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10 Commits

Author SHA1 Message Date
tovjemam
08029fdd2e Map locations, marker_tuning and destructibles not destroying each other 2026-05-26 21:17:38 +02:00
tovjemam
b7411d4611 Use vehicle position for use target query and bigger radius when in vehicle 2026-05-26 17:14:37 +02:00
tovjemam
2df4ba3297 Make days slower 2026-05-26 17:07:36 +02:00
tovjemam
20f3c023dd Better tuning 2026-05-26 17:05:40 +02:00
tovjemam
b6e866c729 Add stuff to gitignore 2026-05-25 12:54:05 +02:00
tovjemam
530ea1902b Add texture config 2026-05-25 12:53:18 +02:00
tovjemam
2d3f36594f Server - move srand to main 2026-05-25 12:52:36 +02:00
tovjemam
7ea00e2ed4 Lights & vehicle lights 2026-05-24 23:14:29 +02:00
tovjemam
0b3b1d09ab Disable fps limiter 2026-05-24 23:12:07 +02:00
tovjemam
3bb458e0ab Autogenerated surface shaders 2026-05-23 18:28:22 +02:00
46 changed files with 1190 additions and 623 deletions

2
.gitignore vendored
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@ -11,3 +11,5 @@ out/
.gradle/
/android/app/src/main/assets/
*.lnk
CMakeSettings.json
todo.txt

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@ -105,11 +105,15 @@ set(CLIENT_ONLY_SOURCES
"src/gfx/frustum.cpp"
"src/gfx/renderer.hpp"
"src/gfx/renderer.cpp"
"src/gfx/shader_common.hpp"
"src/gfx/shader_defs.hpp"
"src/gfx/shader_sources.hpp"
"src/gfx/shader_sources.cpp"
"src/gfx/shader.hpp"
"src/gfx/shader.cpp"
"src/gfx/surface_render_flags.hpp"
"src/gfx/surface_shader.hpp"
"src/gfx/surface_shader.cpp"
"src/gfx/surface.hpp"
"src/gfx/texture.cpp"
"src/gfx/texture.hpp"

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@ -41,6 +41,15 @@ const assets::MapGraph* assets::Map::GetGraph(const std::string& name) const
return nullptr;
}
std::span<const assets::MapLocation> assets::Map::GetLocations(const std::string& name) const
{
auto it = locations_.find(name);
if (it == locations_.end())
return std::span<const MapLocation>();
return it->second;
}
// MapLoader
assets::MapLoader::MapLoader(const std::string& filename)
@ -281,6 +290,13 @@ void assets::MapLoader::LoadStructs()
graph_edges.emplace_back(from_idx, to_idx);
}
else if (command == "loc")
{
std::string loc_name;
iss >> loc_name;
Transform& trans = map_->locations_[loc_name].emplace_back().transform;
ParseTransform(iss, trans);
}
return true;
});

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@ -51,6 +51,11 @@ struct MapGraph
std::vector<size_t> nbs;
};
struct MapLocation
{
Transform transform;
};
class Map
{
public:
@ -61,12 +66,14 @@ public:
const std::vector<Chunk>& GetChunks() const { return chunks_; }
const std::vector<MapStaticObject>& GetStaticObjects() const { return objs_; }
const MapGraph* GetGraph(const std::string& name) const;
std::span<const MapLocation> GetLocations(const std::string& name) const;
private:
std::shared_ptr<const Model> basemodel_;
std::vector<Chunk> chunks_;
std::vector<MapStaticObject> objs_;
std::map<std::string, MapGraph> graphs_;
std::map<std::string, std::vector<MapLocation>> locations_;
friend class MapLoader;
};

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@ -112,6 +112,10 @@ std::shared_ptr<const assets::Model> assets::Model::LoadFromFile(const std::stri
CLIENT_ONLY(sflags |= gfx::SF_OBJECT_COLOR;)
CLIENT_ONLY(sflags |= gfx::SF_OBJECT_COLOR_MULT;)
}
else if (flag == "+multicolor")
{
CLIENT_ONLY(sflags |= gfx::SF_MULTICOLOR;)
}
else if (flag == "+blend")
{
std::string blend_str;

