@ -187,6 +187,7 @@ int min(int a, int b)
// so can be grep'd and removed
# define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
# define v3varg(v) v.x, v.y, v.z
# define v2varg(v) v.x, v.y
# define qvarg(v) v.x, v.y, v.z, v.w
Vec2 RotateV2 ( Vec2 v , float theta )
{
@ -795,6 +796,7 @@ SER_MAKE_FOR_TYPE(Vec3);
SER_MAKE_FOR_TYPE ( AnimKind ) ;
SER_MAKE_FOR_TYPE ( EntityRef ) ;
SER_MAKE_FOR_TYPE ( NPCPlayerStanding ) ;
SER_MAKE_FOR_TYPE ( MD_u16 ) ;
void ser_Quat ( SerState * ser , Quat * q )
{
@ -816,6 +818,8 @@ typedef struct
{
Vec3 position ;
Vec2 uv ;
MD_u16 joint_indices [ 4 ] ;
float joint_weights [ 4 ] ;
} ArmatureVertex ;
SER_MAKE_FOR_TYPE ( Vertex ) ;
@ -1037,6 +1041,17 @@ Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armat
{
ser_Vec3 ( & ser , & to_return . vertices [ i ] . position ) ;
ser_Vec2 ( & ser , & to_return . vertices [ i ] . uv ) ;
MD_u16 joint_indices [ 4 ] ;
float joint_weights [ 4 ] ;
for ( int ii = 0 ; ii < 4 ; ii + + )
ser_MD_u16 ( & ser , & joint_indices [ ii ] ) ;
for ( int ii = 0 ; ii < 4 ; ii + + )
ser_float ( & ser , & joint_weights [ ii ] ) ;
for ( int ii = 0 ; ii < 4 ; ii + + )
to_return . vertices [ i ] . joint_indices [ ii ] = joint_indices [ ii ] ;
for ( int ii = 0 ; ii < 4 ; ii + + )
to_return . vertices [ i ] . joint_weights [ ii ] = joint_weights [ ii ] ;
}
Log ( " Armature %.*s has %llu vertices \n " , MD_S8VArg ( armature_name ) , to_return . vertices_length ) ;
@ -1163,7 +1178,7 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
if ( ! mesh_found )
{
MD_String8 to_load_filepath = MD_S8Fmt ( scratch . arena , " assets/exported_3d/%.*s.bin " , MD_S8VArg ( placed_mesh_name ) ) ;
Log ( " Loading '%.*s'...\n " , MD_S8VArg ( to_load_filepath ) ) ;
Log ( " Loading mesh '%.*s'...\n " , MD_S8VArg ( to_load_filepath ) ) ;
MD_String8 binary_mesh_file = MD_LoadEntireFile ( scratch . arena , to_load_filepath ) ;
if ( ! binary_mesh_file . str )
{
@ -1204,6 +1219,7 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
MD_String8 placed_entity_name = { 0 } ;
ser_MD_String8 ( & ser , & placed_entity_name , scratch . arena ) ;
bool found = false ;
ARR_ITER_I ( CharacterGen , characters , kind )
{
@ -1224,6 +1240,8 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
{
ser . cur_error = ( SerError ) { . failed = true , . why = MD_S8Fmt ( arena , " Couldn't find placed npc kind '%.*s'... \n " , MD_S8VArg ( placed_entity_name ) ) } ;
}
Log ( " Loaded placed entity '%.*s' at %f %f %f \n " , MD_S8VArg ( placed_entity_name ) , v3varg ( new_placed - > t . offset ) ) ;
}
}
@ -1237,6 +1255,7 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
# include "assets.gen.c"
# include "quad-sapp.glsl.h"
# include "threedee.glsl.h"
# include "armature.glsl.h"
AABB level_aabb = { . upper_left = { 0.0f , 0.0f } , . lower_right = { TILE_SIZE * LEVEL_TILES , - ( TILE_SIZE * LEVEL_TILES ) } } ;
GameState gs = { 0 } ;
@ -2599,6 +2618,7 @@ static struct
sg_bindings bind ;
sg_pipeline threedee_pip ;
sg_pipeline armature_pip ;
