int interval); + static glSwapInterval_t *glSwapIntervalEXT; +#endif + + +// Standard includes +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#undef min +#undef max + +namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace +{ + struct Pixel + { + union + { + uint32_t n = 0xFF000000; + struct + { + uint8_t r; uint8_t g; uint8_t b; uint8_t a; + }; + }; + + Pixel(); + Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255); + Pixel(uint32_t p); + enum Mode { NORMAL, MASK, ALPHA, CUSTOM }; + }; + + // Some constants for symbolic naming of Pixels + static const Pixel + WHITE(255, 255, 255), + GREY(192, 192, 192), DARK_GREY(128, 128, 128), VERY_DARK_GREY(64, 64, 64), + RED(255, 0, 0), DARK_RED(128, 0, 0), VERY_DARK_RED(64, 0, 0), + YELLOW(255, 255, 0), DARK_YELLOW(128, 128, 0), VERY_DARK_YELLOW(64, 64, 0), + GREEN(0, 255, 0), DARK_GREEN(0, 128, 0), VERY_DARK_GREEN(0, 64, 0), + CYAN(0, 255, 255), DARK_CYAN(0, 128, 128), VERY_DARK_CYAN(0, 64, 64), + BLUE(0, 0, 255), DARK_BLUE(0, 0, 128), VERY_DARK_BLUE(0, 0, 64), + MAGENTA(255, 0, 255), DARK_MAGENTA(128, 0, 128), VERY_DARK_MAGENTA(64, 0, 64), + BLACK(0, 0, 0), + BLANK(0, 0, 0, 0); + + enum rcode + { + FAIL = 0, + OK = 1, + NO_FILE = -1, + }; + + //============================================================= + + struct HWButton + { + bool bPressed = false; // Set once during the frame the event occurs + bool bReleased = false; // Set once during the frame the event occurs + bool bHeld = false; // Set tru for all frames between pressed and released events + }; + + //============================================================= + + class ResourcePack + { + public: + ResourcePack(); + ~ResourcePack(); + struct sEntry : public std::streambuf { + uint32_t nID, nFileOffset, nFileSize; uint8_t* data; void _config() { this->setg((char*)data, (char*)data, (char*)(data + nFileSize)); } + }; + + public: + olc::rcode AddToPack(std::string sFile); + + public: + olc::rcode SavePack(std::string sFile); + olc::rcode LoadPack(std::string sFile); + olc::rcode ClearPack(); + + public: + olc::ResourcePack::sEntry GetStreamBuffer(std::string sFile); + + private: + + std::map mapFiles; + }; + + //============================================================= + + // A bitmap-like structure that stores a 2D array of Pixels + class Sprite + { + public: + Sprite(); + Sprite(std::string sImageFile); + Sprite(std::string sImageFile, olc::ResourcePack *pack); + Sprite(int32_t w, int32_t h); + ~Sprite(); + + public: + olc::rcode LoadFromFile(std::string sImageFile, olc::ResourcePack *pack = nullptr); + olc::rcode LoadFromPGESprFile(std::string sImageFile, olc::ResourcePack *pack = nullptr); + olc::rcode SaveToPGESprFile(std::string sImageFile); + + public: + int32_t width = 0; + int32_t height = 0; + enum Mode { NORMAL, PERIODIC }; + + public: + void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL); + Pixel GetPixel(int32_t x, int32_t y); + void SetPixel(int32_t x, int32_t y, Pixel p); + Pixel Sample(float x, float y); + Pixel* GetData(); + + private: + Pixel *pColData = nullptr; + Mode modeSample = Mode::NORMAL; + +#ifdef OLC_DBG_OVERDRAW + public: + static int nOverdrawCount; +#endif + + }; + + //============================================================= + + enum Key + { + A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z, + K0, K1, K2, K3, K4, K5, K6, K7, K8, K9, + F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, + UP, DOWN, LEFT, RIGHT, + SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN, + BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL, + NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9, + NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL, + }; + + + //============================================================= + + class PixelGameEngine + { + public: + PixelGameEngine(); + + public: + olc::rcode Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h); + olc::rcode Start(); + + public: // Override Interfaces + // Called once on application startup, use to load your resources + virtual bool OnUserCreate(); + // Called every frame, and provides you with a time per frame value + virtual bool OnUserUpdate(float fElapsedTime); + // Called once on application termination, so you can be a clean coder + virtual bool OnUserDestroy(); + + public: // Hardware Interfaces + // Returns true if window is currently in focus + bool IsFocused(); + // Get the state of a specific keyboard button + HWButton GetKey(Key k); + // Get the state of a specific mouse button + HWButton GetMouse(uint32_t b); + // Get Mouse X coordinate in "pixel" space + int32_t GetMouseX(); + // Get Mouse Y coordinate in "pixel" space + int32_t GetMouseY(); + + public: // Utility + // Returns the width of the screen in "pixels" + int32_t ScreenWidth(); + // Returns the height of the screen in "pixels" + int32_t ScreenHeight(); + // Returns the width of the currently selected drawing target in "pixels" + int32_t GetDrawTargetWidth(); + // Returns the height of the currently selected drawing target in "pixels" + int32_t GetDrawTargetHeight(); + // Returns the currently active draw target + Sprite* GetDrawTarget(); + + public: // Draw Routines + // Specify which Sprite should be the target of drawing functions, use nullptr + // to specify the primary screen + void SetDrawTarget(Sprite *target); + // Change the pixel mode for different optimisations + // olc::Pixel::NORMAL = No transparency + // olc::Pixel::MASK = Transparent if alpha is < 255 + // olc::Pixel::ALPHA = Full transparency + void SetPixelMode(Pixel::Mode m); + Pixel::Mode GetPixelMode(); + // Use a custom blend function + void SetPixelMode(std::function pixelMode); + // Change the blend factor form between 0.0f to 1.0f; + void SetPixelBlend(float fBlend); + // Offset texels by sub-pixel amount (advanced, do not use) + void SetSubPixelOffset(float ox, float oy); + + // Draws a single Pixel + virtual void Draw(int32_t x, int32_t y, Pixel p = olc::WHITE); + // Draws a line from (x1,y1) to (x2,y2) + void DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p = olc::WHITE); + // Draws a circle located at (x,y) with radius + void DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE); + // Fills a circle located at (x,y) with radius + void FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p = olc::WHITE); + // Draws a rectangle at (x,y) to (x+w,y+h) + void DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); + // Fills a rectangle at (x,y) to (x+w,y+h) + void FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p = olc::WHITE); + // Draws a triangle between points (x1,y1), (x2,y2) and (x3,y3) + void DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); + // Flat fills a triangle between points (x1,y1), (x2,y2) and (x3,y3) + void FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p = olc::WHITE); + // Draws an entire sprite at location (x,y) + void DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale = 1); + // Draws an area of a sprite at location (x,y), where the + // selected area is (ox,oy) to (ox+w,oy+h) + void DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale = 1); + // Draws a single line of text + void DrawString(int32_t x, int32_t y, std::string sText, Pixel col = olc::WHITE, uint32_t scale = 1); + // Clears entire draw target to Pixel + void Clear(Pixel p); + + public: // Branding + std::string sAppName; + + private: // Inner mysterious workings + Sprite *pDefaultDrawTarget = nullptr; + Sprite *pDrawTarget = nullptr; + Pixel::Mode nPixelMode = Pixel::NORMAL; + float fBlendFactor = 1.0f; + uint32_t nScreenWidth = 256; + uint32_t nScreenHeight = 240; + uint32_t nPixelWidth = 4; + uint32_t nPixelHeight = 4; + int32_t nMousePosX = 0; + int32_t nMousePosY = 0; + float fPixelX = 1.0f; + float fPixelY = 1.0f; + float fSubPixelOffsetX = 0.0f; + float fSubPixelOffsetY = 0.0f; + bool bHasInputFocus = false; + bool bHasMouseFocus = false; + float fFrameTimer = 1.0f; + int nFrameCount = 0; + Sprite *fontSprite = nullptr; + std::function funcPixelMode; + + static std::map mapKeys; + bool pKeyNewState[256]{ 0 }; + bool pKeyOldState[256]{ 0 }; + HWButton pKeyboardState[256]; + + bool pMouseNewState[5]{ 0 }; + bool pMouseOldState[5]{ 0 }; + HWButton pMouseState[5]; + +#ifdef _WIN32 + HDC glDeviceContext = nullptr; + HGLRC glRenderContext = nullptr; +#else + GLXContext glDeviceContext = nullptr; + GLXContext glRenderContext = nullptr; +#endif + GLuint glBuffer; + + void EngineThread(); + + // If anything sets this flag to false, the engine + // "should" shut down gracefully + static std::atomic bAtomActive; + + // Common initialisation functions + void olc_UpdateMouse(int32_t x, int32_t y); + bool olc_OpenGLCreate(); + void olc_ConstructFontSheet(); + +#ifdef _WIN32 + // Windows specific window handling + HWND olc_hWnd = nullptr; + HWND olc_WindowCreate(); + std::wstring wsAppName; + static LRESULT CALLBACK olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); +#else + // Non-Windows specific window handling + Display* olc_Display = nullptr; + Window olc_WindowRoot; + Window olc_Window; + XVisualInfo* olc_VisualInfo; + Colormap olc_ColourMap; + XSetWindowAttributes olc_SetWindowAttribs; + Display* olc_WindowCreate(); +#endif + + }; + + + class PGEX + { + friend class olc::PixelGameEngine; + protected: + static PixelGameEngine* pge; + }; + + //============================================================= +} + +#endif // OLC_PGE_DEF + + + + +/* + Object Oriented Mode + ~~~~~~~~~~~~~~~~~~~~ + + If the olcPixelGameEngine.h is called from several sources it can cause + multiple definitions of objects. To prevent this, ONLY ONE of the pathways + to including this file must have OLC_PGE_APPLICATION defined before it. This prevents + the definitions being duplicated. + + Consider the following project structure: + + Class1.h - Includes olcPixelGameEngine.h, overrides olc::PixelGameEngine + Class1.cpp - #define OLC_PGE_APPLICATION #include "Class1.h" + Class2.h - Includes Class1.h, which includes olcPixelGameEngine.h + Class2.cpp - #define OLC_PGE_APPLICATION #include "Class2.h" + main.cpp - Includes Class1.h and Class2.h + + If all of this is a bit too confusing, you can split this file in two! + Everything below this comment block can go into olcPixelGameEngineOOP.cpp + and everything above it can go into olcPixelGameEngineOOP.h + +*/ + +#ifdef OLC_PGE_APPLICATION +#undef OLC_PGE_APPLICATION + +namespace olc +{ + Pixel::Pixel() + { + r = 0; g = 0; b = 0; a = 255; + } + + Pixel::Pixel(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha) + { + r = red; g = green; b = blue; a = alpha; + } + + Pixel::Pixel(uint32_t p) + { + n = p; + } + + //========================================================== + + std::wstring ConvertS2W(std::string s) + { +#ifdef _WIN32 + int count = MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, NULL, 0); + wchar_t* buffer = new wchar_t[count]; + MultiByteToWideChar(CP_UTF8, 0, s.c_str(), -1, buffer, count); + std::wstring w(buffer); + delete[] buffer; + return w; +#endif +//#ifdef __MINGW32__ +// wchar_t *buffer = new wchar_t[sImageFile.length() + 1]; +// mbstowcs(buffer, sImageFile.c_str(), sImageFile.length()); +// buffer[sImageFile.length()] = L'\0'; +// wsImageFile = buffer; +// delete[] buffer; +//#else + } + + Sprite::Sprite() + { + pColData = nullptr; + width = 0; + height = 0; + } + + Sprite::Sprite(std::string sImageFile) + { + LoadFromFile(sImageFile); + } + + Sprite::Sprite(std::string sImageFile, olc::ResourcePack *pack) + { + LoadFromPGESprFile(sImageFile, pack); + } + + Sprite::Sprite(int32_t w, int32_t h) + { + if(pColData) delete[] pColData; + width = w; height = h; + pColData = new Pixel[width * height]; + for (int32_t i = 0; i < width*height; i++) + pColData[i] = Pixel(); + } + + Sprite::~Sprite() + { + if (pColData) delete pColData; + } + + olc::rcode Sprite::LoadFromPGESprFile(std::string sImageFile, olc::ResourcePack *pack) + { + if (pColData) delete[] pColData; + + auto ReadData = [&](std::istream &is) + { + is.read((char*)&width, sizeof(int32_t)); + is.read((char*)&height, sizeof(int32_t)); + pColData = new Pixel[width * height]; + is.read((char*)pColData, width * height * sizeof(uint32_t)); + }; + + // These are essentially Memory Surfaces represented by olc::Sprite + // which load very fast, but are completely uncompressed + if (pack == nullptr) + { + std::ifstream ifs; + ifs.open(sImageFile, std::ifstream::binary); + if (ifs.is_open()) + { + ReadData(ifs); + return olc::OK; + } + else + return olc::FAIL; + } + else + { + auto streamBuffer = pack->GetStreamBuffer(sImageFile); + std::istream is(&streamBuffer); + ReadData(is); + } + + + return olc::FAIL; + } + + olc::rcode Sprite::SaveToPGESprFile(std::string sImageFile) + { + if (pColData == nullptr) return olc::FAIL; + + std::ofstream ofs; + ofs.open(sImageFile, std::ifstream::binary); + if (ofs.is_open()) + { + ofs.write((char*)&width, sizeof(int32_t)); + ofs.write((char*)&height, sizeof(int32_t)); + ofs.write((char*)pColData, width*height*sizeof(uint32_t)); + ofs.close(); + return olc::OK; + } + + return olc::FAIL; + } + + olc::rcode Sprite::LoadFromFile(std::string sImageFile, olc::ResourcePack *pack) + { +#ifdef _WIN32 + // Use GDI+ + std::wstring wsImageFile; +#ifdef __MINGW32__ + wchar_t *buffer = new wchar_t[sImageFile.length() + 1]; + mbstowcs(buffer, sImageFile.c_str(), sImageFile.length()); + buffer[sImageFile.length()] = L'\0'; + wsImageFile = buffer; + delete [] buffer; +#else + wsImageFile = ConvertS2W(sImageFile); +#endif + Gdiplus::Bitmap *bmp = Gdiplus::Bitmap::FromFile(wsImageFile.c_str()); + if (bmp == nullptr) + return olc::NO_FILE; + + width = bmp->GetWidth(); + height = bmp->GetHeight(); + pColData = new Pixel[width * height]; + + for(int x=0; xGetPixel(x, y, &c); + SetPixel(x, y, Pixel(c.GetRed(), c.GetGreen(), c.GetBlue(), c.GetAlpha())); + } + delete bmp; + return olc::OK; +#else + //////////////////////////////////////////////////////////////////////////// + // Use libpng, Thanks to Guillaume Cottenceau + // https://gist.github.com/niw/5963798 + png_structp png; + png_infop info; + + FILE *f = fopen(sImageFile.c_str(), "rb"); + if (!f) return olc::NO_FILE; + + png = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL); + if (!png) goto fail_load; + + info = png_create_info_struct(png); + if (!info) goto fail_load; + + if (setjmp(png_jmpbuf(png))) goto fail_load; + + png_init_io(png, f); + png_read_info(png, info); + + png_byte color_type; + png_byte bit_depth; + png_bytep *row_pointers; + width = png_get_image_width(png, info); + height = png_get_image_height(png, info); + color_type = png_get_color_type(png, info); + bit_depth = png_get_bit_depth(png, info); + +#ifdef _DEBUG + std::cout << "Loading PNG: " << sImageFile << "\n"; + std::cout << "W:" << width << " H:" << height << " D:" << (int)bit_depth << "\n"; +#endif + + if (bit_depth == 16) png_set_strip_16(png); + if (color_type == PNG_COLOR_TYPE_PALETTE) png_set_palette_to_rgb(png); + if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8) png_set_expand_gray_1_2_4_to_8(png); + if (png_get_valid(png, info, PNG_INFO_tRNS)) png_set_tRNS_to_alpha(png); + if (color_type == PNG_COLOR_TYPE_RGB || + color_type == PNG_COLOR_TYPE_GRAY || + color_type == PNG_COLOR_TYPE_PALETTE) + png_set_filler(png, 0xFF, PNG_FILLER_AFTER); + if (color_type == PNG_COLOR_TYPE_GRAY || + color_type == PNG_COLOR_TYPE_GRAY_ALPHA) + png_set_gray_to_rgb(png); + + png_read_update_info(png, info); + row_pointers = (png_bytep*)malloc(sizeof(png_bytep) * height); + for (int y = 0; y < height; y++) { + row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info)); + } + png_read_image(png, row_pointers); + //////////////////////////////////////////////////////////////////////////// + + // Create sprite array + pColData = new Pixel[width * height]; + + // Iterate through image rows, converting into sprite format + for (int y = 0; y < height; y++) + { + png_bytep row = row_pointers[y]; + for (int x = 0; x < width; x++) + { + png_bytep px = &(row[x * 4]); + SetPixel(x, y, Pixel(px[0], px[1], px[2], px[3])); + } + } + + fclose(f); + return olc::OK; + + fail_load: + width = 0; + height = 0; + fclose(f); + pColData = nullptr; + return olc::FAIL; +#endif + } + + void Sprite::SetSampleMode(olc::Sprite::Mode mode) + { + modeSample = mode; + } + + + Pixel Sprite::GetPixel(int32_t x, int32_t y) + { + if (modeSample == olc::Sprite::Mode::NORMAL) + { + if (x >= 0 && x < width && y >= 0 && y < height) + return pColData[y*width + x]; + else + return Pixel(0, 0, 0, 0); + } + else + { + return pColData[abs(y%height)*width + abs(x%width)]; + } + } + + void Sprite::SetPixel(int32_t x, int32_t y, Pixel p) + { + +#ifdef OLC_DBG_OVERDRAW + nOverdrawCount++; +#endif + + if (x >= 0 && x < width && y >= 0 && y < height) + pColData[y*width + x] = p; + } + + Pixel Sprite::Sample(float x, float y) + { + int32_t sx = (int32_t)((x * (float)width) - 0.5f); + int32_t sy = (int32_t)((y * (float)height) - 0.5f); + return