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@ -428,21 +428,21 @@ static void Main() {
#endif
SDL_GL_SetSwapInterval(0);
auto frame_dur = std::chrono::milliseconds(5);
//auto frame_dur = std::chrono::milliseconds(0);
while (!s_quit)
{
auto t_start = std::chrono::steady_clock::now();
//auto t_start = std::chrono::steady_clock::now();
Frame();
auto t_next = t_start + frame_dur;
auto t_now = std::chrono::steady_clock::now();
//auto t_next = t_start + frame_dur;
//auto t_now = std::chrono::steady_clock::now();
if (t_now < t_next)
{
std::this_thread::sleep_for(t_next - t_now);
}
//if (t_now < t_next)
//{
//std::this_thread::sleep_for(t_next - t_now);
//}
}
s_app.reset();

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@ -17,9 +17,10 @@ using ObjectFlags = int;
enum ObjectFlag : ObjectFlags
{
OF_DESTRUCTIBLE = 0x01,
OF_NOTIFY_CONTACT = 0x02,
OF_USABLE = 0x04,
OF_DESTRUCTIBLE = 1,
OF_NOTIFY_CONTACT = 2,
OF_USABLE = 4,
OF_DESTRUCTING = 8,
};
struct ContactInfo

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@ -8,6 +8,15 @@ game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning
OnPhysicsChanged();
}
void game::DrivableVehicle::Update()
{
float daytime = world_.GetDayTime();
SetLightsOn(seats_[0].occupant && (daytime < 6.0f || daytime > 18.0f));
Super::Update();
}
void game::DrivableVehicle::SetTuning(const VehicleTuning& tuning)
{
Super::SetTuning(tuning);
@ -61,11 +70,15 @@ bool game::DrivableVehicle::SetPassenger(uint32_t seat_idx, ControllableCharacte
seat_info.occupant = character;
if (seat_idx == 0 && !character)
if (seat_idx == 0)
{
// clear inputs
SetInputs(0);
SetSteering(false, 0.0f);
if (!character)
{
// clear inputs
SetInputs(0);
SetSteering(false, 0.0f);
}
}
return true;

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@ -20,6 +20,8 @@ public:
DrivableVehicle(World& world, const VehicleTuning& tuning);
virtual void Update() override;
virtual void SetTuning(const VehicleTuning& tuning) override;
virtual void OnPhysicsChanged() override;

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@ -51,7 +51,7 @@ void game::Marker::SetUseTarget(const std::string& name, MarkerQueryCallback que
{
query_obj_ = std::make_unique<btCollisionObject>();
static btSphereShape query_sphere(1.0f);
static btSphereShape query_sphere(0.01f);
query_obj_->setCollisionShape(&query_sphere);
query_obj_->setWorldTransform(root_.local.ToBtTransform());
query_obj_->setCollisionFlags(btCollisionObject::CF_NO_CONTACT_RESPONSE);

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@ -82,7 +82,10 @@ game::OpenWorld::OpenWorld(Game& game) : EnterableWorld("openworld"), game_(game
daytime_offset_ = static_cast<float>(rand() % 24);
CreateTuningGarage(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f);
for (auto locs = GetMap().GetLocations("tuning"); const auto& loc : locs)
{
CreateTuningGarage(loc.transform.position, glm::eulerAngles(loc.transform.rotation).x);
}
}
@ -90,7 +93,8 @@ void game::OpenWorld::Update(int64_t delta_time)
{
Super::Update(delta_time);
const float timespeed = 0.05f;
const float day_seconds_irl = 1800.0f;
const float timespeed = 24.0f / day_seconds_irl;
SetDayTime(static_cast<float>(GetTime()) * 0.001f * timespeed + daytime_offset_);
}

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@ -309,7 +309,23 @@ bool game::Player::ProcessMenuActionMsg(net::InMessage& msg)
return false;
if (!remote_menu_ || remote_menu_->GetId() != id)
return true; // not illegal, might be just a late message
{
// not illegal, might be just a late message
// need to skip specific amount of bytes :((((
switch (type)
{
case net::MA_CLICK:
return msg.Skip(sizeof(net::MenuItemId));
case net::MA_SELECT:
return msg.Skip(sizeof(net::MenuItemId) + sizeof(net::MenuSelectDir));
case net::MA_HOVER:
return msg.Skip(sizeof(net::MenuItemId));
case net::MA_EXIT:
return true;
default:
return false;
}
}
return remote_menu_->ProcessActionMsg(msg, type);
}