sg_bindings threedee_bind ;
} state ;
@ -2610,6 +2630,7 @@ void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur)
{
Mesh * drawing = cur - > draw_with ;
state . threedee_bind . vertex_buffers [ 0 ] = drawing - > loaded_buffer ;
sg_apply_pipeline ( state . threedee_pip ) ;
sg_apply_bindings ( & state . threedee_bind ) ;
Mat4 model = transform_to_mat ( cur - > t ) ;
@ -2628,16 +2649,32 @@ void draw_placed(Mat4 view, Mat4 projection, PlacedMesh *cur)
void draw_armature ( Mat4 view , Mat4 projection , Transform t , Armature * armature )
{
state . threedee_bind . vertex_buffers [ 0 ] = armature - > loaded_buffer ;
sg_apply_pipeline ( state . armature_pip ) ;
sg_apply_bindings ( & state . threedee_bind ) ;
Mat4 model = transform_to_mat ( t ) ;
threede e_vs_params_t params = { 0 } ;
armatur e_vs_params_t params = { 0 } ;
memcpy ( params . model , ( float * ) & model , sizeof ( model ) ) ;
memcpy ( params . view , ( float * ) & view , sizeof ( view ) ) ;
memcpy ( params . projection , ( float * ) & projection , sizeof ( projection ) ) ;
sg_apply_uniforms ( SG_SHADERSTAGE_VS , SLOT_threedee_vs_params , & SG_RANGE ( params ) ) ;
for ( MD_u64 i = 0 ; i < armature - > bones_length ; i + + )
{
Bone * cur = & armature - > bones [ i ] ;
PoseBone * cur_pose_bone = & armature - > poses [ i ] ;
Mat4 final = M4D ( 1.0f ) ;
final = MulM4 ( cur - > inverse_model_space_pos , final ) ;
for ( PoseBone * cur_posebone = cur_pose_bone ; cur_posebone ; cur_posebone = cur_posebone - > parent )
{
final = MulM4 ( cur_posebone - > parent_space_pose , final ) ;
}
memcpy ( params . bones [ i ] , ( float * ) & final , sizeof ( final ) ) ;
}
sg_apply_uniforms ( SG_SHADERSTAGE_VS , SLOT_armature_vs_params , & SG_RANGE ( params ) ) ;
num_draw_calls + = 1 ;
num_vertices + = ( int ) armature - > vertices_length ;
sg_draw ( 0 , ( int ) armature - > vertices_length , 1 ) ;
@ -2871,8 +2908,13 @@ void init(void)
DialogNode cur_node = { 0 } ;
load_assets ( ) ;
MD_String8 binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/Player.bin " ) ) ;
MD_String8 binary_file ;
binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/level.bin " ) ) ;
level_threedee = load_level ( persistent_arena , binary_file ) ;
binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/Player.bin " ) ) ;
mesh_player = load_mesh ( persistent_arena , binary_file , MD_S8Lit ( " Player.bin " ) ) ;
@ -2883,8 +2925,6 @@ void init(void)
MD_ArenaClear ( frame_arena ) ;
binary_file = MD_LoadEntireFile ( frame_arena , MD_S8Lit ( " assets/exported_3d/level.bin " ) ) ;
level_threedee = load_level ( persistent_arena , binary_file ) ;
reset_level ( ) ;
# ifdef DEVTOOLS
@ -3029,6 +3069,40 @@ void init(void)
. label = " threedee " ,
} ) ;
desc = armature_program_shader_desc ( sg_query_backend ( ) ) ;
assert ( desc ) ;
shd = sg_make_shader ( desc ) ;
state . armature_pip = sg_make_pipeline ( & ( sg_pipeline_desc )
{
. shader = shd ,
. depth = {
. compare = SG_COMPAREFUNC_LESS_EQUAL ,
. write_enabled = true