GetPixel(sx, sy); + } + + Pixel* Sprite::GetData() { return pColData; } + + //========================================================== + + ResourcePack::ResourcePack() + { + + } + + ResourcePack::~ResourcePack() + { + ClearPack(); + } + + olc::rcode ResourcePack::AddToPack(std::string sFile) + { + std::ifstream ifs(sFile, std::ifstream::binary); + if (!ifs.is_open()) return olc::FAIL; + + // Get File Size + std::streampos p = 0; + p = ifs.tellg(); + ifs.seekg(0, std::ios::end); + p = ifs.tellg() - p; + ifs.seekg(0, std::ios::beg); + + // Create entry + sEntry e; + e.data = nullptr; + e.nFileSize = (uint32_t)p; + + // Read file into memory + e.data = new uint8_t[(uint32_t)e.nFileSize]; + ifs.read((char*)e.data, e.nFileSize); + ifs.close(); + + // Add To Map + mapFiles[sFile] = e; + return olc::OK; + } + + olc::rcode ResourcePack::SavePack(std::string sFile) + { + std::ofstream ofs(sFile, std::ofstream::binary); + if (!ofs.is_open()) return olc::FAIL; + + // 1) Write Map + size_t nMapSize = mapFiles.size(); + ofs.write((char*)&nMapSize, sizeof(size_t)); + for (auto &e : mapFiles) + { + size_t nPathSize = e.first.size(); + ofs.write((char*)&nPathSize, sizeof(size_t)); + ofs.write(e.first.c_str(), nPathSize); + ofs.write((char*)&e.second.nID, sizeof(uint32_t)); + ofs.write((char*)&e.second.nFileSize, sizeof(uint32_t)); + ofs.write((char*)&e.second.nFileOffset, sizeof(uint32_t)); + } + + // 2) Write Data + std::streampos offset = ofs.tellp(); + for (auto &e : mapFiles) + { + e.second.nFileOffset = (uint32_t)offset; + ofs.write((char*)e.second.data, e.second.nFileSize); + offset += e.second.nFileSize; + } + + // 3) Rewrite Map (it has been updated with offsets now) + ofs.seekp(std::ios::beg); + ofs.write((char*)&nMapSize, sizeof(size_t)); + for (auto &e : mapFiles) + { + size_t nPathSize = e.first.size(); + ofs.write((char*)&nPathSize, sizeof(size_t)); + ofs.write(e.first.c_str(), nPathSize); + ofs.write((char*)&e.second.nID, sizeof(uint32_t)); + ofs.write((char*)&e.second.nFileSize, sizeof(uint32_t)); + ofs.write((char*)&e.second.nFileOffset, sizeof(uint32_t)); + } + ofs.close(); + + return olc::OK; + } + + olc::rcode ResourcePack::LoadPack(std::string sFile) + { + std::ifstream ifs(sFile, std::ifstream::binary); + if (!ifs.is_open()) return olc::FAIL; + + // 1) Read Map + size_t nMapEntries; + ifs.read((char*)&nMapEntries, sizeof(size_t)); + for (size_t i = 0; i < nMapEntries; i++) + { + size_t nFilePathSize = 0; + ifs.read((char*)&nFilePathSize, sizeof(size_t)); + + std::string sFileName(nFilePathSize, ' '); + for (size_t j = 0; j < nFilePathSize; j++) + sFileName[j] = ifs.get(); + + sEntry e; + e.data = nullptr; + ifs.read((char*)&e.nID, sizeof(uint32_t)); + ifs.read((char*)&e.nFileSize, sizeof(uint32_t)); + ifs.read((char*)&e.nFileOffset, sizeof(uint32_t)); + mapFiles[sFileName] = e; + } + + // 2) Read Data + for (auto &e : mapFiles) + { + e.second.data = new uint8_t[(uint32_t)e.second.nFileSize]; + ifs.seekg(e.second.nFileOffset); + ifs.read((char*)e.second.data, e.second.nFileSize); + e.second._config(); + } + + ifs.close(); + return olc::OK; + } + + olc::ResourcePack::sEntry ResourcePack::GetStreamBuffer(std::string sFile) + { + return mapFiles[sFile]; + } + + olc::rcode ResourcePack::ClearPack() + { + for (auto &e : mapFiles) + { + if (e.second.data != nullptr) + delete[] e.second.data; + } + + mapFiles.clear(); + return olc::OK; + } + + //========================================================== + + PixelGameEngine::PixelGameEngine() + { + sAppName = "Undefined"; + olc::PGEX::pge = this; + } + + olc::rcode PixelGameEngine::Construct(uint32_t screen_w, uint32_t screen_h, uint32_t pixel_w, uint32_t pixel_h) + { + nScreenWidth = screen_w; + nScreenHeight = screen_h; + nPixelWidth = pixel_w; + nPixelHeight = pixel_h; + + fPixelX = 2.0f / (float)(nScreenWidth); + fPixelY = 2.0f / (float)(nScreenHeight); + + if (nPixelWidth == 0 || nPixelHeight == 0 || nScreenWidth == 0 || nScreenHeight == 0) + return olc::FAIL; + +#ifdef _WIN32 +#ifdef UNICODE +#ifndef __MINGW32__ + wsAppName = ConvertS2W(sAppName); +#endif +#endif +#endif + // Load the default font sheet + olc_ConstructFontSheet(); + + // Create a sprite that represents the primary drawing target + pDefaultDrawTarget = new Sprite(nScreenWidth, nScreenHeight); + SetDrawTarget(nullptr); + return olc::OK; + } + + olc::rcode PixelGameEngine::Start() + { + // Construct the window + if (!olc_WindowCreate()) + return olc::FAIL; + + // Load libraries required for PNG file interaction +#ifdef _WIN32 + // Windows use GDI+ + Gdiplus::GdiplusStartupInput startupInput; + ULONG_PTR token; + Gdiplus::GdiplusStartup(&token, &startupInput, NULL); +#else + // Linux use libpng + +#endif + // Start the thread + bAtomActive = true; + std::thread t = std::thread(&PixelGameEngine::EngineThread, this); + +#ifdef _WIN32 + // Handle Windows Message Loop + MSG msg; + while (GetMessage(&msg, NULL, 0, 0) > 0) + { + TranslateMessage(&msg); + DispatchMessage(&msg); + } +#endif + + // Wait for thread to be exited + t.join(); + return olc::OK; + } + + void PixelGameEngine::SetDrawTarget(Sprite *target) + { + if (target) + pDrawTarget = target; + else + pDrawTarget = pDefaultDrawTarget; + } + + Sprite* PixelGameEngine::GetDrawTarget() + { + return pDrawTarget; + } + + int32_t PixelGameEngine::GetDrawTargetWidth() + { + if (pDrawTarget) + return pDrawTarget->width; + else + return 0; + } + + int32_t PixelGameEngine::GetDrawTargetHeight() + { + if (pDrawTarget) + return pDrawTarget->height; + else + return 0; + } + + bool PixelGameEngine::IsFocused() + { + return bHasInputFocus; + } + + HWButton PixelGameEngine::GetKey(Key k) + { + return pKeyboardState[k]; + } + + HWButton PixelGameEngine::GetMouse(uint32_t b) + { + return pMouseState[b]; + } + + int32_t PixelGameEngine::GetMouseX() + { + return nMousePosX; + } + + int32_t PixelGameEngine::GetMouseY() + { + return nMousePosY; + } + + int32_t PixelGameEngine::ScreenWidth() + { + return nScreenWidth; + } + + int32_t PixelGameEngine::ScreenHeight() + { + return nScreenHeight; + } + + void PixelGameEngine::Draw(int32_t x, int32_t y, Pixel p) + { + if (!pDrawTarget) return; + + + if (nPixelMode == Pixel::NORMAL) + { + pDrawTarget->SetPixel(x, y, p); + return; + } + + if (nPixelMode == Pixel::MASK) + { + if(p.a == 255) + pDrawTarget->SetPixel(x, y, p); + return; + } + + if (nPixelMode == Pixel::ALPHA) + { + Pixel d = pDrawTarget->GetPixel(x, y); + float a = (float)(p.a / 255.0f) * fBlendFactor; + float c = 1.0f - a; + float r = a * (float)p.r + c * (float)d.r; + float g = a * (float)p.g + c * (float)d.g; + float b = a * (float)p.b + c * (float)d.b; + pDrawTarget->SetPixel(x, y, Pixel((uint8_t)r, (uint8_t)g, (uint8_t)b)); + return; + } + + if (nPixelMode == Pixel::CUSTOM) + { + pDrawTarget->SetPixel(x, y, funcPixelMode(x, y, p, pDrawTarget->GetPixel(x, y))); + return; + } + } + + void PixelGameEngine::SetSubPixelOffset(float ox, float oy) + { + fSubPixelOffsetX = ox * fPixelX; + fSubPixelOffsetY = oy * fPixelY; + } + + void PixelGameEngine::DrawLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2, Pixel p) + { + int x, y, dx, dy, dx1, dy1, px, py, xe, ye, i; + dx = x2 - x1; dy = y2 - y1; + + // straight lines idea by gurkanctn + if (dx == 0) // Line is vertical + { + if (y2 < y1) std::swap(y1, y2); + for (y = y1; y <= y2; y++) + Draw(x1, y, p); + return; + } + + if (dy == 0) // Line is horizontal + { + if (x2 < x1) std::swap(x1, x2); + for (x = x1; x <= x2; x++) + Draw(x, y1, p); + return; + } + + // Line is Funk-aye + dx1 = abs(dx); dy1 = abs(dy); + px = 2 * dy1 - dx1; py = 2 * dx1 - dy1; + if (dy1 <= dx1) + { + if (dx >= 0) + { + x = x1; y = y1; xe = x2; + } + else + { + x = x2; y = y2; xe = x1; + } + + Draw(x, y, p); + + for (i = 0; x0 && dy>0)) y = y + 1; else y = y - 1; + px = px + 2 * (dy1 - dx1); + } + Draw(x, y, p); + } + } + else + { + if (dy >= 0) + { + x = x1; y = y1; ye = y2; + } + else + { + x = x2; y = y2; ye = y1; + } + + Draw(x, y, p); + + for (i = 0; y0 && dy>0)) x = x + 1; else x = x - 1; + py = py + 2 * (dx1 - dy1); + } + Draw(x, y, p); + } + } + } + + void PixelGameEngine::DrawCircle(int32_t x, int32_t y, int32_t radius, Pixel p) + { + int x0 = 0; + int y0 = radius; + int d = 3 - 2 * radius; + if (!radius) return; + + while (y0 >= x0) // only formulate 1/8 of circle + { + Draw(x - x0, y - y0, p);//upper left left + Draw(x - y0, y - x0, p);//upper upper left + Draw(x + y0, y - x0, p);//upper upper right + Draw(x + x0, y - y0, p);//upper right right + Draw(x - x0, y + y0, p);//lower left left + Draw(x - y0, y + x0, p);//lower lower left + Draw(x + y0, y + x0, p);//lower lower right + Draw(x + x0, y + y0, p);//lower right right + if (d < 0) d += 4 * x0++ + 6; + else d += 4 * (x0++ - y0--) + 10; + } + } + + void PixelGameEngine::FillCircle(int32_t x, int32_t y, int32_t radius, Pixel p) + { + // Taken from wikipedia + int x0 = 0; + int y0 = radius; + int d = 3 - 2 * radius; + if (!radius) return; + + auto drawline = [&](int sx, int ex, int ny) + { + for (int i = sx; i <= ex; i++) + Draw(i, ny, p); + }; + + while (y0 >= x0) + { + // Modified to draw scan-lines instead of edges + drawline(x - x0, x + x0, y - y0); + drawline(x - y0, x + y0, y - x0); + drawline(x - x0, x + x0, y + y0); + drawline(x - y0, x + y0, y + x0); + if (d < 0) d += 4 * x0++ + 6; + else d += 4 * (x0++ - y0--) + 10; + } + } + + void PixelGameEngine::DrawRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p) + { + DrawLine(x, y, x+w, y, p); + DrawLine(x+w, y, x+w, y+h, p); + DrawLine(x+w, y+h, x, y+h, p); + DrawLine(x, y+h, x, y, p); + } + + void PixelGameEngine::Clear(Pixel p) + { + int pixels = GetDrawTargetWidth() * GetDrawTargetHeight(); + Pixel* m = GetDrawTarget()->GetData(); + for (int i = 0; i < pixels; i++) + m[i] = p; +#ifdef OLC_DBG_OVERDRAW + olc::Sprite::nOverdrawCount += pixels; +#endif + } + + void PixelGameEngine::FillRect(int32_t x, int32_t y, int32_t w, int32_t h, Pixel p) + { + int32_t x2 = x + w; + int32_t y2 = y + h; + + if (x < 0) x = 0; + if (x >= (int32_t)nScreenWidth) x = (int32_t)nScreenWidth; + if (y < 0) y = 0; + if (y >= (int32_t)nScreenHeight) y = (int32_t)nScreenHeight; + + if (x2 < 0) x2 = 0; + if (x2 >= (int32_t)nScreenWidth) x2 = (int32_t)nScreenWidth; + if (y2 < 0) y2 = 0; + if (y2 >= (int32_t)nScreenHeight) y2 = (int32_t)nScreenHeight; + + for (int i = x; i < x2; i++) + for (int j = y; j < y2; j++) + Draw(i, j, p); + } + + void PixelGameEngine::DrawTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p) + { + DrawLine(x1, y1, x2, y2, p); + DrawLine(x2, y2, x3, y3, p); + DrawLine(x3, y3, x1, y1, p); + } + + // https://www.avrfreaks.net/sites/default/files/triangles.c + void PixelGameEngine::FillTriangle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t x3, int32_t y3, Pixel p) + { + auto SWAP = [](int &x, int &y) { int t = x; x = y; y = t; }; + auto drawline = [&](int sx, int ex, int ny) { for (int i = sx; i <= ex; i++) Draw(i, ny, p); }; + + int t1x, t2x, y, minx, maxx, t1xp, t2xp; + bool changed1 = false; + bool changed2 = false; + int signx1, signx2, dx1, dy1, dx2, dy2; + int e1, e2; + // Sort vertices + if (y1>y2) { SWAP(y1, y2); SWAP(x1, x2); } + if (y1>y3) { SWAP(y1, y3); SWAP(x1, x3); } + if (y2>y3) { SWAP(y2, y3); SWAP(x2, x3); } + + t1x = t2x = x1; y = y1; // Starting points + dx1 = (int)(x2 - x1); if (dx1<0) { dx1 = -dx1; signx1 = -1; } + else signx1 = 1; + dy1 = (int)(y2 - y1); + + dx2 = (int)(x3 - x1); if (dx2<0) { dx2 = -dx2; signx2 = -1; } + else signx2 = 1; + dy2 = (int)(y3 - y1); + + if (dy1 > dx1) { // swap values + SWAP(dx1, dy1); + changed1 = true; + } + if (dy2 > dx2) { // swap values + SWAP(dy2, dx2); + changed2 = true; + } + + e2 = (int)(dx2 >> 1); + // Flat top, just process the second half + if (y1 == y2) goto next; + e1 = (int)(dx1 >> 1); + + for (int i = 0; i < dx1;) { + t1xp = 0; t2xp = 0; + if (t1x= dx1) { + e1 -= dx1; + if (changed1) t1xp = signx1;//t1x += signx1; + else goto next1; + } + if (changed1) break; + else t1x += signx1; + } + // Move line + next1: + // process second line until y value is about to change + while (1) { + e2 += dy2; + while (e2 >= dx2) { + e2 -= dx2; + if (changed2) t2xp = signx2;//t2x += signx2; + else goto next2; + } + if (changed2) break; + else t2x += signx2; + } + next2: + if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x; + if (maxx dx1) { // swap values + SWAP(dy1, dx1); + changed1 = true; + } + else changed1 = false; + + e1 = (int)(dx1 >> 1); + + for (int i = 0; i <= dx1; i++) { + t1xp = 0; t2xp = 0; + if (t1x= dx1) { + e1 -= dx1; + if (changed1) { t1xp = signx1; break; }//t1x += signx1; + else goto next3; + } + if (changed1) break; + else t1x += signx1; + if (i= dx2) { + e2 -= dx2; + if (changed2) t2xp = signx2; + else goto next4; + } + if (changed2) break; + else t2x += signx2; + } + next4: + + if (minx>t1x) minx = t1x; if (minx>t2x) minx = t2x; + if (maxxy3) return; + } + } + + void PixelGameEngine::DrawSprite(int32_t x, int32_t y, Sprite *sprite, uint32_t scale) + { + if (sprite == nullptr) + return; + + if (scale > 1) + { + for (int32_t i = 0; i < sprite->width; i++) + for (int32_t j = 0; j < sprite->height; j++) + for (uint32_t is = 0; is < scale; is++) + for (uint32_t js = 0; js < scale; js++) + Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i, j)); + } + else + { + for (int32_t i = 0; i < sprite->width; i++) + for (int32_t j = 0; j < sprite->height; j++) + Draw(x + i, y + j, sprite->GetPixel(i, j)); + } + } + + void PixelGameEngine::DrawPartialSprite(int32_t x, int32_t y, Sprite *sprite, int32_t ox, int32_t oy, int32_t w, int32_t h, uint32_t scale) + { + if (sprite == nullptr) + return; + + if (scale > 1) + { + for (int32_t i = 0; i < w; i++) + for (int32_t j = 0; j < h; j++) + for (uint32_t is = 0; is < scale; is++) + for (uint32_t js = 0; js < scale; js++) + Draw(x + (i*scale) + is, y + (j*scale) + js, sprite->GetPixel(i + ox, j + oy)); + } + else + { + for (int32_t i = 0; i < w; i++) + for (int32_t j = 0; j < h; j++) + Draw(x + i, y + j, sprite->GetPixel(i + ox, j + oy)); + } + } + + void PixelGameEngine::DrawString(int32_t x, int32_t y, std::string sText, Pixel col, uint32_t scale) + { + int32_t sx = 0; + int32_t sy = 0; + Pixel::Mode m = nPixelMode; + if(col.ALPHA != 255) SetPixelMode(Pixel::ALPHA); + else SetPixelMode(Pixel::MASK); + for (auto c : sText) + { + if (c == '\n') + { + sx = 0; sy += 8 * scale; + } + else + { + int32_t ox = (c - 32) % 16; + int32_t oy = (c - 32) / 16; + + if (scale > 1) + { + for (uint32_t i = 0; i < 8; i++) + for (uint32_t j = 0; j < 8; j++) + if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0) + for (uint32_t is = 0; is < scale; is++) + for (uint32_t js = 0; js < scale; js++) + Draw(x + sx + (i*scale) + is, y + sy + (j*scale) + js, col); + } + else + { + for (uint32_t i = 0; i < 8; i++) + for (uint32_t j = 0; j < 8; j++) + if (fontSprite->GetPixel(i + ox * 8, j + oy * 8).r > 0) + Draw(x + sx + i, y + sy + j, col); + } + sx += 8 * scale; + } + } + SetPixelMode(m); + } + + void PixelGameEngine::SetPixelMode(Pixel::Mode m) + { + nPixelMode = m; + } + + Pixel::Mode PixelGameEngine::GetPixelMode() + { + return nPixelMode; + } + + void PixelGameEngine::SetPixelMode(std::function pixelMode) + { + funcPixelMode = pixelMode; + nPixelMode = Pixel::Mode::CUSTOM; + } + + void PixelGameEngine::SetPixelBlend(float fBlend) + { + fBlendFactor = fBlend; + if (fBlendFactor < 0.0f) fBlendFactor = 0.0f; + if (fBlendFactor > 1.0f) fBlendFactor = 1.0f; + } + + // User must override these functions as required. I have not made + // them abstract because I do need a default behaviour to occur if + // they are not overwritten + bool PixelGameEngine::OnUserCreate() + { return false; } + bool PixelGameEngine::OnUserUpdate(float fElapsedTime) + { return false; } + bool PixelGameEngine::OnUserDestroy() + { return true; } + ////////////////////////////////////////////////////////////////// + + void PixelGameEngine::olc_UpdateMouse(int32_t x, int32_t y) + { + // Mouse coords come in screen space + // But leave in pixel space + nMousePosX = x / (int32_t)nPixelWidth; + nMousePosY = y / (int32_t)nPixelHeight; + + if (nMousePosX >= (int32_t)nScreenWidth) + nMousePosX = nScreenWidth - 1; + if (nMousePosY >= (int32_t)nScreenHeight) + nMousePosY = nScreenHeight - 1; + + if (nMousePosX < 0) + nMousePosX = 0; + if (nMousePosY < 0) + nMousePosY = 0; + } + + void PixelGameEngine::EngineThread() + { + // Start OpenGL, the context is owned by the game thread + olc_OpenGLCreate(); + + // Create Screen Texture - disable filtering + glEnable(GL_TEXTURE_2D); + glGenTextures(1, &glBuffer); + glBindTexture(GL_TEXTURE_2D, glBuffer); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, nScreenWidth, nScreenHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData()); + + + // Create user resources as part of this thread + if (!OnUserCreate()) + bAtomActive = false; + + auto tp1 = std::chrono::system_clock::now(); + auto tp2 = std::chrono::system_clock::now(); + + while (bAtomActive) + { + // Run as fast as possible + while (bAtomActive) + { + // Handle Timing + tp2 = std::chrono::system_clock::now(); + std::chrono::duration elapsedTime = tp2 - tp1; + tp1 = tp2; + + // Our time per frame coefficient + float fElapsedTime = elapsedTime.count(); + +#ifndef _WIN32 + // Handle Xlib Message Loop - we do this in the + // same thread that OpenGL was created so we dont + // need to worry too much about multithreading with X11 + XEvent xev; + while (XPending(olc_Display)) + { + XNextEvent(olc_Display, &xev); + if (xev.type == Expose) + { + XWindowAttributes gwa; + XGetWindowAttributes(olc_Display, olc_Window, &gwa); + glViewport(0, 0, gwa.width, gwa.height); + } + else if (xev.type == KeyPress) + { + KeySym sym = XLookupKeysym(&xev.xkey, 0); + pKeyNewState[mapKeys[sym]] = true; + } + else if (xev.type == KeyRelease) + { + KeySym sym = XLookupKeysym(&xev.xkey, 0); + pKeyNewState[mapKeys[sym]] = false; + } + else if (xev.type == ButtonPress) + { + pMouseNewState[xev.xbutton.button-1] = true; + } + else if (xev.type == ButtonRelease) + { + pMouseNewState[xev.xbutton.button-1] = false; + } + else if (xev.type == MotionNotify) + { + olc_UpdateMouse(xev.xmotion.x, xev.xmotion.y); + } + else if (xev.type == FocusIn) + { + bHasInputFocus = true; + } + else if (xev.type == FocusOut) + { + bHasInputFocus = false; + } + else if (xev.type == ClientMessage) + { + bAtomActive = false; + } + } +#endif + + // Handle User Input - Keyboard + for (int i = 0; i < 256; i++) + { + pKeyboardState[i].bPressed = false; + pKeyboardState[i].bReleased = false; + + if (pKeyNewState[i] != pKeyOldState[i]) + { + if (pKeyNewState[i]) + { + pKeyboardState[i].bPressed = !pKeyboardState[i].bHeld; + pKeyboardState[i].bHeld = true; + } + else + { + pKeyboardState[i].bReleased = true; + pKeyboardState[i].bHeld = false; + } + } + + pKeyOldState[i] = pKeyNewState[i]; + } + + // Handle User Input - Mouse + for (int i = 0; i < 5; i++) + { + pMouseState[i].bPressed = false; + pMouseState[i].bReleased = false; + + if (pMouseNewState[i] != pMouseOldState[i]) + { + if (pMouseNewState[i]) + { + pMouseState[i].bPressed = !pMouseState[i].bHeld; + pMouseState[i].bHeld = true; + } + else + { + pMouseState[i].bReleased = true; + pMouseState[i].bHeld = false; + } + } + + pMouseOldState[i] = pMouseNewState[i]; + } + +#ifdef OLC_DBG_OVERDRAW + olc::Sprite::nOverdrawCount = 0; +#endif + + // Handle Frame Update + if (!OnUserUpdate(fElapsedTime)) + bAtomActive = false; + + // Display Graphics + + // TODO: This is a bit slow (especially in debug, but 100x faster in release mode???) + // Copy pixel array into texture + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, nScreenWidth, nScreenHeight, GL_RGBA, GL_UNSIGNED_BYTE, pDefaultDrawTarget->GetData()); + + // Display texture on screen + glBegin(GL_QUADS); + glTexCoord2f(0.0, 1.0); glVertex3f(-1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f); + glTexCoord2f(0.0, 0.0); glVertex3f(-1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f); + glTexCoord2f(1.0, 0.0); glVertex3f( 1.0f + (fSubPixelOffsetX), 1.0f + (fSubPixelOffsetY), 0.0f); + glTexCoord2f(1.0, 1.0); glVertex3f( 1.0f + (fSubPixelOffsetX), -1.0f + (fSubPixelOffsetY), 0.0f); + glEnd(); + + // Present Graphics to screen +#ifdef _WIN32 + SwapBuffers(glDeviceContext); +#else + glXSwapBuffers(olc_Display, olc_Window); +#endif + + // Update Title Bar + fFrameTimer += fElapsedTime; + nFrameCount++; + if (fFrameTimer >= 1.0f) + { + fFrameTimer -= 1.0f; + + std::string sTitle = "OneLoneCoder.com - Pixel Game Engine - " + sAppName + " - FPS: " + std::to_string(nFrameCount); +#ifdef _WIN32 +#ifdef UNICODE + SetWindowText(olc_hWnd, ConvertS2W(sTitle).c_str()); +#else + SetWindowText(olc_hWnd, sTitle.c_str()); +#endif +#else + XStoreName(olc_Display, olc_Window, sTitle.c_str()); +#endif + nFrameCount = 0; + } + } + + // Allow the user to free resources if they have overrided the destroy function + if (OnUserDestroy()) + { + // User has permitted destroy, so exit and clean up + } + else + { + // User denied destroy for some reason, so continue running + bAtomActive = true; + } + } + +#ifdef _WIN32 + wglDeleteContext(glRenderContext); + PostMessage(olc_hWnd, WM_DESTROY, 0, 0); +#else + glXMakeCurrent(olc_Display, None, NULL); + glXDestroyContext(olc_Display, glDeviceContext); + XDestroyWindow(olc_Display, olc_Window); + XCloseDisplay(olc_Display); +#endif + + } + + + void PixelGameEngine::olc_ConstructFontSheet() + { + std::string data; + data += "?Q`0001oOch0o01o@F40o000000000"; + data += "O000000nOT0063Qo4d8>?7a14Gno94AA4gno94AaOT0>o3`oO400o7QN00000400"; + data += "Of80001oOg<7O7moBGT7O7lABET024@aBEd714AiOdl717a_=TH013Q>00000000"; + data += "720D000V?V5oB3Q_HdUoE7a9@DdDE4A9@DmoE4A;Hg]oM4Aj8S4D84@`00000000"; + data += "OaPT1000Oa`^13P1@AI[?g`1@A=[OdAoHgljA4Ao?WlBA7l1710007l100000000"; + data += "ObM6000oOfMV?3QoBDD`O7a0BDDH@5A0BDD<@5A0BGeVO5ao@CQR?5Po00000000"; + data += "Oc``000?Ogij70PO2D]??0Ph2DUM@7i`2DTg@7lh2GUj?0TO0C1870T?00000000"; + data += "70<4001o?P<7?1QoHg43O;`h@GT0@:@LB@d0>:@hN@L0@?aoN@<0O7ao0000?000"; + data += "OcH0001SOglLA7mg24TnK7ln24US>0PL24U140PnOgl0>7QgOcH0K71S0000A000"; + data += "00H00000@Dm1S007@DUSg00?OdTnH7YhOfTL<7Yh@Cl0700?@Ah0300700000000"; + data += "<008001QL00ZA41a@6HnI<1i@FHLM81M@@0LG81?O`0nC?Y7?`0ZA7Y300080000"; + data += "O`082000Oh0827mo6>Hn?Wmo?6HnMb11MP08@C11H`08@FP0@@0004@000000000"; + data += "00P00001Oab00003OcKP0006@6=PMgl<@440MglH@000000`@000001P00000000"; + data += "Ob@8@@00Ob@8@Ga13R@8Mga172@8?PAo3R@827QoOb@820@0O`0007`0000007P0"; + data += "O`000P08Od400g`<3V=P0G`673IP0`@3>1`00P@6O`P00g`SetPixel(px, py, olc::Pixel(k, k, k, k)); + if (++py == 48) { px++; py = 0; } + } + } + } + +#ifdef _WIN32 + HWND PixelGameEngine::olc_WindowCreate() + { + WNDCLASS wc; + wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); + wc.hCursor = LoadCursor(NULL, IDC_ARROW); + wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; + wc.hInstance = GetModuleHandle(nullptr); + wc.lpfnWndProc = olc_WindowEvent; + wc.cbClsExtra = 0; + wc.cbWndExtra = 0; + wc.lpszMenuName = nullptr; + wc.hbrBackground = nullptr; +#ifdef UNICODE + wc.lpszClassName = L"OLC_PIXEL_GAME_ENGINE"; +#else + wc.lpszClassName = "OLC_PIXEL_GAME_ENGINE"; +#endif + + RegisterClass(&wc); + + // Define window furniture + DWORD dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; + DWORD dwStyle = WS_CAPTION | WS_SYSMENU | WS_VISIBLE; + RECT rWndRect = { 0, 0, (LONG)nScreenWidth * (LONG)nPixelWidth, (LONG)nScreenHeight * (LONG)nPixelHeight }; + + // Keep client size as requested + AdjustWindowRectEx(&rWndRect, dwStyle, FALSE, dwExStyle); + + int width = rWndRect.right - rWndRect.left; + int height = rWndRect.bottom - rWndRect.top; + +#ifdef UNICODE + olc_hWnd = CreateWindowEx(dwExStyle, L"OLC_PIXEL_GAME_ENGINE", L"", dwStyle, + 30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this); +#else + olc_hWnd = CreateWindowEx(dwExStyle, "OLC_PIXEL_GAME_ENGINE", "", dwStyle, + 30, 30, width, height, NULL, NULL, GetModuleHandle(nullptr), this); +#endif + + // Create Keyboard Mapping + mapKeys[0x41] = Key::A; mapKeys[0x42] = Key::B; mapKeys[0x43] = Key::C; mapKeys[0x44] = Key::D; mapKeys[0x45] = Key::E; + mapKeys[0x46] = Key::F; mapKeys[0x47] = Key::G; mapKeys[0x48] = Key::H; mapKeys[0x49] = Key::I; mapKeys[0x4A] = Key::J; + mapKeys[0x4B] = Key::K; mapKeys[0x4C] = Key::L; mapKeys[0x4D] = Key::M; mapKeys[0x4E] = Key::N; mapKeys[0x4F] = Key::O; + mapKeys[0x50] = Key::P; mapKeys[0x51] = Key::Q; mapKeys[0x52] = Key::R; mapKeys[0x53] = Key::S; mapKeys[0x54] = Key::T; + mapKeys[0x55] = Key::U; mapKeys[0x56] = Key::V; mapKeys[0x57] = Key::W; mapKeys[0x58] = Key::X; mapKeys[0x59] = Key::Y; + mapKeys[0x5A] = Key::Z; + + mapKeys[VK_F1] = Key::F1; mapKeys[VK_F2] = Key::F2; mapKeys[VK_F3] = Key::F3; mapKeys[VK_F4] = Key::F4; + mapKeys[VK_F5] = Key::F5; mapKeys[VK_F6] = Key::F6; mapKeys[VK_F7] = Key::F7; mapKeys[VK_F8] = Key::F8; + mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12; + + mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP; + mapKeys[VK_RETURN] = Key::ENTER; //mapKeys[VK_RETURN] = Key::RETURN; + + mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE; + mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME; + mapKeys[VK_END] = Key::END; mapKeys[VK_PRIOR] = Key::PGUP; mapKeys[VK_NEXT] = Key::PGDN; mapKeys[VK_INSERT] = Key::INS; + mapKeys[VK_SHIFT] = Key::SHIFT; mapKeys[VK_CONTROL] = Key::CTRL; + mapKeys[VK_SPACE] = Key::SPACE; + + mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4; + mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9; + + mapKeys[VK_NUMPAD0] = Key::NP0; mapKeys[VK_NUMPAD1] = Key::NP1; mapKeys[VK_NUMPAD2] = Key::NP2; mapKeys[VK_NUMPAD3] = Key::NP3; mapKeys[VK_NUMPAD4] = Key::NP4; + mapKeys[VK_NUMPAD5] = Key::NP5; mapKeys[VK_NUMPAD6] = Key::NP6; mapKeys[VK_NUMPAD7] = Key::NP7; mapKeys[VK_NUMPAD8] = Key::NP8; mapKeys[VK_NUMPAD9] = Key::NP9; + mapKeys[VK_MULTIPLY] = Key::NP_MUL; mapKeys[VK_ADD] = Key::NP_ADD; mapKeys[VK_DIVIDE] = Key::NP_DIV; mapKeys[VK_SUBTRACT] = Key::NP_SUB; mapKeys[VK_DECIMAL] = Key::NP_DECIMAL; + + return olc_hWnd; + } + + bool PixelGameEngine::olc_OpenGLCreate() + { + // Create Device Context + glDeviceContext = GetDC(olc_hWnd); + PIXELFORMATDESCRIPTOR pfd = + { + sizeof(PIXELFORMATDESCRIPTOR), 1, + PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER, + PFD_TYPE_RGBA, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + PFD_MAIN_PLANE, 0, 0, 0, 0 + }; + + int pf = 0; + if (!(pf = ChoosePixelFormat(glDeviceContext, &pfd))) return false; + SetPixelFormat(glDeviceContext, pf, &pfd); + + if (!(glRenderContext = wglCreateContext(glDeviceContext))) return false; + wglMakeCurrent(glDeviceContext, glRenderContext); + + // Remove Frame cap + wglSwapInterval = (wglSwapInterval_t*)wglGetProcAddress("wglSwapIntervalEXT"); + wglSwapInterval(0); + return true; + } + + // Windows Event Handler + LRESULT CALLBACK PixelGameEngine::olc_WindowEvent(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) + { + static PixelGameEngine *sge; + switch (uMsg) + { + case WM_CREATE: sge = (PixelGameEngine*)((LPCREATESTRUCT)lParam)->lpCreateParams; return 0; + case WM_MOUSEMOVE: + { + uint16_t x = lParam & 0xFFFF; // Thanks @ForAbby (Discord) + uint16_t y = (lParam >> 16) & 0xFFFF; + int16_t ix = *(int16_t*)&x; + int16_t iy = *(int16_t*)&y; + sge->olc_UpdateMouse(ix, iy); + return 0; + } + case WM_MOUSELEAVE: sge->bHasMouseFocus = false; + case WM_SETFOCUS: sge->bHasInputFocus = true; return 0; + case WM_KILLFOCUS: sge->bHasInputFocus = false; return 0; + case WM_KEYDOWN: sge->pKeyNewState[mapKeys[wParam]] = true; return 0; + case WM_KEYUP: sge->pKeyNewState[mapKeys[wParam]] = false; return 0; + case WM_LBUTTONDOWN:sge->pMouseNewState[0] = true; return 0; + case WM_LBUTTONUP: sge->pMouseNewState[0] = false; return 0; + case WM_RBUTTONDOWN:sge->pMouseNewState[1] = true; return 0; + case WM_RBUTTONUP: sge->pMouseNewState[1] = false; return 0; + case WM_MBUTTONDOWN:sge->pMouseNewState[2] = true; return 0; + case WM_MBUTTONUP: sge->pMouseNewState[2] = false; return 0; + case WM_CLOSE: bAtomActive = false; return 0; + case WM_DESTROY: PostQuitMessage(0); return 0; + } + return DefWindowProc(hWnd, uMsg, wParam, lParam); + } +#else + // Do the Linux stuff! + Display* PixelGameEngine::olc_WindowCreate() + { + XInitThreads(); + + // Grab the deafult display and window + olc_Display = XOpenDisplay(NULL); + olc_WindowRoot = DefaultRootWindow(olc_Display); + + // Based on the display capabilities, configure the appearance of the window + GLint olc_GLAttribs[] = { GLX_RGBA, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, None }; + olc_VisualInfo = glXChooseVisual(olc_Display, 0, olc_GLAttribs); + olc_ColourMap = XCreateColormap(olc_Display, olc_WindowRoot, olc_VisualInfo->visual, AllocNone); + olc_SetWindowAttribs.colormap = olc_ColourMap; + + // Register which events we are interested in receiving + olc_SetWindowAttribs.event_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PointerMotionMask | FocusChangeMask; + + // Create the window + olc_Window = XCreateWindow(olc_Display, olc_WindowRoot, 30, 30, nScreenWidth * nPixelWidth, nScreenHeight * nPixelHeight, 0, olc_VisualInfo->depth, InputOutput, olc_VisualInfo->visual, CWColormap | CWEventMask, &olc_SetWindowAttribs); + + Atom wmDelete = XInternAtom(olc_Display, "WM_DELETE_WINDOW", true); + XSetWMProtocols(olc_Display, olc_Window, &wmDelete, 1); + + XMapWindow(olc_Display, olc_Window); + XStoreName(olc_Display, olc_Window, "OneLoneCoder.com - Pixel Game Engine"); + + // Create Keyboard Mapping + mapKeys[0x61] = Key::A; mapKeys[0x62] = Key::B; mapKeys[0x63] = Key::C; mapKeys[0x64] = Key::D; mapKeys[0x65] = Key::E; + mapKeys[0x66] = Key::F; mapKeys[0x67] = Key::G; mapKeys[0x68] = Key::H; mapKeys[0x69] = Key::I; mapKeys[0x6A] = Key::J; + mapKeys[0x6B] = Key::K; mapKeys[0x6C] = Key::L; mapKeys[0x6D] = Key::M; mapKeys[0x6E] = Key::N; mapKeys[0x6F] = Key::O; + mapKeys[0x70] = Key::P; mapKeys[0x71] = Key::Q; mapKeys[0x72] = Key::R; mapKeys[0x73] = Key::S; mapKeys[0x74] = Key::T; + mapKeys[0x75] = Key::U; mapKeys[0x76] = Key::V; mapKeys[0x77] = Key::W; mapKeys[0x78] = Key::X; mapKeys[0x79] = Key::Y; + mapKeys[0x7A] = Key::Z; + + mapKeys[XK_F1] = Key::F1; mapKeys[XK_F2] = Key::F2; mapKeys[XK_F3] = Key::F3; mapKeys[XK_F4] = Key::F4; + mapKeys[XK_F5] = Key::F5; mapKeys[XK_F6] = Key::F6; mapKeys[XK_F7] = Key::F7; mapKeys[XK_F8] = Key::F8; + mapKeys[XK_F9] = Key::F9; mapKeys[XK_F10] = Key::F10; mapKeys[XK_F11] = Key::F11; mapKeys[XK_F12] = Key::F12; + + mapKeys[XK_Down] = Key::DOWN; mapKeys[XK_Left] = Key::LEFT; mapKeys[XK_Right] = Key::RIGHT; mapKeys[XK_Up] = Key::UP; + mapKeys[XK_KP_Enter] = Key::ENTER; mapKeys[XK_Return] = Key::ENTER; + + mapKeys[XK_BackSpace] = Key::BACK; mapKeys[XK_Escape] = Key::ESCAPE; mapKeys[XK_Linefeed] = Key::ENTER; mapKeys[XK_Pause] = Key::PAUSE; + mapKeys[XK_Scroll_Lock] = Key::SCROLL; mapKeys[XK_Tab] = Key::TAB; mapKeys[XK_Delete] = Key::DEL; mapKeys[XK_Home] = Key::HOME; + mapKeys[XK_End] = Key::END; mapKeys[XK_Page_Up] = Key::PGUP; mapKeys[XK_Page_Down] = Key::PGDN; mapKeys[XK_Insert] = Key::INS; + mapKeys[XK_Shift_L] = Key::SHIFT; mapKeys[XK_Shift_R] = Key::SHIFT; mapKeys[XK_Control_L] = Key::CTRL; mapKeys[XK_Control_R] = Key::CTRL; + mapKeys[XK_space] = Key::SPACE; + + mapKeys[XK_0] = Key::K0; mapKeys[XK_1] = Key::K1; mapKeys[XK_2] = Key::K2; mapKeys[XK_3] = Key::K3; mapKeys[XK_4] = Key::K4; + mapKeys[XK_5] = Key::K5; mapKeys[XK_6] = Key::K6; mapKeys[XK_7] = Key::K7; mapKeys[XK_8] = Key::K8; mapKeys[XK_9] = Key::K9; + + mapKeys[XK_KP_0] = Key::NP0; mapKeys[XK_KP_1] = Key::NP1; mapKeys[XK_KP_2] = Key::NP2; mapKeys[XK_KP_3] = Key::NP3; mapKeys[XK_KP_4] = Key::NP4; + mapKeys[XK_KP_5] = Key::NP5; mapKeys[XK_KP_6] = Key::NP6; mapKeys[XK_KP_7] = Key::NP7; mapKeys[XK_KP_8] = Key::NP8; mapKeys[XK_KP_9] = Key::NP9; + mapKeys[XK_KP_Multiply] = Key::NP_MUL; mapKeys[XK_KP_Add] = Key::NP_ADD; mapKeys[XK_KP_Divide] = Key::NP_DIV; mapKeys[XK_KP_Subtract] = Key::NP_SUB; mapKeys[XK_KP_Decimal] = Key::NP_DECIMAL; + + return olc_Display; + } + + bool PixelGameEngine::olc_OpenGLCreate() + { + glDeviceContext = glXCreateContext(olc_Display, olc_VisualInfo, nullptr, GL_TRUE); + glXMakeCurrent(olc_Display, olc_Window, glDeviceContext); + + XWindowAttributes gwa; + XGetWindowAttributes(olc_Display, olc_Window, &gwa); + glViewport(0, 0, gwa.width, gwa.height); + + glSwapIntervalEXT = nullptr; + glSwapIntervalEXT = (glSwapInterval_t*)glXGetProcAddress((unsigned char*)"glXSwapIntervalEXT"); + if (glSwapIntervalEXT) + glSwapIntervalEXT(olc_Display, olc_Window, 0); + else + { + printf("NOTE: Could not disable VSYNC, glXSwapIntervalEXT() was not found!