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@ -50,11 +50,19 @@ bool game::RemoteMenu::ProcessActionMsg(net::InMessage& msg, net::MenuActionType
return ProcessSelectMsg(msg);
case net::MA_HOVER:
return ProcessHoverMsg(msg);
case net::MA_EXIT:
return ProcessExitMsg(msg);
default:
return false;
}
}
void game::RemoteMenu::SetHoveredIdx(int hovered)
{
hovered_ = hovered;
synced_ = false;
}
void game::RemoteMenu::Update()
{
if (synced_ && items_synced_)
@ -66,6 +74,7 @@ void game::RemoteMenu::Update()
auto msg = BeginMenuMsg(net::MMSG_UPDATE);
msg.Write(net::MenuTitle(title_));
msg.Write<net::MenuItemCount>(items_.size());
msg.Write<net::MenuItemId>(hovered_);
for (auto& item : items_)
{
msg.Write(item->type_);
@ -124,7 +133,7 @@ bool game::RemoteMenu::ProcessClickMsg(net::InMessage& msg)
if (!msg.Read(id))
return false;
if (id > items_.size())
if (id >= items_.size())
return true; // not illegal
auto& cb = items_[id]->on_click_;
@ -142,7 +151,7 @@ bool game::RemoteMenu::ProcessSelectMsg(net::InMessage& msg)
if (!msg.Read(id) || !msg.Read(dir))
return false;
if (id > items_.size())
if (id >= items_.size())
return true; // not illegal
int idir = dir ? 1 : -1;
@ -161,7 +170,7 @@ bool game::RemoteMenu::ProcessHoverMsg(net::InMessage& msg)
if (!msg.Read(id))
return false;
if (id > items_.size())
if (id >= items_.size())
return true; // not illegal
if (id == hovered_)
@ -175,3 +184,10 @@ bool game::RemoteMenu::ProcessHoverMsg(net::InMessage& msg)
return true;
}
bool game::RemoteMenu::ProcessExitMsg(net::InMessage& msg)
{
if (on_exit_)
on_exit_();
return true;
}

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@ -24,6 +24,7 @@ class RemoteMenuItem;
using RemoteMenuClickCallback = std::function<void()>;
using RemoteMenuHoveredCallback = std::function<void()>;
using RemoteMenuSelectCallback = std::function<void(int)>;
using RemoteMenuExitCallback = std::function<void()>;
class RemoteMenuItem
{
@ -37,6 +38,7 @@ public:
void SetOnSelect(RemoteMenuSelectCallback on_select) { on_select_ = std::move(on_select); }
void SetOnHovered(RemoteMenuHoveredCallback on_hovered) { on_hovered_ = std::move(on_hovered); }
private:
RemoteMenu& menu_;
RemoteMenuItemType type_ = RM_LABEL;
@ -63,6 +65,10 @@ public:
bool ProcessActionMsg(net::InMessage& msg, net::MenuActionType type);
void SetHoveredIdx(int hovered);
void SetOnExit(RemoteMenuExitCallback on_exit) { on_exit_ = std::move(on_exit); }
void Update();
private:
@ -72,6 +78,7 @@ private:
bool ProcessClickMsg(net::InMessage& msg);
bool ProcessSelectMsg(net::InMessage& msg);
bool ProcessHoverMsg(net::InMessage& msg);
bool ProcessExitMsg(net::InMessage& msg);
private:
net::MenuId id_;
@ -79,7 +86,9 @@ private:
bool synced_ = false;
bool items_synced_ = false;
std::vector<std::unique_ptr<RemoteMenuItem>> items_;
int hovered_ = -1;
int hovered_ = 0;
RemoteMenuExitCallback on_exit_;
friend class RemoteMenuItem;
};