} ,
. layout = {
. attrs =
{
[ ATTR_armature_vs_pos_in ] . format = SG_VERTEXFORMAT_FLOAT3 ,
[ ATTR_armature_vs_uv_in ] . format = SG_VERTEXFORMAT_FLOAT2 ,
[ ATTR_armature_vs_indices_in ] . format = SG_VERTEXFORMAT_USHORT4N ,
[ ATTR_armature_vs_weights_in ] . format = SG_VERTEXFORMAT_FLOAT4 ,
}
} ,
. colors [ 0 ] . blend = ( sg_blend_state ) { // allow transparency
. enabled = true ,
. src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA ,
. dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA ,
. op_rgb = SG_BLENDOP_ADD ,
. src_factor_alpha = SG_BLENDFACTOR_ONE ,
. dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA ,
. op_alpha = SG_BLENDOP_ADD ,
} ,
. label = " armature " ,
} ) ;
state . clear_depth_buffer_pass_action = ( sg_pass_action )
{
. colors [ 0 ] = { . action = SG_ACTION_LOAD } ,
@ -3942,7 +4016,6 @@ Vec2 move_and_slide(MoveSlideParams p)
BUFF_ITER ( CollisionObj , & to_check )
{
dbgplanerect ( it - > aabb ) ;
if ( overlapping ( at_new , it - > aabb ) )
{
BUFF_APPEND ( & actually_overlapping , * it ) ;
@ -4521,10 +4594,11 @@ void draw_item(ItemKind kind, AABB in_aabb, float alpha)
Transform entity_transform ( Entity * e )
{
// the mods to e->rotation here are just chosen based on what looks right with model
// facing forward towards
Quat entity_rot = QFromAxisAngle_RH ( V3 ( 0 , 1 , 0 ) , AngleRad ( - e - > rotation - PI32 / 2.0f ) ) ;
//dbgplaneline(e->pos, AddV2(e->pos, RotateV2(V2(5.0f, 0.0), e->rotation)));
// Models must face +X in blender. This is because, in the 2d game coordinate system,
// a zero degree 2d rotation means you're facing +x, and this is how it is in the game logic.
// The rotation is negative for some reason that I'm not quite sure about though, something about
// the handedness of the 3d coordinate system not matching the handedness of the 2d coordinate system
Quat entity_rot = QFromAxisAngle_RH ( V3 ( 0 , 1 , 0 ) , AngleRad ( - e - > rotation ) ) ;
return ( Transform ) { . offset = AddV3 ( plane_point ( e - > pos ) , V3 ( 0 , 0 , 0 ) ) , . rotation = entity_rot , . scale = V3 ( 1 , 1 , 1 ) } ;
/*
@ -4574,7 +4648,6 @@ void frame(void)
uint64_t time_start_frame = stm_now ( ) ;
Vec3 player_pos = V3 ( gs . player - > pos . x , 0.0 , gs . player - > pos . y ) ;
dbg3dline ( player_pos , V3 ( 0 , 0 , 0 ) ) ;
//dbgline(V2(0,0), V2(500, 500));
const float vertical_to_horizontal_ratio = 0.8f ;
const float cam_distance = 20.0f ;
@ -4638,6 +4711,7 @@ void frame(void)
}
projection = Perspective_RH_NO ( PI32 / 4.0f , screen_size ( ) . x / screen_size ( ) . y , 0.01f , 1000.0f ) ;
// debug draw armature
assert ( armature . bones_length = = armature . poses_length ) ;
for ( MD_u64 i = 0 ; i < armature . bones_length ; i + + )
{
@ -4650,6 +4724,7 @@ void frame(void)
Vec3 x = MulM4V3 ( cur - > matrix_local , V3 ( cur - > length , 0 , 0 ) ) ;
Vec3 y = MulM4V3 ( cur - > matrix_local , V3 ( 0 , cur - > length , 0 ) ) ;
Vec3 z = MulM4V3 ( cur - > matrix_local , V3 ( 0 , 0 , cur - > length ) ) ;