\n"); + printf(" Don't worry though, things will still work, it's just the\n"); + printf(" frame rate will be capped to your monitors refresh rate - javidx9\n"); + } + + return true; + } + +#endif + + // Need a couple of statics as these are singleton instances + // read from multiple locations + std::atomic PixelGameEngine::bAtomActive{ false }; + std::map PixelGameEngine::mapKeys; + olc::PixelGameEngine* olc::PGEX::pge = nullptr; +#ifdef OLC_DBG_OVERDRAW + int olc::Sprite::nOverdrawCount = 0; +#endif + //============================================================= +} + +#endif \ No newline at end of file diff --git a/LICENCE.md b/LICENCE.md index fc18783..0eefa43 100644 --- a/LICENCE.md +++ b/LICENCE.md @@ -1,6 +1,6 @@ # License (OLC-3) -Copyright 2018 OneLoneCoder.com +Copyright 2018-2019 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions diff --git a/OneLoneCoder_PGE_ExtensionTestGFX2D.cpp b/OneLoneCoder_PGE_ExtensionTestGFX2D.cpp index c54237a..7794c7d 100644 --- a/OneLoneCoder_PGE_ExtensionTestGFX2D.cpp +++ b/OneLoneCoder_PGE_ExtensionTestGFX2D.cpp @@ -46,7 +46,7 @@ Author ~~~~~~ - David Barr, aka javidx9, ©OneLoneCoder 2018 + David Barr, aka javidx9, ©OneLoneCoder 2018 */ // Include the olcPixelGameEngine @@ -54,6 +54,7 @@ #include "olcPixelGameEngine.h" // To use an extension, just include it +#define OLC_PGE_GRAPHICS2D #include "olcPGEX_Graphics2D.h" class TestExtension : public olc::PixelGameEngine @@ -70,7 +71,7 @@ public: for (int i = 0; i < 16; i++) listEvents.push_back(""); - spr = new olc::Sprite("logo_long.png"); + spr = new olc::Sprite("new_piskel.png"); return true; } @@ -90,8 +91,8 @@ public: DrawCircle(96, 32, 30); // Circle - float mx = GetMouseX(); - float my = GetMouseY(); + float mx = (float)GetMouseX(); + float my = (float)GetMouseY(); float px1 = mx - 32, px2 = mx - 96; float py1 = my - 32, py2 = my - 32; @@ -101,8 +102,8 @@ public: py1 = 22.0f * (py1 * pr1) + 32.0f; px2 = 22.0f * (px2 * pr2) + 96.0f; py2 = 22.0f * (py2 * pr2) + 32.0f; - FillCircle(px1, py1, 8, olc::CYAN); - FillCircle(px2, py2, 8, olc::CYAN); + FillCircle((int32_t)px1, (int32_t)py1, 8, olc::CYAN); + FillCircle((int32_t)px2, (int32_t)py2, 8, olc::CYAN); DrawLine(10, 70, 54, 70); // Lines DrawLine(54, 70, 70, 54); @@ -136,6 +137,8 @@ public: nLog++; } + std::string notes = "CDEFGAB"; + // Test Text scaling and colours DrawString(0, 360, "Text Scale = 1", olc::WHITE, 1); @@ -168,6 +171,8 @@ public: // Use extension to draw sprite with transform applied olc::GFX2D::DrawSprite(spr, t1); + + DrawSprite((int32_t)mx, (int32_t)my, spr, 4); return true; } @@ -181,4 +186,4 @@ int main() demo.Start(); return 0; -} +} \ No newline at end of file diff --git a/OneLoneCoder_PGE_PolygonCollisions1.cpp b/OneLoneCoder_PGE_PolygonCollisions1.cpp new file mode 100644 index 0000000..9735fe5 --- /dev/null +++ b/OneLoneCoder_PGE_PolygonCollisions1.cpp @@ -0,0 +1,434 @@ +/* + Convex Polygon Collision Detection + "Don't you dare try concave ones..." - javidx9 + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018-2019 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Instructions: + ~~~~~~~~~~~~~ + Use arrow keys to control pentagon + Use WASD to control triangle + F1..F4 selects algorithm + + Relevant Video: https://youtu.be/7Ik2vowGcU0 + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + https://www.youtube.com/javidx9extra + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Patreon: https://www.patreon.com/javidx9 + Homepage: https://www.onelonecoder.com + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2019 +*/ + +#define OLC_PGE_APPLICATION +#include "olcPixelGameEngine.h" + +#include +#include + +// Override base class with your custom functionality +class PolygonCollisions : public olc::PixelGameEngine +{ +public: + PolygonCollisions() + { + sAppName = "Polygon Collisions"; + } + + struct vec2d + { + float x; + float y; + }; + + struct polygon + { + std::vector p; // Transformed Points + vec2d pos; // Position of shape + float angle; // Direction of shape + std::vector o; // "Model" of shape + bool overlap = false; // Flag to indicate if overlap has occurred + }; + + std::vector vecShapes; + + int nMode = 0; + +public: + bool OnUserCreate() override + { + // Create Pentagon + polygon s1; + float fTheta = 3.14159f * 2.0f / 5.0f; + s1.pos = { 100, 100 }; + s1.angle = 0.0f; + for (int i = 0; i < 5; i++) + { + s1.o.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); + s1.p.push_back({ 30.0f * cosf(fTheta * i), 30.0f * sinf(fTheta * i) }); + } + + // Create Triangle + polygon s2; + fTheta = 3.14159f * 2.0f / 3.0f; + s2.pos = { 200, 150 }; + s2.angle = 0.0f; + for (int i = 0; i < 3; i++) + { + s2.o.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); + s2.p.push_back({ 20.0f * cosf(fTheta * i), 20.0f * sinf(fTheta * i) }); + } + + // Create Quad + polygon s3; + s3.pos = { 50, 200 }; + s3.angle = 0.0f; + s3.o.push_back({ -30, -30 }); + s3.o.push_back({ -30, +30 }); + s3.o.push_back({ +30, +30 }); + s3.o.push_back({ +30, -30 }); + s3.p.resize(4); + + + vecShapes.push_back(s1); + vecShapes.push_back(s2); + vecShapes.push_back(s3); + return true; + } + + + + bool ShapeOverlap_SAT(polygon &r1, polygon &r2) + { + polygon *poly1 = &r1; + polygon *poly2 = &r2; + + for (int shape = 0; shape < 2; shape++) + { + if (shape == 1) + { + poly1 = &r2; + poly2 = &r1; + } + + for (int a = 0; a < poly1->p.size(); a++) + { + int b = (a + 1) % poly1->p.size(); + vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; + float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y); + axisProj = { axisProj.x / d, axisProj.y / d }; + + // Work out min and max 1D points for r1 + float min_r1 = INFINITY, max_r1 = -INFINITY; + for (int p = 0; p < poly1->p.size(); p++) + { + float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); + min_r1 = std::min(min_r1, q); + max_r1 = std::max(max_r1, q); + } + + // Work out min and max 1D points for r2 + float min_r2 = INFINITY, max_r2 = -INFINITY; + for (int p = 0; p < poly2->p.size(); p++) + { + float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); + min_r2 = std::min(min_r2, q); + max_r2 = std::max(max_r2, q); + } + + if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) + return false; + } + } + + return true; + } + + bool ShapeOverlap_SAT_STATIC(polygon &r1, polygon &r2) + { + polygon *poly1 = &r1; + polygon *poly2 = &r2; + + float overlap = INFINITY; + + for (int shape = 0; shape < 2; shape++) + { + if (shape == 1) + { + poly1 = &r2; + poly2 = &r1; + } + + for (int a = 0; a < poly1->p.size(); a++) + { + int b = (a + 1) % poly1->p.size(); + vec2d axisProj = { -(poly1->p[b].y - poly1->p[a].y), poly1->p[b].x - poly1->p[a].x }; + + // Optional normalisation of projection axis enhances stability slightly + //float d = sqrtf(axisProj.x * axisProj.x + axisProj.y * axisProj.y); + //axisProj = { axisProj.x / d, axisProj.y / d }; + + // Work out min and max 1D points for r1 + float min_r1 = INFINITY, max_r1 = -INFINITY; + for (int p = 0; p < poly1->p.size(); p++) + { + float q = (poly1->p[p].x * axisProj.x + poly1->p[p].y * axisProj.y); + min_r1 = std::min(min_r1, q); + max_r1 = std::max(max_r1, q); + } + + // Work out min and max 1D points for r2 + float min_r2 = INFINITY, max_r2 = -INFINITY; + for (int p = 0; p < poly2->p.size(); p++) + { + float q = (poly2->p[p].x * axisProj.x + poly2->p[p].y * axisProj.y); + min_r2 = std::min(min_r2, q); + max_r2 = std::max(max_r2, q); + } + + // Calculate actual overlap along projected axis, and store the minimum + overlap = std::min(std::min(max_r1, max_r2) - std::max(min_r1, min_r2), overlap); + + if (!(max_r2 >= min_r1 && max_r1 >= min_r2)) + return false; + } + } + + // If we got here, the objects have collided, we will displace r1 + // by overlap along the vector between the two object centers + vec2d d = { r2.pos.x - r1.pos.x, r2.pos.y - r1.pos.y }; + float s = sqrtf(d.x*d.x + d.y*d.y); + r1.pos.x -= overlap * d.x / s; + r1.pos.y -= overlap * d.y / s; + return false; + } + + // Use edge/diagonal intersections. + bool ShapeOverlap_DIAGS(polygon &r1, polygon &r2) + { + polygon *poly1 = &r1; + polygon *poly2 = &r2; + + for (int shape = 0; shape < 2; shape++) + { + if (shape == 1) + { + poly1 = &r2; + poly2 = &r1; + } + + // Check diagonals of polygon... + for (int p = 0; p < poly1->p.size(); p++) + { + vec2d line_r1s = poly1->pos; + vec2d line_r1e = poly1->p[p]; + + // ...against edges of the other + for (int q = 0; q < poly2->p.size(); q++) + { + vec2d line_r2s = poly2->p[q]; + vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; + + // Standard "off the shelf" line segment intersection + float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); + float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; + float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; + + if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) + { + return true; + } + } + } + } + return false; + } + + // Use edge/diagonal intersections. + bool ShapeOverlap_DIAGS_STATIC(polygon &r1, polygon &r2) + { + polygon *poly1 = &r1; + polygon *poly2 = &r2; + + for (int shape = 0; shape < 2; shape++) + { + if (shape == 1) + { + poly1 = &r2; + poly2 = &r1; + } + + // Check diagonals of this polygon... + for (int p = 0; p < poly1->p.size(); p++) + { + vec2d line_r1s = poly1->pos; + vec2d line_r1e = poly1->p[p]; + + vec2d displacement = { 0,0 }; + + // ...against edges of this polygon + for (int q = 0; q < poly2->p.size(); q++) + { + vec2d line_r2s = poly2->p[q]; + vec2d line_r2e = poly2->p[(q + 1) % poly2->p.size()]; + + // Standard "off the shelf" line segment intersection + float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y); + float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h; + float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h; + + if (t1 >= 0.0f && t1 < 1.0f && t2 >= 0.0f && t2 < 1.0f) + { + displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x); + displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y); + } + } + + r1.pos.x += displacement.x * (shape == 0 ? -1 : +1); + r1.pos.y += displacement.y * (shape == 0 ? -1 : +1); + } + } + + // Cant overlap if static collision is resolved + return false; + } + + + + bool OnUserUpdate(float fElapsedTime) override + { + if (GetKey(olc::Key::F1).bReleased) nMode = 0; + if (GetKey(olc::Key::F2).bReleased) nMode = 1; + if (GetKey(olc::Key::F3).bReleased) nMode = 2; + if (GetKey(olc::Key::F4).bReleased) nMode = 3; + + // Shape 1 + if (GetKey(olc::Key::LEFT).bHeld) vecShapes[0].angle -= 2.0f * fElapsedTime; + if (GetKey(olc::Key::RIGHT).bHeld) vecShapes[0].angle += 2.0f * fElapsedTime; + + if (GetKey(olc::Key::UP).bHeld) + { + vecShapes[0].pos.x += cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; + vecShapes[0].pos.y += sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; + } + + if (GetKey(olc::Key::DOWN).bHeld) + { + vecShapes[0].pos.x -= cosf(vecShapes[0].angle) * 60.0f * fElapsedTime; + vecShapes[0].pos.y -= sinf(vecShapes[0].angle) * 60.0f * fElapsedTime; + } + + // Shape 2 + if (GetKey(olc::Key::A).bHeld) vecShapes[1].angle -= 2.0f * fElapsedTime; + if (GetKey(olc::Key::D).bHeld) vecShapes[1].angle += 2.0f * fElapsedTime; + + if (GetKey(olc::Key::W).bHeld) + { + vecShapes[1].pos.x += cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; + vecShapes[1].pos.y += sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; + } + + if (GetKey(olc::Key::S).bHeld) + { + vecShapes[1].pos.x -= cosf(vecShapes[1].angle) * 60.0f * fElapsedTime; + vecShapes[1].pos.y -= sinf(vecShapes[1].angle) * 60.0f * fElapsedTime; + } + + // Update Shapes and reset flags + for (auto &r : vecShapes) + { + for (int i = 0; i < r.o.size(); i++) + r.p[i] = + { // 2D Rotation Transform + 2D Translation + (r.o[i].x * cosf(r.angle)) - (r.o[i].y * sinf(r.angle)) + r.pos.x, + (r.o[i].x * sinf(r.angle)) + (r.o[i].y * cosf(r.angle)) + r.pos.y, + }; + + r.overlap = false; + } + + // Check for overlap + for (int m = 0; m < vecShapes.size(); m++) + for (int n = m + 1; n < vecShapes.size(); n++) + { + switch (nMode) + { + case 0: vecShapes[m].overlap |= ShapeOverlap_SAT(vecShapes[m], vecShapes[n]); break; + case 1: vecShapes[m].overlap |= ShapeOverlap_SAT_STATIC(vecShapes[m], vecShapes[n]); break; + case 2: vecShapes[m].overlap |= ShapeOverlap_DIAGS(vecShapes[m], vecShapes[n]); break; + case 3: vecShapes[m].overlap |= ShapeOverlap_DIAGS_STATIC(vecShapes[m], vecShapes[n]); break; + } + } + + // === Render Display === + Clear(olc::BLUE); + + // Draw Shapes + for (auto &r : vecShapes) + { + // Draw Boundary + for (int i = 0; i < r.p.size(); i++) + DrawLine(r.p[i].x, r.p[i].y, r.p[(i + 1) % r.p.size()].x, r.p[(i + 1) % r.p.size()].y, (r.overlap ? olc::RED : olc::WHITE)); + + // Draw Direction + DrawLine(r.p[0].x, r.p[0].y, r.pos.x, r.pos.y, (r.overlap ? olc::RED : olc::WHITE)); + } + + // Draw HUD + DrawString(8, 10, "F1: SAT", (nMode == 0 ? olc::RED : olc::YELLOW)); + DrawString(8, 20, "F2: SAT/STATIC", (nMode == 1 ? olc::RED : olc::YELLOW)); + DrawString(8, 30, "F3: DIAG", (nMode == 2 ? olc::RED : olc::YELLOW)); + DrawString(8, 40, "F4: DIAG/STATIC", (nMode == 3 ? olc::RED : olc::YELLOW)); + + return true; + } +}; + + + +int main() +{ + PolygonCollisions demo; + if (demo.Construct(256, 240, 4, 4)) + demo.Start(); + return 0; +} \ No newline at end of file diff --git a/OneLoneCoder_PGE_SoundTest.cpp b/OneLoneCoder_PGE_SoundTest.cpp index 106b94d..2b9da94 100644 --- a/OneLoneCoder_PGE_SoundTest.cpp +++ b/OneLoneCoder_PGE_SoundTest.cpp @@ -53,6 +53,8 @@ #define OLC_PGE_APPLICATION #include "olcPixelGameEngine.h" + +#define OLC_PGEX_SOUND #include "olcPGEX_Sound.h" #include @@ -114,7 +116,8 @@ private: bool OnUserCreate() { - olc::SOUND::InitialiseAudio(); + olc::SOUND::InitialiseAudio(44100, 1, 8, 512); + sndSampleA = olc::SOUND::LoadAudioSample("SampleA.wav"); sndSampleB = olc::SOUND::LoadAudioSample("SampleB.wav"); sndSampleC = olc::SOUND::LoadAudioSample("SampleC.wav"); diff --git a/README.md b/README.md index 9c63520..5d4e597 100644 --- a/README.md +++ b/README.md @@ -6,7 +6,7 @@ Please see https://github.com/OneLoneCoder/olcPixelGameEngine/wiki # License (OLC-3) -Copyright 2018 OneLoneCoder.com +Copyright 2018, 2019 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions diff --git a/olcPGEX_Graphics2D.h b/olcPGEX_Graphics2D.h index 9802128..261a5c0 100644 --- a/olcPGEX_Graphics2D.h +++ b/olcPGEX_Graphics2D.h @@ -3,7 +3,7 @@ +-------------------------------------------------------------+ | OneLoneCoder Pixel Game Engine Extension | - | Advanced 2D Rendering - v0.3 | + | Advanced 2D Rendering - v0.4 | +-------------------------------------------------------------+ What is this? @@ -15,7 +15,7 @@ License (OLC-3) ~~~~~~~~~~~~~~~ - Copyright 2018 OneLoneCoder.com + Copyright 2018 - 2019 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions @@ -56,7 +56,7 @@ Author ~~~~~~ - David Barr, aka javidx9, ©OneLoneCoder 2018 + David Barr, aka javidx9, ©OneLoneCoder 2019 */ /* @@ -99,6 +99,8 @@ namespace olc inline void Scale(float sx, float sy); // Append a shear operation (sx, sy) to this transform inline void Shear(float sx, float sy); + + inline void Perspective(float ox, float oy); // Calculate the Forward Transformation of the coordinate (in_x, in_y) -> (out_x, out_y) inline void Forward(float in_x, float in_y, float &out_x, float &out_y); // Calculate the Inverse Transformation of the coordinate (in_x, in_y) -> (out_x, out_y) @@ -121,7 +123,8 @@ namespace olc } - +#ifdef OLC_PGE_GRAPHICS2D +#undef OLC_PGE_GRAPHICS2D namespace olc { @@ -250,16 +253,37 @@ namespace olc Multiply(); } + void olc::GFX2D::Transform2D::Perspective(float ox, float oy) + { + // Construct Translate Matrix + matrix[2][0][0] = 1.0f; matrix[2][1][0] = 0.0f; matrix[2][2][0] = 0.0f; + matrix[2][0][1] = 0.0f; matrix[2][1][1] = 1.0f; matrix[2][2][1] = 0.0f; + matrix[2][0][2] = ox; matrix[2][1][2] = oy; matrix[2][2][2] = 1.0f; + Multiply(); + } + void olc::GFX2D::Transform2D::Forward(float in_x, float in_y, float &out_x, float &out_y) { out_x = in_x * matrix[nSourceMatrix][0][0] + in_y * matrix[nSourceMatrix][1][0] + matrix[nSourceMatrix][2][0]; out_y = in_x * matrix[nSourceMatrix][0][1] + in_y * matrix[nSourceMatrix][1][1] + matrix[nSourceMatrix][2][1]; + float out_z = in_x * matrix[nSourceMatrix][0][2] + in_y * matrix[nSourceMatrix][1][2] + matrix[nSourceMatrix][2][2]; + if (out_z != 0) + { + out_x /= out_z; + out_y /= out_z; + } } void olc::GFX2D::Transform2D::Backward(float in_x, float in_y, float &out_x, float &out_y) { out_x = in_x * matrix[3][0][0] + in_y * matrix[3][1][0] + matrix[3][2][0]; out_y = in_x * matrix[3][0][1] + in_y * matrix[3][1][1] + matrix[3][2][1]; + float out_z = in_x * matrix[3][0][2] + in_y * matrix[3][1][2] + matrix[3][2][2]; + if (out_z != 0) + { + out_x /= out_z; + out_y /= out_z; + } } void olc::GFX2D::Transform2D::Invert() @@ -285,4 +309,5 @@ namespace olc } } +#endif #endif \ No newline at end of file diff --git a/olcPGEX_Graphics3D.h b/olcPGEX_Graphics3D.h new file mode 100644 index 0000000..954e776 --- /dev/null +++ b/olcPGEX_Graphics3D.h @@ -0,0 +1,1174 @@ +/* + olcPGEX_Graphics3D.h + + +-------------------------------------------------------------+ + | OneLoneCoder Pixel Game Engine Extension | + | 3D Rendering - v0.1 | + +-------------------------------------------------------------+ + + What is this? + ~~~~~~~~~~~~~ + This is an extension to the olcPixelGameEngine, which provides + support for software rendering 3D graphics. + + NOTE!!! This file is under development and may change! + + License (OLC-3) + ~~~~~~~~~~~~~~~ + + Copyright 2018-2019 OneLoneCoder.com + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions + are met: + + 1. Redistributions or derivations of source code must retain the above + copyright notice, this list of conditions and the following disclaimer. + + 2. Redistributions or derivative works in binary form must reproduce + the above copyright notice. This list of conditions and the following + disclaimer must be reproduced in the documentation and/or other + materials provided with the distribution. + + 3. Neither the name of the copyright holder nor the names of its + contributors may be used to endorse or promote products derived + from this software without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + + Links + ~~~~~ + YouTube: https://www.youtube.com/javidx9 + Discord: https://discord.gg/WhwHUMV + Twitter: https://www.twitter.com/javidx9 + Twitch: https://www.twitch.tv/javidx9 + GitHub: https://www.github.com/onelonecoder + Patreon: https://www.patreon.com/javidx9 + Homepage: https://www.onelonecoder.com + + Author + ~~~~~~ + David Barr, aka javidx9, ©OneLoneCoder 2018 +*/ + + +#ifndef OLC_PGEX_GFX3D +#define OLC_PGEX_GFX3D + +#include +#include +#include +#undef min +#undef max + +namespace olc +{ + // Container class for Advanced 2D Drawing functions + class GFX3D : public olc::PGEX + { + + public: + + struct vec2d + { + float x = 0; + float y = 0; + float z = 0; + }; + + struct vec3d + { + float x = 0; + float y = 0; + float z = 0; + float w = 1; // Need a 4th term to perform sensible matrix vector multiplication + }; + + struct triangle + { + vec3d p[3]; + vec2d t[3]; + olc::Pixel col; + }; + + struct mat4x4 + { + float m[4][4] = { 0 }; + }; + + struct mesh + { + std::vector tris; + }; + + class Math + { + public: + inline Math(); + public: + inline static vec3d Mat_MultiplyVector(mat4x4 &m, vec3d &i); + inline static mat4x4 Mat_MultiplyMatrix(mat4x4 &m1, mat4x4 &m2); + inline static mat4x4 Mat_MakeIdentity(); + inline static mat4x4 Mat_MakeRotationX(float fAngleRad); + inline static mat4x4 Mat_MakeRotationY(float fAngleRad); + inline static mat4x4 Mat_MakeRotationZ(float fAngleRad); + inline static mat4x4 Mat_MakeScale(float x, float y, float z); + inline static mat4x4 Mat_MakeTranslation(float x, float y, float z); + inline static mat4x4 Mat_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar); + inline static mat4x4 Mat_PointAt(vec3d &pos, vec3d &target, vec3d &up); + inline static mat4x4 Mat_QuickInverse(mat4x4 &m); // Only for Rotation/Translation Matrices + inline static mat4x4 Mat_Inverse(olc::GFX3D::mat4x4 &m); + + inline static vec3d Vec_Add(vec3d &v1, vec3d &v2); + inline static vec3d Vec_Sub(vec3d &v1, vec3d &v2); + inline static vec3d Vec_Mul(vec3d &v1, float k); + inline static vec3d Vec_Div(vec3d &v1, float k); + inline static float Vec_DotProduct(vec3d &v1, vec3d &v2); + inline static float Vec_Length(vec3d &v); + inline static vec3d Vec_Normalise(vec3d &v); + inline static vec3d Vec_CrossProduct(vec3d &v1, vec3d &v2); + inline static vec3d Vec_IntersectPlane(vec3d &plane_p, vec3d &plane_n, vec3d &lineStart, vec3d &lineEnd, float &t); + + inline static int Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle &in_tri, triangle &out_tri1, triangle &out_tri2); + }; + + enum RENDERFLAGS + { + RENDER_WIRE = 0x01, + RENDER_FLAT = 0x02, + RENDER_TEXTURED = 0x04, + RENDER_CULL_CW = 0x08, + RENDER_CULL_CCW = 0x10, + RENDER_DEPTH = 0x20, + }; + + + class PipeLine + { + public: + PipeLine(); + + public: + void SetProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar, float fLeft, float fTop, float fWidth, float fHeight); + void SetCamera(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &lookat, olc::GFX3D::vec3d &up); + void SetTransform(olc::GFX3D::mat4x4 &transform); + void SetTexture(olc::Sprite *texture); + void SetLightSource(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &dir, olc::Pixel &col); + uint32_t Render(std::vector &triangles, uint32_t flags = RENDER_CULL_CW | RENDER_TEXTURED | RENDER_DEPTH); + + private: + olc::GFX3D::mat4x4 matProj; + olc::GFX3D::mat4x4 matView; + olc::GFX3D::mat4x4 matWorld; + olc::Sprite *sprTexture; + float fViewX; + float fViewY; + float fViewW; + float fViewH; + }; + + + + public: + //static const int RF_TEXTURE = 0x00000001; + //static const int RF_ = 0x00000002; + + inline static void ConfigureDisplay(); + inline static void ClearDepth(); + inline static void AddTriangleToScene(olc::GFX3D::triangle &tri); + inline static void RenderScene(); + + inline static void DrawTriangleFlat(olc::GFX3D::triangle &tri); + inline static void DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col = olc::WHITE); + inline static void DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr); + inline static void TexturedTriangle(int x1, int y1, float u1, float v1, float w1, + int x2, int y2, float u2, float v2, float w2, + int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr); + + // Draws a sprite with the transform applied + //inline static void DrawSprite(olc::Sprite *sprite, olc::GFX2D::Transform2D &transform); + + private: + static float* m_DepthBuffer; + }; +} + + + + +namespace olc +{ + olc::GFX3D::Math::Math() + { + + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Mat_MultiplyVector(olc::GFX3D::mat4x4 &m, olc::GFX3D::vec3d &i) + { + vec3d v; + v.x = i.x * m.m[0][0] + i.y * m.m[1][0] + i.z * m.m[2][0] + i.w * m.m[3][0]; + v.y = i.x * m.m[0][1] + i.y * m.m[1][1] + i.z * m.m[2][1] + i.w * m.m[3][1]; + v.z = i.x * m.m[0][2] + i.y * m.m[1][2] + i.z * m.m[2][2] + i.w * m.m[3][2]; + v.w = i.x * m.m[0][3] + i.y * m.m[1][3] + i.z * m.m[2][3] + i.w * m.m[3][3]; + return v; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeIdentity() + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationX(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[1][2] = sinf(fAngleRad); + matrix.m[2][1] = -sinf(fAngleRad); + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationY(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][2] = sinf(fAngleRad); + matrix.m[2][0] = -sinf(fAngleRad); + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeRotationZ(float fAngleRad) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][1] = sinf(fAngleRad); + matrix.m[1][0] = -sinf(fAngleRad); + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeScale(float x, float y, float z) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = x; + matrix.m[1][1] = y; + matrix.m[2][2] = z; + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeTranslation(float x, float y, float z) + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + matrix.m[3][0] = x; + matrix.m[3][1] = y; + matrix.m[3][2] = z; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar) + { + float fFovRad = 1.0f / tanf(fFovDegrees * 0.5f / 180.0f * 3.14159f); + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = fAspectRatio * fFovRad; + matrix.m[1][1] = fFovRad; + matrix.m[2][2] = fFar / (fFar - fNear); + matrix.m[3][2] = (-fFar * fNear) / (fFar - fNear); + matrix.m[2][3] = 1.0f; + matrix.m[3][3] = 0.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_MultiplyMatrix(olc::GFX3D::mat4x4 &m1, olc::GFX3D::mat4x4 &m2) + { + olc::GFX3D::mat4x4 matrix; + for (int c = 0; c < 4; c++) + for (int r = 0; r < 4; r++) + matrix.m[r][c] = m1.m[r][0] * m2.m[0][c] + m1.m[r][1] * m2.m[1][c] + m1.m[r][2] * m2.m[2][c] + m1.m[r][3] * m2.m[3][c]; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_PointAt(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &target, olc::GFX3D::vec3d &up) + { + // Calculate new forward direction + olc::GFX3D::vec3d newForward = Vec_Sub(target, pos); + newForward = Vec_Normalise(newForward); + + // Calculate new Up direction + olc::GFX3D::vec3d a = Vec_Mul(newForward, Vec_DotProduct(up, newForward)); + olc::GFX3D::vec3d newUp = Vec_Sub(up, a); + newUp = Vec_Normalise(newUp); + + // New Right direction is easy, its just cross product + olc::GFX3D::vec3d newRight = Vec_CrossProduct(newUp, newForward); + + // Construct Dimensioning and Translation Matrix + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = newRight.x; matrix.m[0][1] = newRight.y; matrix.m[0][2] = newRight.z; matrix.m[0][3] = 0.0f; + matrix.m[1][0] = newUp.x; matrix.m[1][1] = newUp.y; matrix.m[1][2] = newUp.z; matrix.m[1][3] = 0.0f; + matrix.m[2][0] = newForward.x; matrix.m[2][1] = newForward.y; matrix.m[2][2] = newForward.z; matrix.m[2][3] = 0.0f; + matrix.m[3][0] = pos.x; matrix.m[3][1] = pos.y; matrix.m[3][2] = pos.z; matrix.m[3][3] = 1.0f; + return matrix; + + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_QuickInverse(olc::GFX3D::mat4x4 &m) // Only for Rotation/Translation Matrices + { + olc::GFX3D::mat4x4 matrix; + matrix.m[0][0] = m.m[0][0]; matrix.m[0][1] = m.m[1][0]; matrix.m[0][2] = m.m[2][0]; matrix.m[0][3] = 0.0f; + matrix.m[1][0] = m.m[0][1]; matrix.m[1][1] = m.m[1][1]; matrix.m[1][2] = m.m[2][1]; matrix.m[1][3] = 0.0f; + matrix.m[2][0] = m.m[0][2]; matrix.m[2][1] = m.m[1][2]; matrix.m[2][2] = m.m[2][2]; matrix.m[2][3] = 0.0f; + matrix.m[3][0] = -(m.m[3][0] * matrix.m[0][0] + m.m[3][1] * matrix.m[1][0] + m.m[3][2] * matrix.m[2][0]); + matrix.m[3][1] = -(m.m[3][0] * matrix.m[0][1] + m.m[3][1] * matrix.m[1][1] + m.m[3][2] * matrix.m[2][1]); + matrix.m[3][2] = -(m.m[3][0] * matrix.m[0][2] + m.m[3][1] * matrix.m[1][2] + m.m[3][2] * matrix.m[2][2]); + matrix.m[3][3] = 1.0f; + return matrix; + } + + olc::GFX3D::mat4x4 olc::GFX3D::Math::Mat_Inverse(olc::GFX3D::mat4x4 &m) + { + double det; + + + mat4x4 matInv; + + matInv.m[0][0] = m.m[1][1] * m.m[2][2] * m.m[3][3] - m.m[1][1] * m.m[2][3] * m.m[3][2] - m.m[2][1] * m.m[1][2] * m.m[3][3] + m.m[2][1] * m.m[1][3] * m.m[3][2] + m.m[3][1] * m.m[1][2] * m.m[2][3] - m.m[3][1] * m.m[1][3] * m.m[2][2]; + matInv.m[1][0] = -m.m[1][0] * m.m[2][2] * m.m[3][3] + m.m[1][0] * m.m[2][3] * m.m[3][2] + m.m[2][0] * m.m[1][2] * m.m[3][3] - m.m[2][0] * m.m[1][3] * m.m[3][2] - m.m[3][0] * m.m[1][2] * m.m[2][3] + m.m[3][0] * m.m[1][3] * m.m[2][2]; + matInv.m[2][0] = m.m[1][0] * m.m[2][1] * m.m[3][3] - m.m[1][0] * m.m[2][3] * m.m[3][1] - m.m[2][0] * m.m[1][1] * m.m[3][3] + m.m[2][0] * m.m[1][3] * m.m[3][1] + m.m[3][0] * m.m[1][1] * m.m[2][3] - m.m[3][0] * m.m[1][3] * m.m[2][1]; + matInv.m[3][0] = -m.m[1][0] * m.m[2][1] * m.m[3][2] + m.m[1][0] * m.m[2][2] * m.m[3][1] + m.m[2][0] * m.m[1][1] * m.m[3][2] - m.m[2][0] * m.m[1][2] * m.m[3][1] - m.m[3][0] * m.m[1][1] * m.m[2][2] + m.m[3][0] * m.m[1][2] * m.m[2][1]; + matInv.m[0][1] = -m.m[0][1] * m.m[2][2] * m.m[3][3] + m.m[0][1] * m.m[2][3] * m.m[3][2] + m.m[2][1] * m.m[0][2] * m.m[3][3] - m.m[2][1] * m.m[0][3] * m.m[3][2] - m.m[3][1] * m.m[0][2] * m.m[2][3] + m.m[3][1] * m.m[0][3] * m.m[2][2]; + matInv.m[1][1] = m.m[0][0] * m.m[2][2] * m.m[3][3] - m.m[0][0] * m.m[2][3] * m.m[3][2] - m.m[2][0] * m.m[0][2] * m.m[3][3] + m.m[2][0] * m.m[0][3] * m.m[3][2] + m.m[3][0] * m.m[0][2] * m.m[2][3] - m.m[3][0] * m.m[0][3] * m.m[2][2]; + matInv.m[2][1] = -m.m[0][0] * m.m[2][1] * m.m[3][3] + m.m[0][0] * m.m[2][3] * m.m[3][1] + m.m[2][0] * m.m[0][1] * m.m[3][3] - m.m[2][0] * m.m[0][3] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[2][3] + m.m[3][0] * m.m[0][3] * m.m[2][1]; + matInv.m[3][1] = m.m[0][0] * m.m[2][1] * m.m[3][2] - m.m[0][0] * m.m[2][2] * m.m[3][1] - m.m[2][0] * m.m[0][1] * m.m[3][2] + m.m[2][0] * m.m[0][2] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[2][2] - m.m[3][0] * m.m[0][2] * m.m[2][1]; + matInv.m[0][2] = m.m[0][1] * m.m[1][2] * m.m[3][3] - m.m[0][1] * m.m[1][3] * m.m[3][2] - m.m[1][1] * m.m[0][2] * m.m[3][3] + m.m[1][1] * m.m[0][3] * m.m[3][2] + m.m[3][1] * m.m[0][2] * m.m[1][3] - m.m[3][1] * m.m[0][3] * m.m[1][2]; + matInv.m[1][2] = -m.m[0][0] * m.m[1][2] * m.m[3][3] + m.m[0][0] * m.m[1][3] * m.m[3][2] + m.m[1][0] * m.m[0][2] * m.m[3][3] - m.m[1][0] * m.m[0][3] * m.m[3][2] - m.m[3][0] * m.m[0][2] * m.m[1][3] + m.m[3][0] * m.m[0][3] * m.m[1][2]; + matInv.m[2][2] = m.m[0][0] * m.m[1][1] * m.m[3][3] - m.m[0][0] * m.m[1][3] * m.m[3][1] - m.m[1][0] * m.m[0][1] * m.m[3][3] + m.m[1][0] * m.m[0][3] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[1][3] - m.m[3][0] * m.m[0][3] * m.m[1][1]; + matInv.m[3][2] = -m.m[0][0] * m.m[1][1] * m.m[3][2] + m.m[0][0] * m.m[1][2] * m.m[3][1] + m.m[1][0] * m.m[0][1] * m.m[3][2] - m.m[1][0] * m.m[0][2] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[1][2] + m.m[3][0] * m.m[0][2] * m.m[1][1]; + matInv.m[0][3] = -m.m[0][1] * m.m[1][2] * m.m[2][3] + m.m[0][1] * m.m[1][3] * m.m[2][2] + m.m[1][1] * m.m[0][2] * m.m[2][3] - m.m[1][1] * m.m[0][3] * m.m[2][2] - m.m[2][1] * m.m[0][2] * m.m[1][3] + m.m[2][1] * m.m[0][3] * m.m[1][2]; + matInv.m[1][3] = m.m[0][0] * m.m[1][2] * m.m[2][3] - m.m[0][0] * m.m[1][3] * m.m[2][2] - m.m[1][0] * m.m[0][2] * m.m[2][3] + m.m[1][0] * m.m[0][3] * m.m[2][2] + m.m[2][0] * m.m[0][2] * m.m[1][3] - m.m[2][0] * m.m[0][3] * m.m[1][2]; + matInv.m[2][3] = -m.m[0][0] * m.m[1][1] * m.m[2][3] + m.m[0][0] * m.m[1][3] * m.m[2][1] + m.m[1][0] * m.m[0][1] * m.m[2][3] - m.m[1][0] * m.m[0][3] * m.m[2][1] - m.m[2][0] * m.m[0][1] * m.m[1][3] + m.m[2][0] * m.m[0][3] * m.m[1][1]; + matInv.m[3][3] = m.m[0][0] * m.m[1][1] * m.m[2][2] - m.m[0][0] * m.m[1][2] * m.m[2][1] - m.m[1][0] * m.m[0][1] * m.m[2][2] + m.m[1][0] * m.m[0][2] * m.m[2][1] + m.m[2][0] * m.m[0][1] * m.m[1][2] - m.m[2][0] * m.m[0][2] * m.m[1][1]; + + det = m.m[0][0] * matInv.m[0][0] + m.m[0][1] * matInv.m[1][0] + m.m[0][2] * matInv.m[2][0] + m.m[0][3] * matInv.m[3][0]; + // if (det == 0) return false; + + det = 1.0 / det; + + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + matInv.m[i][j] *= (float)det; + + return matInv; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Add(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Sub(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Mul(olc::GFX3D::vec3d &v1, float k) + { + return { v1.x * k, v1.y * k, v1.z * k }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Div(olc::GFX3D::vec3d &v1, float k) + { + return { v1.x / k, v1.y / k, v1.z / k }; + } + + float olc::GFX3D::Math::Vec_DotProduct(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + return v1.x*v2.x + v1.y*v2.y + v1.z * v2.z; + } + + float olc::GFX3D::Math::Vec_Length(olc::GFX3D::vec3d &v) + { + return sqrtf(Vec_DotProduct(v, v)); + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_Normalise(olc::GFX3D::vec3d &v) + { + float l = Vec_Length(v); + return { v.x / l, v.y / l, v.z / l }; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_CrossProduct(olc::GFX3D::vec3d &v1, olc::GFX3D::vec3d &v2) + { + vec3d v; + v.x = v1.y * v2.z - v1.z * v2.y; + v.y = v1.z * v2.x - v1.x * v2.z; + v.z = v1.x * v2.y - v1.y * v2.x; + return v; + } + + olc::GFX3D::vec3d olc::GFX3D::Math::Vec_IntersectPlane(olc::GFX3D::vec3d &plane_p, olc::GFX3D::vec3d &plane_n, olc::GFX3D::vec3d &lineStart, olc::GFX3D::vec3d &lineEnd, float &t) + { + plane_n = Vec_Normalise(plane_n); + float plane_d = -Vec_DotProduct(plane_n, plane_p); + float ad = Vec_DotProduct(lineStart, plane_n); + float bd = Vec_DotProduct(lineEnd, plane_n); + t = (-plane_d - ad) / (bd - ad); + olc::GFX3D::vec3d lineStartToEnd = Vec_Sub(lineEnd, lineStart); + olc::GFX3D::vec3d lineToIntersect = Vec_Mul(lineStartToEnd, t); + return Vec_Add(lineStart, lineToIntersect); + } + + + int olc::GFX3D::Math::Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle &in_tri, triangle &out_tri1, triangle &out_tri2) + { + // Make sure plane normal is indeed normal + plane_n = Math::Vec_Normalise(plane_n); + + out_tri1.t[0] = in_tri.t[0]; + out_tri2.t[0] = in_tri.t[0]; + out_tri1.t[1] = in_tri.t[1]; + out_tri2.t[1] = in_tri.t[1]; + out_tri1.t[2] = in_tri.t[2]; + out_tri2.t[2] = in_tri.t[2]; + + // Return signed shortest distance from point to plane, plane normal must be normalised + auto dist = [&](vec3d &p) + { + vec3d n = Math::Vec_Normalise(p); + return (plane_n.x * p.x + plane_n.y * p.y + plane_n.z * p.z - Math::Vec_DotProduct(plane_n, plane_p)); + }; + + // Create two temporary storage arrays to classify points either side of plane + // If distance sign is positive, point lies on "inside" of plane + vec3d* inside_points[3]; int nInsidePointCount = 0; + vec3d* outside_points[3]; int nOutsidePointCount = 0; + vec2d* inside_tex[3]; int nInsideTexCount = 0; + vec2d* outside_tex[3]; int nOutsideTexCount = 0; + + + // Get signed distance of each point in triangle to plane + float d0 = dist(in_tri.p[0]); + float d1 = dist(in_tri.p[1]); + float d2 = dist(in_tri.p[2]); + + if (d0 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[0]; inside_tex[nInsideTexCount++] = &in_tri.t[0]; } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[0]; outside_tex[nOutsideTexCount++] = &in_tri.t[0]; + } + if (d1 >= 0) { + inside_points[nInsidePointCount++] = &in_tri.p[1]; inside_tex[nInsideTexCount++] = &in_tri.t[1]; + } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[1]; outside_tex[nOutsideTexCount++] = &in_tri.t[1]; + } + if (d2 >= 0) { + inside_points[nInsidePointCount++] = &in_tri.p[2]; inside_tex[nInsideTexCount++] = &in_tri.t[2]; + } + else { + outside_points[nOutsidePointCount++] = &in_tri.p[2]; outside_tex[nOutsideTexCount++] = &in_tri.t[2]; + } + + // Now classify triangle points, and break the input triangle into + // smaller output triangles if required. There are four possible + // outcomes... + + if (nInsidePointCount == 0) + { + // All points lie on the outside of plane, so clip whole triangle + // It ceases to exist + + return 0; // No returned triangles are valid + } + + if (nInsidePointCount == 3) + { + // All points lie on the inside of plane, so do nothing + // and allow the triangle to simply pass through + out_tri1 = in_tri; + + return 1; // Just the one returned original triangle is valid + } + + if (nInsidePointCount == 1 && nOutsidePointCount == 2) + { + // Triangle should be clipped. As two points lie outside + // the plane, the triangle simply becomes a smaller triangle + + // Copy appearance info to new triangle + out_tri1.col = olc::MAGENTA;// in_tri.col; + + // The inside point is valid, so keep that... + out_tri1.p[0] = *inside_points[0]; + out_tri1.t[0] = *inside_tex[0]; + + // but the two new points are at the locations where the + // original sides of the triangle (lines) intersect with the plane + float t; + out_tri1.p[1] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t); + out_tri1.t[1].x = t * (outside_tex[0]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[1].y = t * (outside_tex[0]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[1].z = t * (outside_tex[0]->z - inside_tex[0]->z) + inside_tex[0]->z; + + out_tri1.