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@ -53,171 +53,150 @@ const std::string& game::TuningWorld::GetOccupantName() const
void game::TuningWorld::Setup()
{
tuning_ = vehicle_->GetTuning();
// UpdateTuningVals();
DisplayTuningMenu();
OpenMainTuningMenu();
}
// void game::TuningWorld::UpdateTuningVals()
// {
// tun_primary_color_ = ColorU32ToU8Vec3(tuning_.primary_color);
// tun_wheel_idx_ = tuning_.wheels_idx;
// tun_wheel_color_ = ColorU32ToU8Vec3(tuning_.wheel_color);
// }
// void game::TuningWorld::UpdateTuning()
// {
// tuning_.primary_color = ColorU8Vec3ToU32(tun_primary_color_);
// tuning_.wheels_idx = tun_wheel_idx_;
// tuning_.wheel_color = ColorU8Vec3ToU32(tun_wheel_color_);
// vehicle_->SetTuning(tuning_);
// }
// static void AddColorChannelSlider(game::RemoteMenu& menu, uint8_t& ch, std::string name, std::function<void()> on_change)
// {
// auto& slider = menu.AddItem(game::RM_SELECT, std::move(name));
// auto on_select = [&slider, &ch, on_change = std::move(on_change)] (int dir) {
// int new_val = ch + dir * 5;
// if (new_val < 0)
// ch = 0;
// else if (new_val > 255)
// ch = 255;
// else
// ch = new_val;
// slider.SetSelection(std::to_string(ch));
// on_change();
// };
// on_select(0);
// slider.SetOnSelect(on_select);
// }
// static void AddColorSliders(game::RemoteMenu& menu, glm::u8vec3& color, std::string name, std::function<void()> on_change)
// {
// AddColorChannelSlider(menu, color.r, name + " ^f00R", on_change);
// AddColorChannelSlider(menu, color.g, name + " ^0f0G", on_change);
// AddColorChannelSlider(menu, color.b, name + " ^00fB", on_change);
// }
// static void AddWheelTypeSlider(game::RemoteMenu& menu, const assets::VehicleTuningList& tuning_list, size_t& idx, std::function<void()> on_change)
// {
// auto& slider = menu.AddItem(game::RM_SELECT, "kola");
// auto on_select = [&slider, &idx, &tuning_list, on_change = std::move(on_change)] (int dir) {
// auto& wheels = tuning_list.wheels;
// if (dir < 0 && idx == 0)
// return;
// if (dir > 0 && (idx + 1) >= wheels.size())
// return;
// idx += dir;
// slider.SetSelection(tuning_list.wheels[idx].displayname);
// on_change();
// };
// on_select(0);
// slider.SetOnSelect(on_select);
// }
void game::TuningWorld::AddTuningGroupSelect(game::RemoteMenu& menu, const VehicleTuningGroup& group)
void game::TuningWorld::OpenMainTuningMenu()
{
size_t num_parts = group.parts.size();
if (num_parts == 0)
return;
CloseMenu();
struct SliderState
{
const VehicleTuningGroup* group;
int idx = 0;
std::vector<std::string> ids;
};
std::string current_part;
auto current_it = tuning_.parts.find(group.id);
if (current_it != tuning_.parts.end())
{
current_part = current_it->second;
}
auto state = std::make_shared<SliderState>();
state->group = &group;
state->ids.reserve(num_parts);
size_t i = 0;
for (const auto& part : group.parts)
{
state->ids.push_back(part.first);
if (part.first == current_part)
state->idx = i;
++i;
}
auto& slider = menu.AddItem(game::RM_SELECT, group.displayname);
auto on_select = [&slider, this, state](int dir) mutable {
if (dir < 0 && state->idx == 0)
state->idx = state->ids.size() - 1;
else if (dir > 0 && (state->idx + 1) >= state->ids.size())
state->idx = 0;
else
state->idx += dir;
auto& part_id = state->ids[state->idx];
