Draw player separate from level, camera looks at player while they move.

Art improvements
main
Cameron Murphy Reikes 11 months ago
parent 33e7176d19
commit dcdc380b40

BIN
art/art.blend (Stored with Git LFS)

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BIN
art/gigatexture.png (Stored with Git LFS)

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@ -354,8 +354,8 @@
"rotation":0,
"visible":true,
"width":32,
"x":1521.91836734694,
"y":2724.73469387755
"x":0.675943104515397,
"y":0.242269635122682
},
{
"class":"",

@ -857,11 +857,11 @@ sg_image load_image(const char *path)
.width = png_width,
.height = png_height,
.pixel_format = SG_PIXELFORMAT_RGBA8,
.min_filter = SG_FILTER_NEAREST,
.min_filter = SG_FILTER_LINEAR,
.num_mipmaps = 0,
.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
.wrap_v = SG_WRAP_CLAMP_TO_EDGE,
.mag_filter = SG_FILTER_NEAREST,
.mag_filter = SG_FILTER_LINEAR,
.data.subimage[0][0] =
{
.ptr = pixels,
@ -913,6 +913,7 @@ typedef struct PlacedMesh
Vec3 offset;
} PlacedMesh;
// mesh_name is for debugging
// arena must last as long as the Mesh lasts. Internal data points to `arena`, such as
// the name of the mesh's buffer in sokol. The returned mesh doesn't point to the binary
@ -2338,6 +2339,23 @@ static struct
sg_bindings threedee_bind;
} state;
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_bindings(&state.threedee_bind);
Mat4 model = Translate(cur->offset);
threedee_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));
sg_draw(0, (int)drawing->num_vertices, 1);
}
void audio_stream_callback(float *buffer, int num_frames, int num_channels)
{
@ -3168,8 +3186,6 @@ void draw_quad_impl(DrawParams d, int line)
}
if (!overlapping(cam_aabb, points_bounding_box))
{
//dbgprint("Out of screen, cam aabb %f %f %f %f\n", cam_aabb.upper_left.X, cam_aabb.upper_left.Y, cam_aabb.lower_right.X, cam_aabb.lower_right.Y);
//dbgprint("Points boundig box %f %f %f %f\n", points_bounding_box.upper_left.X, points_bounding_box.upper_left.Y, points_bounding_box.lower_right.X, points_bounding_box.lower_right.Y);
return; // cull out of screen quads
}
@ -4272,6 +4288,19 @@ void frame(void)
uint64_t time_start_frame = stm_now();
Vec3 player_pos = V3(player->pos.x, 0.0, player->pos.y);
const float vertical_to_horizontal_ratio = 0.8f;
const float cam_distance = 20.0f;
Vec3 away_from_player;
{
float ratio = vertical_to_horizontal_ratio;
float x = sqrtf( (cam_distance * cam_distance) / (1 + (ratio*ratio)) );
float y = ratio * x;
away_from_player = V3(x, y, 0.0);
}
away_from_player = MulM4V4(Rotate_RH(-PI32/3.0f, V3(0,1,0)), IsPoint(away_from_player)).xyz;
Vec3 cam_pos = AddV3(player_pos, away_from_player);
Vec2 movement = { 0 };
bool interact = false;
if (mobile_controls)
@ -4296,6 +4325,13 @@ void frame(void)
movement = NormV2(movement);
}
// make movement relative to camera forward
Vec3 facing = NormV3(SubV3(player_pos, cam_pos));
Vec3 right = Cross(facing, V3(0,1,0));
Vec2 forward_2d = NormV2(V2(facing.x, facing.z));
Vec2 right_2d = NormV2(V2(right.x, right.z));
movement = AddV2(MulV2F(forward_2d, movement.y), MulV2F(right_2d, movement.x));
sg_begin_default_pass(&state.clear_everything_pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.threedee_pip);
@ -4306,29 +4342,22 @@ void frame(void)
if(flycam)
{
Basis basis = flycam_basis();
printf("Flycam forward: %f %f %f Flycam position: %f %f %f Flycam rotation %f %f\n", basis.forward.x, basis.forward.y, basis.forward.z, flycam_pos.x, flycam_pos.y, flycam_pos.z, flycam_horizontal_rotation, flycam_vertical_rotation);
view = LookAt_RH(flycam_pos, AddV3(flycam_pos, basis.forward), V3(0, 1, 0));
//view = flycam_matrix();
}
else
{
view = LookAt_RH(cam_pos, player_pos, V3(0, 1, 0));
}
Mat4 projection = Perspective_RH_NO(PI32/4.0f, screen_size().x / screen_size().y, 0.001f, 1000.0f);
for(PlacedMesh *cur = level_threedee.placed_mesh_list; cur; cur = cur->next)
{
Mesh *drawing = cur->draw_with;
state.threedee_bind.vertex_buffers[0] = drawing->loaded_buffer;
sg_apply_bindings(&state.threedee_bind);
Mat4 model = Translate(cur->offset);
threedee_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));
sg_draw(0, (int)drawing->num_vertices, 1);
draw_placed(view, projection, cur);
}
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .offset = V3(player->pos.x, 0.0, player->pos.y)});
sg_end_pass();
sg_begin_default_pass(&state.clear_depth_buffer_pass_action, sapp_width(), sapp_height());
@ -5435,6 +5464,7 @@ void frame(void)
#endif
// @Place(player rendering)
if(0)
PROFILE_SCOPE("render player") // draw character draw player render character
{
DrawnAnimatedSprite to_draw = { 0 };
@ -5516,6 +5546,7 @@ void frame(void)
// @Place(entity rendering)
// render gs.entities render entities
if(0)
PROFILE_SCOPE("entity rendering")
ENTITIES_ITER(gs.entities)
{

@ -3,7 +3,7 @@
#define LEVEL_TILES 150 // width and height of level tiles array
#define LAYERS 3
#define TILE_SIZE 32 // in pixels
#define PLAYER_SPEED 3.5f // in meters per second
#define PLAYER_SPEED 0.2f // in meters per second
#define PLAYER_ROLL_SPEED 7.0f
#define PERCEPTION_HEARING_RAGE (TILE_SIZE*4.0f)
#define CHARACTERS_PER_SEC 45.0f

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