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[1], t); + out_tri1.t[2].x = t * (outside_tex[1]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[2].y = t * (outside_tex[1]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[2].z = t * (outside_tex[1]->z - inside_tex[0]->z) + inside_tex[0]->z; + + return 1; // Return the newly formed single triangle + } + + if (nInsidePointCount == 2 && nOutsidePointCount == 1) + { + // Triangle should be clipped. As two points lie inside the plane, + // the clipped triangle becomes a "quad". Fortunately, we can + // represent a quad with two new triangles + + // Copy appearance info to new triangles + out_tri1.col = olc::GREEN;// in_tri.col; + out_tri2.col = olc::RED;// in_tri.col; + + // The first triangle consists of the two inside points and a new + // point determined by the location where one side of the triangle + // intersects with the plane + out_tri1.p[0] = *inside_points[0]; + out_tri1.t[0] = *inside_tex[0]; + + out_tri1.p[1] = *inside_points[1]; + out_tri1.t[1] = *inside_tex[1]; + + float t; + out_tri1.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0], t); + out_tri1.t[2].x = t * (outside_tex[0]->x - inside_tex[0]->x) + inside_tex[0]->x; + out_tri1.t[2].y = t * (outside_tex[0]->y - inside_tex[0]->y) + inside_tex[0]->y; + out_tri1.t[2].z = t * (outside_tex[0]->z - inside_tex[0]->z) + inside_tex[0]->z; + + // The second triangle is composed of one of he inside points, a + // new point determined by the intersection of the other side of the + // triangle and the plane, and the newly created point above + out_tri2.p[1] = *inside_points[1]; + out_tri2.t[1] = *inside_tex[1]; + out_tri2.p[0] = out_tri1.p[2]; + out_tri2.t[0] = out_tri1.t[2]; + out_tri2.p[2] = Math::Vec_IntersectPlane(plane_p, plane_n, *inside_points[1], *outside_points[0], t); + out_tri2.t[2].x = t * (outside_tex[0]->x - inside_tex[1]->x) + inside_tex[1]->x; + out_tri2.t[2].y = t * (outside_tex[0]->y - inside_tex[1]->y) + inside_tex[1]->y; + out_tri2.t[2].z = t * (outside_tex[0]->z - inside_tex[1]->z) + inside_tex[1]->z; + return 2; // Return two newly formed triangles which form a quad + } + + return 0; + } + + void GFX3D::DrawTriangleFlat(olc::GFX3D::triangle &tri) + { + pge->FillTriangle(tri.p[0].x, tri.p[0].y, tri.p[1].x, tri.p[1].y, tri.p[2].x, tri.p[2].y, tri.col); + } + + void GFX3D::DrawTriangleWire(olc::GFX3D::triangle &tri, olc::Pixel col) + { + pge->DrawTriangle(tri.p[0].x, tri.p[0].y, tri.p[1].x, tri.p[1].y, tri.p[2].x, tri.p[2].y, col); + } + + void GFX3D::TexturedTriangle(int x1, int y1, float u1, float v1, float w1, + int x2, int y2, float u2, float v2, float w2, + int x3, int y3, float u3, float v3, float w3, olc::Sprite* spr) + + { + if (y2 < y1) + { + std::swap(y1, y2); + std::swap(x1, x2); + std::swap(u1, u2); + std::swap(v1, v2); + std::swap(w1, w2); + } + + if (y3 < y1) + { + std::swap(y1, y3); + std::swap(x1, x3); + std::swap(u1, u3); + std::swap(v1, v3); + std::swap(w1, w3); + } + + if (y3 < y2) + { + std::swap(y2, y3); + std::swap(x2, x3); + std::swap(u2, u3); + std::swap(v2, v3); + std::swap(w2, w3); + } + + int dy1 = y2 - y1; + int dx1 = x2 - x1; + float dv1 = v2 - v1; + float du1 = u2 - u1; + float dw1 = w2 - w1; + + int dy2 = y3 - y1; + int dx2 = x3 - x1; + float dv2 = v3 - v1; + float du2 = u3 - u1; + float dw2 = w3 - w1; + + float tex_u, tex_v, tex_w; + + float dax_step = 0, dbx_step = 0, + du1_step = 0, dv1_step = 0, + du2_step = 0, dv2_step = 0, + dw1_step = 0, dw2_step = 0; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dw1_step = dw1 / (float)abs(dy1); + + if (dy2) du2_step = du2 / (float)abs(dy2); + if (dy2) dv2_step = dv2 / (float)abs(dy2); + if (dy2) dw2_step = dw2 / (float)abs(dy2); + + if (dy1) + { + for (int i = y1; i <= y2; i++) + { + int ax = x1 + (float)(i - y1) * dax_step; + int bx = x1 + (float)(i - y1) * dbx_step; + + float tex_su = u1 + (float)(i - y1) * du1_step; + float tex_sv = v1 + (float)(i - y1) * dv1_step; + float tex_sw = w1 + (float)(i - y1) * dw1_step; + + float tex_eu = u1 + (float)(i - y1) * du2_step; + float tex_ev = v1 + (float)(i - y1) * dv2_step; + float tex_ew = w1 + (float)(i - y1) * dw2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sw, tex_ew); + } + + tex_u = tex_su; + tex_v = tex_sv; + tex_w = tex_sw; + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0.0f; + + for (int j = ax; j < bx; j++) + { + tex_u = (1.0f - t) * tex_su + t * tex_eu; + tex_v = (1.0f - t) * tex_sv + t * tex_ev; + tex_w = (1.0f - t) * tex_sw + t * tex_ew; + if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_u / tex_w, tex_v / tex_w)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w; + } + t += tstep; + } + + } + } + + dy1 = y3 - y2; + dx1 = x3 - x2; + dv1 = v3 - v2; + du1 = u3 - u2; + dw1 = w3 - w2; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + du1_step = 0, dv1_step = 0; + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dw1_step = dw1 / (float)abs(dy1); + + if (dy1) + { + for (int i = y2; i <= y3; i++) + { + int ax = x2 + (float)(i - y2) * dax_step; + int bx = x1 + (float)(i - y1) * dbx_step; + + float tex_su = u2 + (float)(i - y2) * du1_step; + float tex_sv = v2 + (float)(i - y2) * dv1_step; + float tex_sw = w2 + (float)(i - y2) * dw1_step; + + float tex_eu = u1 + (float)(i - y1) * du2_step; + float tex_ev = v1 + (float)(i - y1) * dv2_step; + float tex_ew = w1 + (float)(i - y1) * dw2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sw, tex_ew); + } + + tex_u = tex_su; + tex_v = tex_sv; + tex_w = tex_sw; + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0.0f; + + for (int j = ax; j < bx; j++) + { + tex_u = (1.0f - t) * tex_su + t * tex_eu; + tex_v = (1.0f - t) * tex_sv + t * tex_ev; + tex_w = (1.0f - t) * tex_sw + t * tex_ew; + + if (tex_w > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_u / tex_w, tex_v / tex_w)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_w; + } + t += tstep; + } + } + } + } + + + void GFX3D::DrawTriangleTex(olc::GFX3D::triangle &tri, olc::Sprite* spr) + { + if (tri.p[1].y < tri.p[0].y) + { + std::swap(tri.p[0].y, tri.p[1].y); + std::swap(tri.p[0].x, tri.p[1].x); + std::swap(tri.t[0].x, tri.t[1].x); + std::swap(tri.t[0].y, tri.t[1].y); + std::swap(tri.t[0].z, tri.t[1].z); + } + + if (tri.p[2].y < tri.p[0].y) + { + std::swap(tri.p[0].y, tri.p[2].y); + std::swap(tri.p[0].x, tri.p[2].x); + std::swap(tri.t[0].x, tri.t[2].x); + std::swap(tri.t[0].y, tri.t[2].y); + std::swap(tri.t[0].z, tri.t[2].z); + } + + if (tri.p[2].y < tri.p[1].y) + { + std::swap(tri.p[1].y, tri.p[2].y); + std::swap(tri.p[1].x, tri.p[2].x); + std::swap(tri.t[1].x, tri.t[2].x); + std::swap(tri.t[1].y, tri.t[2].y); + std::swap(tri.t[1].z, tri.t[2].z); + } + + int dy1 = tri.p[1].y - tri.p[0].y; + int dx1 = tri.p[1].x - tri.p[0].x; + float dv1 = tri.t[1].y - tri.t[0].y; + float du1 = tri.t[1].x - tri.t[0].x; + float dz1 = tri.t[1].z - tri.t[0].z; + + int dy2 = tri.p[2].y - tri.p[0].y; + int dx2 = tri.p[2].x - tri.p[0].x; + float dv2 = tri.t[2].y - tri.t[0].y; + float du2 = tri.t[2].x - tri.t[0].x; + float dz2 = tri.t[2].z - tri.t[0].z; + + float tex_x, tex_y, tex_z; + + float du1_step = 0, dv1_step = 0, du2_step = 0, dv2_step = 0, dz1_step = 0, dz2_step = 0; + float dax_step = 0, dbx_step = 0; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dz1_step = dz1 / (float)abs(dy1); + + if (dy2) du2_step = du2 / (float)abs(dy2); + if (dy2) dv2_step = dv2 / (float)abs(dy2); + if (dy2) dz2_step = dz2 / (float)abs(dy2); + + + + if (dy1) + { + for (int i = tri.p[0].y; i <= tri.p[1].y; i++) + { + int ax = tri.p[0].x + (i - tri.p[0].y) * dax_step; + int bx = tri.p[0].x + (i - tri.p[0].y) * dbx_step; + + // Start and end points in texture space + float tex_su = tri.t[0].x + (float)(i - tri.p[0].y) * du1_step; + float tex_sv = tri.t[0].y + (float)(i - tri.p[0].y) * dv1_step; + float tex_sz = tri.t[0].z + (float)(i - tri.p[0].y) * dz1_step; + + float tex_eu = tri.t[0].x + (float)(i - tri.p[0].y) * du2_step; + float tex_ev = tri.t[0].y + (float)(i - tri.p[0].y) * dv2_step; + float tex_ez = tri.t[0].z + (float)(i - tri.p[0].y) * dz2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sz, tex_ez); + } + + tex_x = tex_su; + tex_y = tex_sv; + tex_z = tex_sz; + + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0; + + for (int j = ax; j < bx; j++) + { + tex_x = (1.0f - t) * tex_su + t * tex_eu; + tex_y = (1.0f - t) * tex_sv + t * tex_ev; + tex_z = (1.0f - t) * tex_sz + t * tex_ez; + + if (tex_z > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_x / tex_z, tex_y / tex_z)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_z; + } + t += tstep; + } + + + } + } + + dy1 = tri.p[2].y - tri.p[1].y; + dx1 = tri.p[2].x - tri.p[1].x; + dv1 = tri.t[2].y - tri.t[1].y; + du1 = tri.t[2].x - tri.t[1].x; + dz1 = tri.t[2].z - tri.t[1].z; + + if (dy1) dax_step = dx1 / (float)abs(dy1); + if (dy2) dbx_step = dx2 / (float)abs(dy2); + + + du1_step = 0, dv1_step = 0;// , dz1_step = 0;// , du2_step = 0, dv2_step = 0; + if (dy1) du1_step = du1 / (float)abs(dy1); + if (dy1) dv1_step = dv1 / (float)abs(dy1); + if (dy1) dz1_step = dz1 / (float)abs(dy1); + + if (dy1) + { + for (int i = tri.p[1].y; i <= tri.p[2].y; i++) + { + int ax = tri.p[1].x + (i - tri.p[1].y) * dax_step; + int bx = tri.p[0].x + (i - tri.p[0].y) * dbx_step; + + // Start and end points in texture space + float tex_su = tri.t[1].x + (float)(i - tri.p[1].y) * du1_step; + float tex_sv = tri.t[1].y + (float)(i - tri.p[1].y) * dv1_step; + float tex_sz = tri.t[1].z + (float)(i - tri.p[1].y) * dz1_step; + + float tex_eu = tri.t[0].x + (float)(i - tri.p[0].y) * du2_step; + float tex_ev = tri.t[0].y + (float)(i - tri.p[0].y) * dv2_step; + float tex_ez = tri.t[0].z + (float)(i - tri.p[0].y) * dz2_step; + + if (ax > bx) + { + std::swap(ax, bx); + std::swap(tex_su, tex_eu); + std::swap(tex_sv, tex_ev); + std::swap(tex_sz, tex_ez); + } + + tex_x = tex_su; + tex_y = tex_sv; + tex_z = tex_sz; + + + float tstep = 1.0f / ((float)(bx - ax)); + float t = 0; + + for (int j = ax; j < bx; j++) + { + tex_x = (1.0f - t) * tex_su + t * tex_eu; + tex_y = (1.0f - t) * tex_sv + t * tex_ev; + tex_z = (1.0f - t) * tex_sz + t * tex_ez; + + if (tex_z > m_DepthBuffer[i*pge->ScreenWidth() + j]) + { + pge->Draw(j, i, spr->Sample(tex_x / tex_z, tex_y / tex_z)); + m_DepthBuffer[i*pge->ScreenWidth() + j] = tex_z; + } + + t += tstep; + } + } + } + + } + + float* GFX3D::m_DepthBuffer = nullptr; + + void GFX3D::ConfigureDisplay() + { + m_DepthBuffer = new float[pge->ScreenWidth() * pge->ScreenHeight()]{ 0 }; + } + + + void GFX3D::ClearDepth() + { + memset(m_DepthBuffer, 0, pge->ScreenWidth() * pge->ScreenHeight() * sizeof(float)); + } + + + + + GFX3D::PipeLine::PipeLine() + { + + } + + void GFX3D::PipeLine::SetProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar, float fLeft, float fTop, float fWidth, float fHeight) + { + matProj = GFX3D::Math::Mat_MakeProjection(fFovDegrees, fAspectRatio, fNear, fFar); + fViewX = fLeft; + fViewY = fTop; + fViewW = fWidth; + fViewH = fHeight; + } + + void GFX3D::PipeLine::SetCamera(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &lookat, olc::GFX3D::vec3d &up) + { + matView = GFX3D::Math::Mat_PointAt(pos, lookat, up); + matView = GFX3D::Math::Mat_QuickInverse(matView); + } + + void GFX3D::PipeLine::SetTransform(olc::GFX3D::mat4x4 &transform) + { + matWorld = transform; + } + + void GFX3D::PipeLine::SetTexture(olc::Sprite *texture) + { + sprTexture = texture; + } + + void GFX3D::PipeLine::SetLightSource(olc::GFX3D::vec3d &pos, olc::GFX3D::vec3d &dir, olc::Pixel &col) + { + + } + + uint32_t GFX3D::PipeLine::Render(std::vector &triangles, uint32_t flags) + { + // Calculate Transformation Matrix + mat4x4 matWorldView = Math::Mat_MultiplyMatrix(matWorld, matView); + //matWorldViewProj = Math::Mat_MultiplyMatrix(matWorldView, matProj); + + // Store triangles for rastering later + std::vector vecTrianglesToRaster; + + int nTriangleDrawnCount = 0; + + // Process Triangles + for (auto &tri : triangles) + { + GFX3D::triangle triTransformed; + + // Just copy through texture coordinates + triTransformed.t[0] = { tri.t[0].x, tri.t[0].y, tri.t[0].z }; + triTransformed.t[1] = { tri.t[1].x, tri.t[1].y, tri.t[1].z }; + triTransformed.t[2] = { tri.t[2].x, tri.t[2].y, tri.t[2].z }; // Think! + + // Transform Triangle from object into projected space + triTransformed.p[0] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[0]); + triTransformed.p[1] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[1]); + triTransformed.p[2] = GFX3D::Math::Mat_MultiplyVector(matWorldView, tri.p[2]); + + // Calculate Triangle Normal in WorldView Space + GFX3D::vec3d normal, line1, line2; + line1 = GFX3D::Math::Vec_Sub(triTransformed.p[1], triTransformed.p[0]); + line2 = GFX3D::Math::Vec_Sub(triTransformed.p[2], triTransformed.p[0]); + normal = GFX3D::Math::Vec_CrossProduct(line1, line2); + normal = GFX3D::Math::Vec_Normalise(normal); + + // Cull triangles that face away from viewer + if (flags & RENDER_CULL_CW && GFX3D::Math::Vec_DotProduct(normal, triTransformed.p[0]) > 0.0f) continue; + if (flags & RENDER_CULL_CCW && GFX3D::Math::Vec_DotProduct(normal, triTransformed.p[0]) < 0.0f) continue; + + // If Lighting, calculate shading + triTransformed.col = olc::WHITE; + + // Clip triangle against near plane + int nClippedTriangles = 0; + triangle clipped[2]; + nClippedTriangles = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triTransformed, clipped[0], clipped[1]); + + // This may yield two new triangles + for (int n = 0; n < nClippedTriangles; n++) + { + triangle triProjected = clipped[n]; + + // Project new triangle + triProjected.p[0] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[0]); + triProjected.p[1] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[1]); + triProjected.p[2] = GFX3D::Math::Mat_MultiplyVector(matProj, clipped[n].p[2]); + + // Apply Projection to Verts + triProjected.p[0].x = triProjected.p[0].x / triProjected.p[0].w; + triProjected.p[1].x = triProjected.p[1].x / triProjected.p[1].w; + triProjected.p[2].x = triProjected.p[2].x / triProjected.p[2].w; + + triProjected.p[0].y = triProjected.p[0].y / triProjected.p[0].w; + triProjected.p[1].y = triProjected.p[1].y / triProjected.p[1].w; + triProjected.p[2].y = triProjected.p[2].y / triProjected.p[2].w; + + triProjected.p[0].z = triProjected.p[0].z / triProjected.p[0].w; + triProjected.p[1].z = triProjected.p[1].z / triProjected.p[1].w; + triProjected.p[2].z = triProjected.p[2].z / triProjected.p[2].w; + + // Apply Projection to Tex coords + triProjected.t[0].x = triProjected.t[0].x / triProjected.p[0].w; + triProjected.t[1].x = triProjected.t[1].x / triProjected.p[1].w; + triProjected.t[2].x = triProjected.t[2].x / triProjected.p[2].w; + + triProjected.t[0].y = triProjected.t[0].y / triProjected.p[0].w; + triProjected.t[1].y = triProjected.t[1].y / triProjected.p[1].w; + triProjected.t[2].y = triProjected.t[2].y / triProjected.p[2].w; + + triProjected.t[0].z = 1.0f / triProjected.p[0].w; + triProjected.t[1].z = 1.0f / triProjected.p[1].w; + triProjected.t[2].z = 1.0f / triProjected.p[2].w; + + // Clip against viewport in screen space + // Clip triangles against all four screen edges, this could yield + // a bunch of triangles, so create a queue that we traverse to + // ensure we only test new triangles generated against planes + triangle sclipped[2]; + std::list listTriangles; + + + // Add initial triangle + listTriangles.push_back(triProjected); + int nNewTriangles = 1; + + for (int p = 0; p < 4; p++) + { + int nTrisToAdd = 0; + while (nNewTriangles > 0) + { + // Take triangle from front of queue + triangle test = listTriangles.front(); + listTriangles.pop_front(); + nNewTriangles--; + + // Clip it against a plane. We only need to test each + // subsequent plane, against subsequent new triangles + // as all triangles after a plane clip are guaranteed + // to lie on the inside of the plane. I like how this + // comment is almost completely and utterly justified + switch (p) + { + case 0: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 1: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, +1.0f, 0.0f }, { 0.0f, -1.