tuning_.parts[state->group->id] = part_id;
slider.SetSelection(state->group->parts.at(part_id).displayname);
if (dir != 0)
vehicle_->SetTuning(tuning_);
};
on_select(0);
slider.SetOnSelect(on_select);
}
void game::TuningWorld::DisplayTuningMenu()
{
// display menu
auto& menu = player_->DisplayMenu("tuning");
menu_ = &menu;
// auto on_change = [this] { UpdateTuning(); };
// AddColorSliders(menu, tun_primary_color_, "primární", on_change);
// if (!tuning_list_->wheels.empty())
// {
// AddWheelTypeSlider(menu, *tuning_list_, tun_wheel_idx_, on_change);
// AddColorSliders(menu, tun_wheel_color_, "kola", on_change);
// }
size_t i = 0;
for (const auto& group : tuning_list_->groups)
{
AddTuningGroupSelect(menu, group);
auto& btn = menu.AddItem(game::RM_BUTTON, group.displayname);
btn.SetOnClick([this, i, &group]() {
main_menu_hover_ = i;
OpenGroupMenu(group);
});
++i;
}
auto& exit_btn = menu.AddItem(RM_BUTTON, "vylézt");
exit_btn.SetOnClick([this] {
menu.SetOnExit([this]() {
Reset();
});
menu.SetHoveredIdx(main_menu_hover_);
}
void game::TuningWorld::OpenGroupMenu(const VehicleTuningGroup& group)
{
CloseMenu();
preview_tuning_ = tuning_;
auto& menu = player_->DisplayMenu(group.displayname);
menu_ = &menu;
int current_idx = -1;
int i = 0;
std::string state_text;
for (const auto& [part_id, part] : group.parts)
{
auto& btn = menu.AddItem(RM_BUTTON, part.displayname);
btn.SetOnHovered([this, &group, &part_id]() {
preview_tuning_.parts[group.id] = part_id;
vehicle_->SetTuning(preview_tuning_);
});
btn.SetOnClick([this, &btn, &group_id = group.id, &part_id]() {
std::string prev_part_id = GetCurrentPartId(group_id);
if (prev_part_id == part_id)
return;
tuning_.parts[group_id] = part_id; // apply
std::string state_text;
if (mounted_part_menu_item_)
{
GetPartState(group_id, prev_part_id, &state_text);
mounted_part_menu_item_->SetSelection(state_text);
}
GetPartState(group_id, part_id, &state_text);
btn.SetSelection(state_text);
mounted_part_menu_item_ = &btn;
});
if (GetPartState(group.id, part_id, &state_text))
{
current_idx = i;
mounted_part_menu_item_ = &btn;
}
btn.SetSelection(state_text);
++i;
}
if (current_idx >= 0)
{
menu.SetHoveredIdx(current_idx);
}
menu.SetOnExit([this]() {
mounted_part_menu_item_ = nullptr;
vehicle_->SetTuning(tuning_); // undo preview
OpenMainTuningMenu();
});
}
std::string game::TuningWorld::GetCurrentPartId(const std::string& group_id)
{
auto part_it = tuning_.parts.find(group_id);
if (part_it != tuning_.parts.end())
{
return part_it->second;
}
return std::string();
}
bool game::TuningWorld::GetPartState(const std::string& group_name, const std::string& part_id,
std::string* state_text)
{
bool mounted = part_id == GetCurrentPartId(group_name);
if (state_text)
{
*state_text = mounted ? "aktuální" : "0 Kč";
}
return mounted;
}
void game::TuningWorld::CloseMenu()
{
if (!menu_)
return;
player_->CloseMenu(*menu_);
menu_ = nullptr;
}
void game::TuningWorld::Reset()
{
if (player_)
{
player_->CloseMenu(*menu_);
CloseMenu();
// make sure to undo preview tuning
vehicle_->SetTuning(tuning_);
game_.MovePlayerToWorld(*player_, exit_world_, true, exit_pos_, exit_yaw_);
if (exit_cb_)
@ -228,4 +207,5 @@ void game::TuningWorld::Reset()
vehicle_ = nullptr;
tuning_list_ = nullptr;
menu_ = nullptr;
main_menu_hover_ = 0;
}