Vec3 dot = MulM4V3 ( cur - > matrix_local , V3 ( cur - > length , 0 , cur - > length ) ) ;
Vec3 should_be_zero = MulM4V3 ( cur - > inverse_model_space_pos , from ) ;
assert ( should_be_zero . x = = 0.0 ) ;
@ -4660,9 +4735,16 @@ void frame(void)
{
// do some testing on the bone with no parent
Vec3 should_be_zero = MulM4V3 ( cur_pose_bone - > parent_space_pose , V3 ( 0 , 0 , 0 ) ) ;
assert ( should_be_zero . x = = 0.0 ) ;
// there is another bone, that's not at (0,0,0) in model space on the model
// for debugging purposes right now
assert ( should_be_zero . y = = 0.0 ) ;
/*
assert ( should_be_zero . x = = 0.0 ) ;
assert ( should_be_zero . z = = 0.0 ) ;
*/
}
// from, x, y, and z are like vertex points. They are model-space
@ -4677,25 +4759,35 @@ void frame(void)
final_mat = MulM4 ( cur - > parent_space_pose , final_mat ) ;
}
// uncommenting this skips the pose transform, showing the debug skeleton
// as if it were in "edit mode" in blender
//final_mat = M4D(1.0f);
from = MulM4V3 ( final_mat , from ) ;
x = MulM4V3 ( final_mat , x ) ;
y = MulM4V3 ( final_mat , y ) ;
z = MulM4V3 ( final_mat , z ) ;
dot = MulM4V3 ( final_mat , dot ) ;
from = AddV3 ( from , offset ) ;
x = AddV3 ( x , offset ) ;
y = AddV3 ( y , offset ) ;
z = AddV3 ( z , offset ) ;
dot = AddV3 ( dot , offset ) ;
dbgcol ( LIGHTBLUE )
dbgsquare3d ( y ) ;
dbgcol ( RED )
dbg3dline ( from , x ) ;
dbgcol ( BLUE )
dbgcol ( GREEN )
dbg3dline ( from , y ) ;
dbgcol ( YELLOW )
dbgcol ( BLUE )
dbg3dline ( from , z ) ;
dbgcol ( YELLOW )
dbg3dline ( from , dot ) ;
dbgcol ( PINK )
dbgsquare3d ( dot ) ;
cur_pose_bone = cur_pose_bone - > next ;
}
@ -6334,7 +6426,7 @@ void frame(void)
Vec2 pos = V2 ( 0.0 , screen_size ( ) . Y ) ;
int num_entities = 0 ;
ENTITIES_ITER ( gs . entities ) num_entities + + ;
MD_String8 stats = tprint ( " Frametime: %.1f ms \n Processing: %.1f ms \n Gameplay processing: %.1f ms \n Entities: %d \n Draw calls: %d \n Drawn Vertices: %d \n Profiling: %s \n Number gameplay processing loops: %d \n Flyecam: %s \n ", dt * 1000.0 , last_frame_processing_time * 1000.0 , last_frame_gameplay_processing_time * 1000.0 , num_entities , num_draw_calls , num_vertices , profiling ? " yes " : " no " , num_timestep_loops , flycam ? " yes " : " no " ) ;
MD_String8 stats = tprint ( " Frametime: %.1f ms \n Processing: %.1f ms \n Gameplay processing: %.1f ms \n Entities: %d \n Draw calls: %d \n Drawn Vertices: %d \n Profiling: %s \n Number gameplay processing loops: %d \n Flyecam: %s \n Player position: %f %f\n ", dt * 1000.0 , last_frame_processing_time * 1000.0 , last_frame_gameplay_processing_time * 1000.0 , num_entities , num_draw_calls , num_vertices , profiling ? " yes " : " no " , num_timestep_loops , flycam ? " yes " : " no " , v2varg ( gs . player - > pos ) ) ;
AABB bounds = draw_text ( ( TextParams ) { true , stats , pos , BLACK , 1.0f } ) ;
pos . Y - = bounds . upper_left . Y - screen_size ( ) . Y ;
bounds = draw_text ( ( TextParams ) { true , stats , pos , BLACK , 1.0f } ) ;