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 2: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ -1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + case 3: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ +1.0f, 0.0f, 0.0f }, { -1.0f, 0.0f, 0.0f }, test, sclipped[0], sclipped[1]); break; + } + + + // Clipping may yield a variable number of triangles, so + // add these new ones to the back of the queue for subsequent + // clipping against next planes + for (int w = 0; w < nTrisToAdd; w++) + listTriangles.push_back(sclipped[w]); + } + nNewTriangles = listTriangles.size(); + } + + for (auto &triRaster : listTriangles) + { + // Scale to viewport + /*triRaster.p[0].x *= -1.0f; + triRaster.p[1].x *= -1.0f; + triRaster.p[2].x *= -1.0f; + triRaster.p[0].y *= -1.0f; + triRaster.p[1].y *= -1.0f; + triRaster.p[2].y *= -1.0f;*/ + vec3d vOffsetView = { 1,1,0 }; + triRaster.p[0] = Math::Vec_Add(triRaster.p[0], vOffsetView); + triRaster.p[1] = Math::Vec_Add(triRaster.p[1], vOffsetView); + triRaster.p[2] = Math::Vec_Add(triRaster.p[2], vOffsetView); + triRaster.p[0].x *= 0.5f * fViewW; + triRaster.p[0].y *= 0.5f * fViewH; + triRaster.p[1].x *= 0.5f * fViewW; + triRaster.p[1].y *= 0.5f * fViewH; + triRaster.p[2].x *= 0.5f * fViewW; + triRaster.p[2].y *= 0.5f * fViewH; + vOffsetView = { fViewX,fViewY,0 }; + triRaster.p[0] = Math::Vec_Add(triRaster.p[0], vOffsetView); + triRaster.p[1] = Math::Vec_Add(triRaster.p[1], vOffsetView); + triRaster.p[2] = Math::Vec_Add(triRaster.p[2], vOffsetView); + + // For now, just draw triangle + + if (flags & RENDER_TEXTURED) + { + TexturedTriangle( + triRaster.p[0].x, triRaster.p[0].y, triRaster.t[0].x, triRaster.t[0].y, triRaster.t[0].z, + triRaster.p[1].x, triRaster.p[1].y, triRaster.t[1].x, triRaster.t[1].y, triRaster.t[1].z, + triRaster.p[2].x, triRaster.p[2].y, triRaster.t[2].x, triRaster.t[2].y, triRaster.t[2].z, + sprTexture); + } + + if (flags & RENDER_WIRE) + { + DrawTriangleWire(triRaster, olc::RED); + } + + if (flags & RENDER_FLAT) + { + DrawTriangleFlat(triRaster); + } + + nTriangleDrawnCount++; + } + } + } + + return nTriangleDrawnCount; + } +} + +#endif \ No newline at end of file diff --git a/olcPGEX_Sound.h b/olcPGEX_Sound.h index 059696d..0b4dcf3 100644 --- a/olcPGEX_Sound.h +++ b/olcPGEX_Sound.h @@ -3,7 +3,7 @@ +-------------------------------------------------------------+ | OneLoneCoder Pixel Game Engine Extension | - | Sound - v0.2 | + | Sound - v0.3 | +-------------------------------------------------------------+ What is this? @@ -11,10 +11,18 @@ This is an extension to the olcPixelGameEngine, which provides sound generation and wave playing routines. + Special Thanks: + ~~~~~~~~~~~~~~~ + Slavka - For entire non-windows system back end! + Gorbit99 - Testing, Bug Fixes + Cyberdroid - Testing, Bug Fixes + Dragoneye - Testing + Puol - Testing + License (OLC-3) ~~~~~~~~~~~~~~~ - Copyright 2018 OneLoneCoder.com + Copyright 2018 - 2019 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions @@ -56,19 +64,60 @@ Author ~~~~~~ - David Barr, aka javidx9, ©OneLoneCoder 2018 + David Barr, aka javidx9, ©OneLoneCoder 2019 */ -#ifndef OLC_PGEX_SOUND -#define OLC_PGEX_SOUND +#ifndef OLC_PGEX_SOUND_H +#define OLC_PGEX_SOUND_H #include +#include +#include #include #undef min #undef max +// Choose a default sound backend +#if !defined(USE_ALSA) && !defined(USE_OPENAL) && !defined(USE_WINDOWS) +#ifdef __linux__ +#define USE_ALSA +#endif + +#ifdef __EMSCRIPTEN__ +#define USE_OPENAL +#endif + +#ifdef _WIN32 +#define USE_WINDOWS +#endif + +#endif + +#ifdef USE_ALSA +#define ALSA_PCM_NEW_HW_PARAMS_API +#include +#endif + +#ifdef USE_OPENAL +#include +#include +#include +#endif + +#pragma pack(push, 1) +typedef struct { + uint16_t wFormatTag; + uint16_t nChannels; + uint32_t nSamplesPerSec; + uint32_t nAvgBytesPerSec; + uint16_t nBlockAlign; + uint16_t wBitsPerSample; + uint16_t cbSize; +} OLC_WAVEFORMATEX; +#pragma pack(pop) + namespace olc { // Container class for Advanced 2D Drawing functions @@ -77,18 +126,18 @@ namespace olc // A representation of an affine transform, used to rotate, scale, offset & shear space public: class AudioSample - { + { public: AudioSample(); AudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr); olc::rcode LoadFromFile(std::string sWavFile, olc::ResourcePack *pack = nullptr); - + public: - WAVEFORMATEX wavHeader; + OLC_WAVEFORMATEX wavHeader; float *fSample = nullptr; long nSamples = 0; int nChannels = 0; - bool bSampleValid = false; + bool bSampleValid = false; }; struct sCurrentlyPlayingSample @@ -109,16 +158,16 @@ namespace olc static void SetUserFilterFunction(std::function func); public: - static unsigned int LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr); + static int LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack = nullptr); static void PlaySample(int id, bool bLoop = false); static void StopSample(int id); static void StopAll(); static float GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep); -#ifdef WIN32 + private: +#ifdef USE_WINDOWS // Windows specific sound management static void CALLBACK waveOutProc(HWAVEOUT hWaveOut, UINT uMsg, DWORD dwParam1, DWORD dwParam2); - static void AudioThread(); static unsigned int m_nSampleRate; static unsigned int m_nChannels; static unsigned int m_nBlockCount; @@ -127,30 +176,51 @@ namespace olc static short* m_pBlockMemory; static WAVEHDR *m_pWaveHeaders; static HWAVEOUT m_hwDevice; - static std::thread m_AudioThread; - static std::atomic m_bAudioThreadActive; static std::atomic m_nBlockFree; static std::condition_variable m_cvBlockNotZero; static std::mutex m_muxBlockNotZero; +#endif + +#ifdef USE_ALSA + static snd_pcm_t *m_pPCM; + static unsigned int m_nSampleRate; + static unsigned int m_nChannels; + static unsigned int m_nBlockSamples; + static short* m_pBlockMemory; +#endif + +#ifdef USE_OPENAL + static std::queue m_qAvailableBuffers; + static ALuint *m_pBuffers; + static ALuint m_nSource; + static ALCdevice *m_pDevice; + static ALCcontext *m_pContext; + static unsigned int m_nSampleRate; + static unsigned int m_nChannels; + static unsigned int m_nBlockCount; + static unsigned int m_nBlockSamples; + static short* m_pBlockMemory; +#endif + + static void AudioThread(); + static std::thread m_AudioThread; + static std::atomic m_bAudioThreadActive; static std::atomic m_fGlobalTime; static std::function funcUserSynth; static std::function funcUserFilter; -#endif - }; } -#ifdef WIN32 -#pragma comment(lib, "winmm.lib") +// Implementation, platform-independent + +#ifdef OLC_PGEX_SOUND +#undef OLC_PGEX_SOUND + namespace olc { SOUND::AudioSample::AudioSample() - { - - - - } + { } SOUND::AudioSample::AudioSample(std::string sWavFile, olc::ResourcePack *pack) { @@ -177,20 +247,20 @@ namespace olc // which are not in the wav file // Just check if wave format is compatible with olcPGE - if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100) + if (wavHeader.wBitsPerSample != 16 || wavHeader.nSamplesPerSec != 44100) return olc::FAIL; - + // Search for audio data chunk - long nChunksize = 0; + uint32_t nChunksize = 0; is.read(dump, sizeof(char) * 4); // Read chunk header - is.read((char*)&nChunksize, sizeof(long)); // Read chunk size + is.read((char*)&nChunksize, sizeof(uint32_t)); // Read chunk size while (strncmp(dump, "data", 4) != 0) { // Not audio data, so just skip it //std::fseek(f, nChunksize, SEEK_CUR); is.seekg(nChunksize, std::istream::cur); is.read(dump, sizeof(char) * 4); - is.read((char*)&nChunksize, sizeof(long)); + is.read((char*)&nChunksize, sizeof(uint32_t)); } // Finally got to data, so read it all in and convert to float samples @@ -211,20 +281,21 @@ namespace olc { is.read((char*)&s, sizeof(short)); - *pSample = (float)s / (float)(MAXSHORT); + *pSample = (float)s / (float)(SHRT_MAX); pSample++; } } } - // All done, flag sound as valid + // All done, flag sound as valid bSampleValid = true; return olc::OK; }; - + if (pack != nullptr) { - std::istream is(&(pack->GetStreamBuffer(sWavFile))); + olc::ResourcePack::sEntry entry = pack->GetStreamBuffer(sWavFile); + std::istream is(&entry); return ReadWave(is); } else @@ -240,6 +311,131 @@ namespace olc } } + // This vector holds all loaded sound samples in memory + std::vector vecAudioSamples; + + // This structure represents a sound that is currently playing. It only + // holds the sound ID and where this instance of it is up to for its + // current playback + + void SOUND::SetUserSynthFunction(std::function func) + { + funcUserSynth = func; + } + + void SOUND::SetUserFilterFunction(std::function func) + { + funcUserFilter = func; + } + + // Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID + // number is returned if successful, otherwise -1 + int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack) + { + + olc::SOUND::AudioSample a(sWavFile, pack); + if (a.bSampleValid) + { + vecAudioSamples.push_back(a); + return (unsigned int)vecAudioSamples.size(); + } + else + return -1; + } + + // Add sample 'id' to the mixers sounds to play list + void SOUND::PlaySample(int id, bool bLoop) + { + olc::SOUND::sCurrentlyPlayingSample a; + a.nAudioSampleID = id; + a.nSamplePosition = 0; + a.bFinished = false; + a.bFlagForStop = false; + a.bLoop = bLoop; + SOUND::listActiveSamples.push_back(a); + } + + void SOUND::StopSample(int id) + { + // Find first occurence of sample id + auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; }); + if (s != listActiveSamples.end()) + s->bFlagForStop = true; + } + + void SOUND::StopAll() + { + for (auto &s : listActiveSamples) + { + s.bFlagForStop = true; + } + } + + float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep) + { + // Accumulate sample for this channel + float fMixerSample = 0.0f; + + for (auto &s : listActiveSamples) + { + if (m_bAudioThreadActive) + { + if (s.bFlagForStop) + { + s.bLoop = false; + s.bFinished = true; + } + else + { + // Calculate sample position + s.nSamplePosition += roundf((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep); + + // If sample position is valid add to the mix + if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples) + fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel]; + else + { + if (s.bLoop) + { + s.nSamplePosition = 0; + } + else + s.bFinished = true; // Else sound has completed + } + } + } + else + return 0.0f; + } + + // If sounds have completed then remove them + listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; }); + + // The users application might be generating sound, so grab that if it exists + if (funcUserSynth != nullptr) + fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep); + + // Return the sample via an optional user override to filter the sound + if (funcUserFilter != nullptr) + return funcUserFilter(nChannel, fGlobalTime, fMixerSample); + else + return fMixerSample; + } + + std::thread SOUND::m_AudioThread; + std::atomic SOUND::m_bAudioThreadActive{ false }; + std::atomic SOUND::m_fGlobalTime{ 0.0f }; + std::list SOUND::listActiveSamples; + std::function SOUND::funcUserSynth = nullptr; + std::function SOUND::funcUserFilter = nullptr; +} + +// Implementation, Windows-specific +#ifdef USE_WINDOWS +#pragma comment(lib, "winmm.lib") + +namespace olc +{ bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) { // Initialise Sound Engine @@ -376,118 +572,6 @@ namespace olc } } - // This vector holds all loaded sound samples in memory - std::vector vecAudioSamples; - - // This structure represents a sound that is currently playing. It only - // holds the sound ID and where this instance of it is up to for its - // current playback - - void SOUND::SetUserSynthFunction(std::function func) - { - funcUserSynth = func; - } - - void SOUND::SetUserFilterFunction(std::function func) - { - funcUserFilter = func; - } - - // Load a 16-bit WAVE file @ 44100Hz ONLY into memory. A sample ID - // number is returned if successful, otherwise -1 - unsigned int SOUND::LoadAudioSample(std::string sWavFile, olc::ResourcePack *pack) - { - - olc::SOUND::AudioSample a(sWavFile, pack); - if (a.bSampleValid) - { - vecAudioSamples.push_back(a); - return vecAudioSamples.size(); - } - else - return -1; - } - - // Add sample 'id' to the mixers sounds to play list - void SOUND::PlaySample(int id, bool bLoop) - { - olc::SOUND::sCurrentlyPlayingSample a; - a.nAudioSampleID = id; - a.nSamplePosition = 0; - a.bFinished = false; - a.bFlagForStop = false; - a.bLoop = bLoop; - SOUND::listActiveSamples.push_back(a); - } - - void SOUND::StopSample(int id) - { - // Find first occurence of sample id - auto s = std::find_if(listActiveSamples.begin(), listActiveSamples.end(), [&](const olc::SOUND::sCurrentlyPlayingSample &s) { return s.nAudioSampleID == id; }); - if(s != listActiveSamples.end()) - s->bFlagForStop = true; - } - - void SOUND::StopAll() - { - for (auto &s : listActiveSamples) - { - s.bFlagForStop = true; - } - } - - float SOUND::GetMixerOutput(int nChannel, float fGlobalTime, float fTimeStep) - { - // Accumulate sample for this channel - float fMixerSample = 0.0f; - - for (auto &s : listActiveSamples) - { - if (m_bAudioThreadActive) - { - if (s.bFlagForStop) - { - s.bLoop = false; - s.bFinished = true; - } - else - { - // Calculate sample position - s.nSamplePosition += (long)((float)vecAudioSamples[s.nAudioSampleID - 1].wavHeader.nSamplesPerSec * fTimeStep); - - // If sample position is valid add to the mix - if (s.nSamplePosition < vecAudioSamples[s.nAudioSampleID - 1].nSamples) - fMixerSample += vecAudioSamples[s.nAudioSampleID - 1].fSample[(s.nSamplePosition * vecAudioSamples[s.nAudioSampleID - 1].nChannels) + nChannel]; - else - { - if (s.bLoop) - { - s.nSamplePosition = 0; - } - else - s.bFinished = true; // Else sound has completed - } - } - } - else - return 0.0f; - } - - // If sounds have completed then remove them - listActiveSamples.remove_if([](const sCurrentlyPlayingSample &s) {return s.bFinished; }); - - // The users application might be generating sound, so grab that if it exists - if(funcUserSynth != nullptr) - fMixerSample += funcUserSynth(nChannel, fGlobalTime, fTimeStep); - - // Return the sample via an optional user override to filter the sound - if (funcUserFilter != nullptr) - return funcUserFilter(nChannel, fGlobalTime, fMixerSample); - else - return fMixerSample; - } - - unsigned int SOUND::m_nSampleRate = 0; unsigned int SOUND::m_nChannels = 0; unsigned int SOUND::m_nBlockCount = 0; @@ -496,18 +580,313 @@ namespace olc short* SOUND::m_pBlockMemory = nullptr; WAVEHDR *SOUND::m_pWaveHeaders = nullptr; HWAVEOUT SOUND::m_hwDevice; - std::thread SOUND::m_AudioThread; - std::atomic SOUND::m_bAudioThreadActive = false; std::atomic SOUND::m_nBlockFree = 0; std::condition_variable SOUND::m_cvBlockNotZero; std::mutex SOUND::m_muxBlockNotZero; - std::atomic SOUND::m_fGlobalTime = 0.0f; - std::list SOUND::listActiveSamples; - std::function SOUND::funcUserSynth = nullptr; - std::function SOUND::funcUserFilter = nullptr; } + +#elif defined(USE_ALSA) + +namespace olc +{ + bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) + { + // Initialise Sound Engine + m_bAudioThreadActive = false; + m_nSampleRate = nSampleRate; + m_nChannels = nChannels; + m_nBlockSamples = nBlockSamples; + m_pBlockMemory = nullptr; + + // Open PCM stream + int rc = snd_pcm_open(&m_pPCM, "default", SND_PCM_STREAM_PLAYBACK, 0); + if (rc < 0) + return DestroyAudio(); + + + // Prepare the parameter structure and set default parameters + snd_pcm_hw_params_t *params; + snd_pcm_hw_params_alloca(¶ms); + snd_pcm_hw_params_any(m_pPCM, params); + + // Set other parameters + snd_pcm_hw_params_set_format(m_pPCM, params, SND_PCM_FORMAT_S16_LE); + snd_pcm_hw_params_set_rate(m_pPCM, params, m_nSampleRate, 0); + snd_pcm_hw_params_set_channels(m_pPCM, params, m_nChannels); + snd_pcm_hw_params_set_period_size(m_pPCM, params, m_nBlockSamples, 0); + snd_pcm_hw_params_set_periods(m_pPCM, params, nBlocks, 0); + + // Save these parameters + rc = snd_pcm_hw_params(m_pPCM, params); + if (rc < 0) + return DestroyAudio(); + + listActiveSamples.clear(); + + // Allocate Wave|Block Memory + m_pBlockMemory = new short[m_nBlockSamples]; + if (m_pBlockMemory == nullptr) + return DestroyAudio(); + std::fill(m_pBlockMemory, m_pBlockMemory + m_nBlockSamples, 0); + + // Unsure if really needed, helped prevent underrun on my setup + snd_pcm_start(m_pPCM); + for (unsigned int i = 0; i < nBlocks; i++) + rc = snd_pcm_writei(m_pPCM, m_pBlockMemory, 512); + + snd_pcm_start(m_pPCM); + m_bAudioThreadActive = true; + m_AudioThread = std::thread(&SOUND::AudioThread); + + return true; + } + + // Stop and clean up audio system + bool SOUND::DestroyAudio() + { + m_bAudioThreadActive = false; + m_AudioThread.join(); + snd_pcm_drain(m_pPCM); + snd_pcm_close(m_pPCM); + return false; + } + + + // Audio thread. This loop responds to requests from the soundcard to fill 'blocks' + // with audio data. If no requests are available it goes dormant until the sound + // card is ready for more data. The block is fille by the "user" in