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@ -2,6 +2,7 @@
#include "enterable_world.hpp"
#include "drivable_vehicle.hpp"
#include "remote_menu.hpp"
namespace game
{
@ -29,7 +30,12 @@ private:
void Setup();
void AddTuningGroupSelect(game::RemoteMenu& menu, const VehicleTuningGroup& group);
void DisplayTuningMenu();
void OpenMainTuningMenu();
void OpenGroupMenu(const VehicleTuningGroup& group);
std::string GetCurrentPartId(const std::string& group_id);
bool GetPartState(const std::string& group_id, const std::string& part_id, std::string* state_text); // mounted?
void CloseMenu();
void Reset();
@ -46,7 +52,12 @@ private:
game::RemoteMenu* menu_ = nullptr;
size_t main_menu_hover_ = 0;
VehicleTuning tuning_;
VehicleTuning preview_tuning_;
RemoteMenuItem* mounted_part_menu_item_ = nullptr;
std::function<void()> exit_cb_;

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@ -44,6 +44,7 @@ void game::Vehicle::Update()
UpdateCrash();
ProcessInput();
UpdateWheels();
UpdateLights();
sync_current_ = 1 - sync_current_;
UpdateSyncState();
@ -177,23 +178,38 @@ void game::Vehicle::ProcessInput()
const bool in_left = in_ & (1 << VIN_LEFT);
const bool in_right = in_ & (1 << VIN_RIGHT);
bool active_braking = false;
bool active_gas = false;
if (in_forward)
{
if (speed < -1)
{
breakingForce = maxBreakingForce;
active_braking = true;
}
else
{
engineForce = maxEngineForce;
active_gas = true;
}
}
if (in_backward)
{
if (speed > 1)
{
breakingForce = maxBreakingForce;
active_braking = true;
}
else
{
engineForce = -maxEngineForce / 2;
active_gas = true;
}
}
// idle breaking
if (!in_forward && !in_backward)
if (!active_braking && !active_gas)
{
breakingForce = 20.0f;
}
@ -272,11 +288,14 @@ void game::Vehicle::ProcessInput()
}
}
if (glm::abs(engineForce) > 0)
if (active_gas)
flags_ |= VF_ACCELERATING;
if (glm::abs(breakingForce) > 0)
flags_ |= VF_BREAKING;
if (active_braking)
flags_ |= VF_BRAKING;
if (active_gas && engineForce < 0.0f)
flags_ |= VF_REVERSING;
const bool can_roll = wheels_on_ground_ <= (wheels_.size() / 2);
@ -380,6 +399,14 @@ void game::Vehicle::UpdateWheels()
}
}
void game::Vehicle::UpdateLights()
{
if (lights_on_)
flags_ |= VF_LIGHTS_ON;
// TODO: orange lights
}
void game::Vehicle::UpdateSyncState()
{
VehicleSyncState& state = sync_[sync_current_];
@ -606,7 +633,7 @@ game::VehiclePhysics::VehiclePhysics(collision::DynamicsWorld& world, Transform&
body_ = std::make_unique<btRigidBody>(rb_info);
// body_->setActivationState(DISABLE_DEACTIVATION);
collision::SetObjectInfo(body_.get(), collision::OT_ENTITY, collision::OF_NOTIFY_CONTACT, &obj_cb);
collision::SetObjectInfo(body_.get(), collision::OT_ENTITY, collision::OF_NOTIFY_CONTACT | collision::OF_DESTRUCTING, &obj_cb);
// setup vehicle
btRaycastVehicle::btVehicleTuning bt_tuning;

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@ -74,6 +74,9 @@ public:
void SetSteering(bool analog, float value = 0.0f);
void SetLightsOn(bool lights_on) { lights_on_ = lights_on; }
bool GetLightsOn() const { return lights_on_; }
virtual void SetTuning(const VehicleTuning& tuning);
const std::string& GetModelName() const { return tuning_.model; }
@ -87,6 +90,7 @@ private:
void ProcessInput();
void UpdateCrash();
void UpdateWheels();
void UpdateLights();
void UpdateSyncState();
VehicleSyncFieldFlags WriteState(net::OutMessage& msg, const VehicleSyncState& base) const;
@ -135,6 +139,8 @@ private:
size_t wheels_on_ground_ = 0;
size_t can_roll_frames_ = 0;
bool lights_on_ = false;
};
} // namespace game

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@ -13,10 +13,13 @@ using VehicleFlags = uint8_t;
enum VehicleFlag : VehicleFlags
{
VF_NONE,
VF_ACCELERATING = 0x01,
VF_BREAKING = 0x02,
VF_BROKENWINDOWS = 0x04,
VF_NONE = 0,
VF_ACCELERATING = 1,
VF_BRAKING = 2,
VF_BROKENWINDOWS = 4,
VF_LIGHTS_ON = 8,
VF_REVERSING = 16,
VF_ORANGE_LIGHTS_ON = 32,
};
struct VehicleSyncState

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@ -108,8 +108,17 @@ struct UseTargetAabbCallback : public btBroadphaseAabbCallback
const game::UseTarget* best_target = nullptr;
float best_dist = std::numeric_limits<float>::max();
game::UseTargetQueryResult& best_res;
float radius = 2.0f;
UseTargetAabbCallback(game::PlayerCharacter& character, game::UseTargetQueryResult& res) : character(character), pos(character.GetRoot().GetGlobalPosition()), best_res(res) {}
UseTargetAabbCallback(game::PlayerCharacter& character, game::UseTargetQueryResult& res) : character(character), pos(character.GetRoot().GetGlobalPosition()), best_res(res)
{
auto vehicle = character.GetVehicle();
if (vehicle)
{
radius = 5.0f;
pos = vehicle->GetRoot().GetGlobalPosition();
}
}
virtual bool process(const btBroadphaseProxy* proxy)
{
@ -134,7 +143,7 @@ struct UseTargetAabbCallback : public btBroadphaseAabbCallback
glm::vec3 pos_world = matrix * glm::vec4(target.position, 1.0f);
float dist = glm::distance(pos, pos_world);
if (dist < 2.0f && dist < best_dist)
if (dist < radius && dist < best_dist)
{
game::UseTargetQueryResult res{};
if (!usable->QueryUseTarget(character, target.id, res))
@ -189,6 +198,14 @@ void game::World::HandleContacts()
if (type == collision::OT_MAP_OBJECT && (flags & collision::OF_DESTRUCTIBLE))
{
collision::ObjectType other_type;
collision::ObjectFlags other_flags;
collision::ObjectCallback* other_cb;
collision::GetObjectInfo(other_body, other_type, other_flags, other_cb);
if ((other_flags & collision::OF_DESTRUCTING) == 0)
return;
auto col = dynamic_cast<MapObjectCollision*>(cb);
if (!col)
return;

View File

@ -51,7 +51,7 @@ bool game::view::MarkerView::Init(net::InMessage& msg)
if (marker_type_ == MARKER_FOOT || marker_type_ == MARKER_VEHICLE)
{
model_ = assets::CacheManager::GetModel("data/marker.mdl");
model_ = assets::CacheManager::GetModel("data/marker_tuning.mdl");
}
return true;

View File

@ -23,8 +23,9 @@ bool game::view::RemoteMenuView::ProcessUpdateMsg(net::InMessage& msg)
{
net::MenuTitle title;
net::MenuItemCount itemcount;
net::MenuItemId hovered_idx;
if (!msg.Read(title) || !msg.Read(itemcount))
if (!msg.Read(title) || !msg.Read(itemcount) || !msg.Read(hovered_idx))
return false;
SetTitle(title);
@ -44,6 +45,7 @@ bool game::view::RemoteMenuView::ProcessUpdateMsg(net::InMessage& msg)
case RM_BUTTON:
{
auto& btn = Add<gui::ButtonMenuItem>(text);
btn.SetText2(selection);
btn.SetClickCallback([this, i] { OnItemClick(i); });
break;
}
@ -63,6 +65,7 @@ bool game::view::RemoteMenuView::ProcessUpdateMsg(net::InMessage& msg)
}
SetFocusedItemIndex(hovered_idx);
return true;
}
@ -105,11 +108,18 @@ bool game::view::RemoteMenuView::ProcessItemUpdateSelectionMsg(net::InMessage& m
auto& item = GetItem(idx);
auto select = dynamic_cast<gui::SelectMenuItem*>(&item);
if (!select)
return false;
if (auto select = dynamic_cast<gui::SelectMenuItem*>(&item); select)
{
select->SetSelectionText(selection);
return true;
}
if (auto btn = dynamic_cast<gui::ButtonMenuItem*>(&item); btn)
{
btn->SetText2(selection);
return true;
}
select->SetSelectionText(selection);
return true;
}
@ -135,6 +145,11 @@ void game::view::RemoteMenuView::OnFocusChanged()
msg.Write<net::MenuItemId>(GetFocusedItemIndex());
}
void game::view::RemoteMenuView::OnExit()
{
BeginActionMsg(net::MA_EXIT);
}
net::OutMessage game::view::RemoteMenuView::BeginActionMsg(net::MenuActionType type)
{
auto msg = session_.BeginMsg(net::MSG_MENUACTION);

View File

@ -32,6 +32,7 @@ private:
protected:
void OnFocusChanged() override;
void OnExit() override;
net::OutMessage BeginActionMsg(net::MenuActionType type);