some manner + // and then issued to the soundcard. + void SOUND::AudioThread() + { + m_fGlobalTime = 0.0f; + static float fTimeStep = 1.0f / (float)m_nSampleRate; + + // Goofy hack to get maximum integer for a type at run-time + short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; + float fMaxSample = (float)nMaxSample; + short nPreviousSample = 0; + + while (m_bAudioThreadActive) + { + short nNewSample = 0; + + auto clip = [](float fSample, float fMax) + { + if (fSample >= 0.0) + return fmin(fSample, fMax); + else + return fmax(fSample, -fMax); + }; + + for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) + { + // User Process + for (unsigned int c = 0; c < m_nChannels; c++) + { + nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); + m_pBlockMemory[n + c] = nNewSample; + nPreviousSample = nNewSample; + } + + m_fGlobalTime = m_fGlobalTime + fTimeStep; + } + + // Send block to sound device + snd_pcm_uframes_t nLeft = m_nBlockSamples; + short *pBlockPos = m_pBlockMemory; + while (nLeft > 0) + { + int rc = snd_pcm_writei(m_pPCM, pBlockPos, nLeft); + if (rc > 0) + { + pBlockPos += rc * m_nChannels; + nLeft -= rc; + } + if (rc == -EAGAIN) continue; + if (rc == -EPIPE) // an underrun occured, prepare the device for more data + snd_pcm_prepare(m_pPCM); + } + } + } + + snd_pcm_t* SOUND::m_pPCM = nullptr; + unsigned int SOUND::m_nSampleRate = 0; + unsigned int SOUND::m_nChannels = 0; + unsigned int SOUND::m_nBlockSamples = 0; + short* SOUND::m_pBlockMemory = nullptr; +} + +#elif defined(USE_OPENAL) + +namespace olc +{ + bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) + { + // Initialise Sound Engine + m_bAudioThreadActive = false; + m_nSampleRate = nSampleRate; + m_nChannels = nChannels; + m_nBlockCount = nBlocks; + m_nBlockSamples = nBlockSamples; + m_pBlockMemory = nullptr; + + // Open the device and create the context + m_pDevice = alcOpenDevice(NULL); + if (m_pDevice) + { + m_pContext = alcCreateContext(m_pDevice, NULL); + alcMakeContextCurrent(m_pContext); + } + else + return DestroyAudio(); + + // Allocate memory for sound data + alGetError(); + m_pBuffers = new ALuint[m_nBlockCount]; + alGenBuffers(m_nBlockCount, m_pBuffers); + alGenSources(1, &m_nSource); + + for (unsigned int i = 0; i < m_nBlockCount; i++) + m_qAvailableBuffers.push(m_pBuffers[i]); + + listActiveSamples.clear(); + + // Allocate Wave|Block Memory + m_pBlockMemory = new short[m_nBlockSamples]; + if (m_pBlockMemory == nullptr) + return DestroyAudio(); + std::fill(m_pBlockMemory, m_pBlockMemory + m_nBlockSamples, 0); + + m_bAudioThreadActive = true; + m_AudioThread = std::thread(&SOUND::AudioThread); + return true; + } + + // Stop and clean up audio system + bool SOUND::DestroyAudio() + { + m_bAudioThreadActive = false; + m_AudioThread.join(); + + alDeleteBuffers(m_nBlockCount, m_pBuffers); + delete[] m_pBuffers; + alDeleteSources(1, &m_nSource); + + alcMakeContextCurrent(NULL); + alcDestroyContext(m_pContext); + alcCloseDevice(m_pDevice); + return false; + } + + + // Audio thread. This loop responds to requests from the soundcard to fill 'blocks' + // with audio data. If no requests are available it goes dormant until the sound + // card is ready for more data. The block is fille by the "user" in some manner + // and then issued to the soundcard. + void SOUND::AudioThread() + { + m_fGlobalTime = 0.0f; + static float fTimeStep = 1.0f / (float)m_nSampleRate; + + // Goofy hack to get maximum integer for a type at run-time + short nMaxSample = (short)pow(2, (sizeof(short) * 8) - 1) - 1; + float fMaxSample = (float)nMaxSample; + short nPreviousSample = 0; + + std::vector vProcessed; + + while (m_bAudioThreadActive) + { + ALint nState, nProcessed; + alGetSourcei(m_nSource, AL_SOURCE_STATE, &nState); + alGetSourcei(m_nSource, AL_BUFFERS_PROCESSED, &nProcessed); + + // Add processed buffers to our queue + vProcessed.resize(nProcessed); + alSourceUnqueueBuffers(m_nSource, nProcessed, vProcessed.data()); + for (ALint nBuf : vProcessed) m_qAvailableBuffers.push(nBuf); + + // Wait until there is a free buffer (ewww) + if (m_qAvailableBuffers.empty()) continue; + + short nNewSample = 0; + + auto clip = [](float fSample, float fMax) + { + if (fSample >= 0.0) + return fmin(fSample, fMax); + else + return fmax(fSample, -fMax); + }; + + for (unsigned int n = 0; n < m_nBlockSamples; n += m_nChannels) + { + // User Process + for (unsigned int c = 0; c < m_nChannels; c++) + { + nNewSample = (short)(clip(GetMixerOutput(c, m_fGlobalTime, fTimeStep), 1.0) * fMaxSample); + m_pBlockMemory[n + c] = nNewSample; + nPreviousSample = nNewSample; + } + + m_fGlobalTime = m_fGlobalTime + fTimeStep; + } + + // Fill OpenAL data buffer + alBufferData( + m_qAvailableBuffers.front(), + m_nChannels == 1 ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16, + m_pBlockMemory, + 2 * m_nBlockSamples, + m_nSampleRate + ); + // Add it to the OpenAL queue + alSourceQueueBuffers(m_nSource, 1, &m_qAvailableBuffers.front()); + // Remove it from ours + m_qAvailableBuffers.pop(); + + // If it's not playing for some reason, change that + if (nState != AL_PLAYING) + alSourcePlay(m_nSource); + } + } + + std::queue SOUND::m_qAvailableBuffers; + ALuint *SOUND::m_pBuffers = nullptr; + ALuint SOUND::m_nSource = 0; + ALCdevice *SOUND::m_pDevice = nullptr; + ALCcontext *SOUND::m_pContext = nullptr; + unsigned int SOUND::m_nSampleRate = 0; + unsigned int SOUND::m_nChannels = 0; + unsigned int SOUND::m_nBlockCount = 0; + unsigned int SOUND::m_nBlockSamples = 0; + short* SOUND::m_pBlockMemory = nullptr; +} + +#else // Some other platform + +namespace olc +{ + bool SOUND::InitialiseAudio(unsigned int nSampleRate, unsigned int nChannels, unsigned int nBlocks, unsigned int nBlockSamples) + { + return true; + } + + // Stop and clean up audio system + bool SOUND::DestroyAudio() + { + return false; + } + + + // Audio thread. This loop responds to requests from the soundcard to fill 'blocks' + // with audio data. If no requests are available it goes dormant until the sound + // card is ready for more data. The block is fille by the "user" in some manner + // and then issued to the soundcard. + void SOUND::AudioThread() + { } +} + #endif - -// Currently no Linux implementation so just go blank :( - -#endif \ No newline at end of file +#endif +#endif // OLC_PGEX_SOUND \ No newline at end of file diff --git a/olcPixelGameEngine.h b/olcPixelGameEngine.h index af73f99..f68712f 100644 --- a/olcPixelGameEngine.h +++ b/olcPixelGameEngine.h @@ -2,11 +2,9 @@ olcPixelGameEngine.h +-------------------------------------------------------------+ - | OneLoneCoder Pixel Game Engine v1.11 | + | OneLoneCoder Pixel Game Engine v1.13 | | "Like the command prompt console one, but not..." - javidx9 | +-------------------------------------------------------------+ - - The Original & Best... :P What is this? ~~~~~~~~~~~~~ @@ -52,7 +50,7 @@ License (OLC-3) ~~~~~~~~~~~~~~~ - Copyright 2018 OneLoneCoder.com + Copyright 2018 - 2019 OneLoneCoder.com Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions @@ -90,6 +88,7 @@ Twitch: https://www.twitch.tv/javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com + Patreon: https://www.patreon.com/javidx9 Relevant Videos ~~~~~~~~~~~~~~~ @@ -121,17 +120,20 @@ ~~~~~~ I'd like to extend thanks to Eremiell, slavka, gurkanctn, Phantim, JackOJC, KrossX, Huhlig, Dragoneye, Appa, JustinRichardsMusic, SliceNDice - & MagetzUb for advice, ideas and testing, and I'd like to extend - my appreciation to the 14K YouTube followers and 1K Discord server + Ralakus, Gorbit99, raoul & MagetzUb for advice, ideas and testing, and I'd like + to extend my appreciation to the 23K YouTube followers and 1.5K Discord server members who give me the motivation to keep going with all this :D Special thanks to those who bring gifts! GnarGnarHead.......Domina Gorbit99...........Bastion + Special thanks to my Patreons too - I wont name you on here, but I've + certainly enjoyed my tea and flapjacks :D + Author ~~~~~~ - David Barr, aka javidx9, ©OneLoneCoder 2018 + David Barr, aka javidx9, ©OneLoneCoder 2018, 2019 */ ////////////////////////////////////////////////////////////////////////////////////////// @@ -279,7 +281,8 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace ResourcePack(); ~ResourcePack(); struct sEntry : public std::streambuf { - uint32_t nID, nFileOffset, nFileSize; uint8_t* data; void _config() { this->setg((char*)data, (char*)data, (char*)(data + nFileSize)); }}; + uint32_t nID, nFileOffset, nFileSize; uint8_t* data; void _config() { this->setg((char*)data, (char*)data, (char*)(data + nFileSize)); } + }; public: olc::rcode AddToPack(std::string sFile); @@ -323,7 +326,9 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace void SetSampleMode(olc::Sprite::Mode mode = olc::Sprite::Mode::NORMAL); Pixel GetPixel(int32_t x, int32_t y); void SetPixel(int32_t x, int32_t y, Pixel p); + Pixel Sample(float x, float y); + Pixel SampleBL(float u, float v); Pixel* GetData(); private: @@ -346,7 +351,9 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, UP, DOWN, LEFT, RIGHT, SPACE, TAB, SHIFT, CTRL, INS, DEL, HOME, END, PGUP, PGDN, - BACK, ESCAPE, ENTER, PAUSE, SCROLL, + BACK, ESCAPE, RETURN, ENTER, PAUSE, SCROLL, + NP0, NP1, NP2, NP3, NP4, NP5, NP6, NP7, NP8, NP9, + NP_MUL, NP_DIV, NP_ADD, NP_SUB, NP_DECIMAL, }; @@ -402,6 +409,7 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace // olc::Pixel::MASK = Transparent if alpha is < 255 // olc::Pixel::ALPHA = Full transparency void SetPixelMode(Pixel::Mode m); + Pixel::Mode GetPixelMode(); // Use a custom blend function void SetPixelMode(std::function pixelMode); // Change the blend factor form between 0.0f to 1.0f; @@ -541,9 +549,12 @@ namespace olc // All OneLoneCoder stuff will now exist in the "olc" namespace Class2.cpp - #define OLC_PGE_APPLICATION #include "Class2.h" main.cpp - Includes Class1.h and Class2.h - If all of this is a bit too confusing, you can split this file in two! - Everything below this comment block can go into olcPixelGameEngineOOP.cpp - and everything above it can go into olcPixelGameEngineOOP.h + If all else fails, create a file called "olcPixelGameEngine.cpp" with the following + two lines. Then you can just #include "olcPixelGameEngine.h" as normal without worrying + about defining things. Dont forget to include that cpp file as part of your build! + + #define OLC_PGE_APPLICATION + #include "olcPixelGameEngine.h" */ @@ -578,14 +589,9 @@ namespace olc std::wstring w(buffer); delete[] buffer; return w; +#else + return L"SVN FTW!"; #endif -//#ifdef __MINGW32__ -// wchar_t *buffer = new wchar_t[sImageFile.length() + 1]; -// mbstowcs(buffer, sImageFile.c_str(), sImageFile.length()); -// buffer[sImageFile.length()] = L'\0'; -// wsImageFile = buffer; -// delete[] buffer; -//#else } Sprite::Sprite() @@ -647,7 +653,8 @@ namespace olc } else { - std::istream is(&(pack->GetStreamBuffer(sImageFile))); + auto streamBuffer = pack->GetStreamBuffer(sImageFile); + std::istream is(&streamBuffer); ReadData(is); } @@ -818,11 +825,33 @@ namespace olc Pixel Sprite::Sample(float x, float y) { - int32_t sx = (int32_t)(x * (float)width); - int32_t sy = (int32_t)(y * (float)height); + int32_t sx = (int32_t)((x * (float)width) - 0.5f); + int32_t sy = (int32_t)((y * (float)height) - 0.5f); return GetPixel(sx, sy); } + Pixel Sprite::SampleBL(float u, float v) + { + u = u * width - 0.5f; + v = v * height - 0.5f; + int x = (int)u; + int y = (int)v; + float u_ratio = u - x; + float v_ratio = v - y; + float u_opposite = 1 - u_ratio; + float v_opposite = 1 - v_ratio; + + olc::Pixel p1 = GetPixel(x, y); + olc::Pixel p2 = GetPixel(x+1, y); + olc::Pixel p3 = GetPixel(x, y+1); + olc::Pixel p4 = GetPixel(x+1, y+1); + + return olc::Pixel( + (uint8_t)((p1.r * u_opposite + p2.r * u_ratio) * v_opposite + (p3.r * u_opposite + p4.r * u_ratio) * v_ratio), + (uint8_t)((p1.g * u_opposite + p2.g * u_ratio) * v_opposite + (p3.g * u_opposite + p4.g * u_ratio) * v_ratio), + (uint8_t)((p1.b * u_opposite + p2.b * u_ratio) * v_opposite + (p3.b * u_opposite + p4.b * u_ratio) * v_ratio)); + } + Pixel* Sprite::GetData() { return pColData; } //========================================================== @@ -852,10 +881,10 @@ namespace olc // Create entry sEntry e; e.data = nullptr; - e.nFileSize = p; + e.nFileSize = (uint32_t)p; // Read file into memory - e.data = new uint8_t[e.nFileSize]; + e.data = new uint8_t[(uint32_t)e.nFileSize]; ifs.read((char*)e.data, e.nFileSize); ifs.close(); @@ -886,7 +915,7 @@ namespace olc std::streampos offset = ofs.tellp(); for (auto &e : mapFiles) { - e.second.nFileOffset = offset; + e.second.nFileOffset = (uint32_t)offset; ofs.write((char*)e.second.data, e.second.nFileSize); offset += e.second.nFileSize; } @@ -936,12 +965,10 @@ namespace olc // 2) Read Data for (auto &e : mapFiles) { - e.second.data = new uint8_t[e.second.nFileSize]; + e.second.data = new uint8_t[(uint32_t)e.second.nFileSize]; ifs.seekg(e.second.nFileOffset); ifs.read((char*)e.second.data, e.second.nFileSize); - //e.second.setg e.second._config(); - //e.second.pubsetbuf((char*)e.second.data, e.second.nFileSize); } ifs.close(); @@ -1542,6 +1569,11 @@ namespace olc nPixelMode = m; } + Pixel::Mode PixelGameEngine::GetPixelMode() + { + return nPixelMode; + } + void PixelGameEngine::SetPixelMode(std::function pixelMode) { funcPixelMode = pixelMode; @@ -1884,6 +1916,7 @@ namespace olc mapKeys[VK_F9] = Key::F9; mapKeys[VK_F10] = Key::F10; mapKeys[VK_F11] = Key::F11; mapKeys[VK_F12] = Key::F12; mapKeys[VK_DOWN] = Key::DOWN; mapKeys[VK_LEFT] = Key::LEFT; mapKeys[VK_RIGHT] = Key::RIGHT; mapKeys[VK_UP] = Key::UP; + mapKeys[VK_RETURN] = Key::ENTER; //mapKeys[VK_RETURN] = Key::RETURN; mapKeys[VK_BACK] = Key::BACK; mapKeys[VK_ESCAPE] = Key::ESCAPE; mapKeys[VK_RETURN] = Key::ENTER; mapKeys[VK_PAUSE] = Key::PAUSE; mapKeys[VK_SCROLL] = Key::SCROLL; mapKeys[VK_TAB] = Key::TAB; mapKeys[VK_DELETE] = Key::DEL; mapKeys[VK_HOME] = Key::HOME; @@ -1894,6 +1927,10 @@ namespace olc mapKeys[0x30] = Key::K0; mapKeys[0x31] = Key::K1; mapKeys[0x32] = Key::K2; mapKeys[0x33] = Key::K3; mapKeys[0x34] = Key::K4; mapKeys[0x35] = Key::K5; mapKeys[0x36] = Key::K6; mapKeys[0x37] = Key::K7; mapKeys[0x38] = Key::K8; mapKeys[0x39] = Key::K9; + mapKeys[VK_NUMPAD0] = Key::NP0; mapKeys[VK_NUMPAD1] = Key::NP1; mapKeys[VK_NUMPAD2] = Key::NP2; mapKeys[VK_NUMPAD3] = Key::NP3; mapKeys[VK_NUMPAD4] = Key::NP4; + mapKeys[VK_NUMPAD5] = Key::NP5; mapKeys[VK_NUMPAD6] = Key::NP6; mapKeys[VK_NUMPAD7] = Key::NP7; mapKeys[VK_NUMPAD8] = Key::NP8; mapKeys[VK_NUMPAD9] = Key::NP9; + mapKeys[VK_MULTIPLY] = Key::NP_MUL; mapKeys[VK_ADD] = Key::NP_ADD; mapKeys[VK_DIVIDE] = Key::NP_DIV; mapKeys[VK_SUBTRACT] = Key::NP_SUB; mapKeys[VK_DECIMAL] = Key::NP_DECIMAL; + return olc_hWnd; } @@ -1941,8 +1978,8 @@ namespace olc case WM_MOUSELEAVE: sge->bHasMouseFocus = false; case WM_SETFOCUS: sge->bHasInputFocus = true; return 0; case WM_KILLFOCUS: sge->bHasInputFocus = false; return 0; - case WM_KEYDOWN: sge->pKeyNewState[mapKeys[wParam]] = true; return 0; - case WM_KEYUP: sge->pKeyNewState[mapKeys[wParam]] = false; return 0; + case WM_KEYDOWN: sge->pKeyNewState[mapKeys[(uint16_t)wParam]] = true; return 0; + case WM_KEYUP: sge->pKeyNewState[mapKeys[(uint16_t)wParam]] = false; return 0; case WM_LBUTTONDOWN:sge->pMouseNewState[0] = true; return 0; case WM_LBUTTONUP: sge->pMouseNewState[0] = false; return 0; case WM_RBUTTONDOWN:sge->pMouseNewState[1] = true; return 0; @@ -1995,6 +2032,7 @@ namespace olc mapKeys[XK_F9] = Key::F9; mapKeys[XK_F10] = Key::F10; mapKeys[XK_F11] = Key::F11; mapKeys[XK_F12] = Key::F12; mapKeys[XK_Down] = Key::DOWN; mapKeys[XK_Left] = Key::LEFT; mapKeys[XK_Right] = Key::RIGHT; mapKeys[XK_Up] = Key::UP; + mapKeys[XK_KP_Enter] = Key::ENTER; mapKeys[XK_Return] = Key::ENTER; mapKeys[XK_BackSpace] = Key::BACK; mapKeys[XK_Escape] = Key::ESCAPE; mapKeys[XK_Linefeed] = Key::ENTER; mapKeys[XK_Pause] = Key::PAUSE; mapKeys[XK_Scroll_Lock] = Key::SCROLL; mapKeys[XK_Tab] = Key::TAB; mapKeys[XK_Delete] = Key::DEL; mapKeys[XK_Home] = Key::HOME; @@ -2005,6 +2043,10 @@ namespace olc mapKeys[XK_0] = Key::K0; mapKeys[XK_1] = Key::K1; mapKeys[XK_2] = Key::K2; mapKeys[XK_3] = Key::K3; mapKeys[XK_4] = Key::K4; mapKeys[XK_5] = Key::K5; mapKeys[XK_6] = Key::K6; mapKeys[XK_7] = Key::K7; mapKeys[XK_8] = Key::K8; mapKeys[XK_9] = Key::K9; + mapKeys[XK_KP_0] = Key::NP0; mapKeys[XK_KP_1] = Key::NP1; mapKeys[XK_KP_2] = Key::NP2; mapKeys[XK_KP_3] = Key::NP3; mapKeys[XK_KP_4] = Key::NP4; + mapKeys[XK_KP_5] = Key::NP5; mapKeys[XK_KP_6] = Key::NP6; mapKeys[XK_KP_7] = Key::NP7; mapKeys[XK_KP_8] = Key::NP8; mapKeys[XK_KP_9] = Key::NP9; + mapKeys[XK_KP_Multiply] = Key::NP_MUL; mapKeys[XK_KP_Add] = Key::NP_ADD; mapKeys[XK_KP_Divide] = Key::NP_DIV; mapKeys[XK_KP_Subtract] = Key::NP_SUB; mapKeys[XK_KP_Decimal] = Key::NP_DECIMAL; + return olc_Display; } @@ -2044,4 +2086,4 @@ namespace olc //============================================================= } -#endif +#endif \ No newline at end of file