View File

@ -4,6 +4,7 @@
#include "net/utils.hpp"
#include "worldview.hpp"
#include "utils/random.hpp"
#include "utils/math.hpp"
#include <iostream>
#include <ranges>
@ -18,6 +19,7 @@ game::view::VehicleView::VehicleView(WorldView& world, net::InMessage& msg)
model_ = assets::CacheManager::GetVehicleModel("data/" + std::string(modelname) + ".veh");
mesh_ = *model_->GetModel()->GetMesh();
InitMesh();
InitHeadlights();
auto& modelwheels = model_->GetWheels();
wheels_.resize(modelwheels.size());
@ -117,6 +119,8 @@ void game::view::VehicleView::Update(const UpdateInfo& info)
mesh_.surfaces[idx].texture = assets::CacheManager::GetTexture("data/carbrokenwindows.png");
}
}
UpdateLights(info.delta_time);
}
void game::view::VehicleView::Draw(const DrawArgs& args)
@ -129,6 +133,7 @@ void game::view::VehicleView::Draw(const DrawArgs& args)
cmd.surface = &surface;
cmd.matrices = &root_.matrix;
cmd.color = &colors_[0];
cmd.num_colors = SD_MAX_COLORS;
args.dlist.AddSurface(cmd);
}
@ -157,6 +162,29 @@ void game::view::VehicleView::Draw(const DrawArgs& args)
args.dlist.AddBeam(start, end, 0xFFFFFF00, 0.01f);
args.dlist.AddBeam(end, end2, 0xFFFF00FF, 0.01f);
}
// headlights
if (headlights_factor_ >= 0.01f)
{
// light
auto light_pos = world_.CameraSweep(root_.GetGlobalPosition(), root_.matrix * glm::vec4(0.0f, 7.0f, 0.0f, 1.0f));
args.dlist.AddLight(light_pos, glm::vec3(1.0f, 1.0f, 1.0f) * headlights_factor_, 5.0f);
// cones
for (size_t i = 0; i < num_headlights; ++i)
{
auto& cone_surfaces = light_cone_mdl_->GetMesh()->surfaces;
for (const auto& surface : cone_surfaces)
{
gfx::DrawSurfaceCmd cmd;
cmd.surface = &surface;
cmd.matrices = &light_cone_node_[i].matrix;
cmd.color = &headlight_cone_color_;
args.dlist.AddSurface(cmd);
}
}
}
}
void game::view::VehicleView::InitMesh()
@ -188,6 +216,8 @@ void game::view::VehicleView::InitMesh()
bool game::view::VehicleView::ReadTuning(net::InMessage& msg)
{
glm::vec4 recv_colors[4];
// read colors
for (size_t i = 0; i < 4; ++i)
{
@ -196,7 +226,7 @@ bool game::view::VehicleView::ReadTuning(net::InMessage& msg)
if (!net::ReadRGB(msg, color))
return false;
colors_[i] = glm::unpackUnorm4x8(color);
recv_colors[i] = glm::unpackUnorm4x8(color);
}
// read wheel models
@ -210,9 +240,12 @@ bool game::view::VehicleView::ReadTuning(net::InMessage& msg)
std::string wheel_model_name = wheelmodel_fixed;
wheels_[i].model = !wheel_model_name.empty() ? assets::CacheManager::GetModel("data/" + wheel_model_name + ".mdl") : model_->GetWheels()[i].model;
wheels_[i].color = colors_[1]; // TODO: dynamic?;
wheels_[i].color = recv_colors[1]; // TODO: dynamic?;
}
colors_[VCS_PRIMARY] = recv_colors[0]; // primary
colors_[VCS_SECONDARY] = recv_colors[0]; // secondary
return true;
}
@ -346,3 +379,52 @@ bool game::view::VehicleView::ProcessDeformMsg(net::InMessage& msg)
}
void game::view::VehicleView::InitHeadlights()
{
for (size_t i = 0; i < 2; ++i)
{
std::string loc_name = std::string("headlight") + static_cast<char>('0' + i);
auto loc = model_->GetLocation(loc_name);
if (!loc)
break;
if (!light_cone_mdl_)
{
light_cone_mdl_ = assets::CacheManager::GetModel("data/headlightcone.mdl");
}
light_cone_node_[i].parent = &root_;
light_cone_node_[i].local.position = loc->position;
++num_headlights;
}
}
void game::view::VehicleView::UpdateLights(float delta_t)
{
float max_delta = delta_t * 10.0f;
MoveToward(headlights_factor_, (flags_ & VF_LIGHTS_ON) ? 1.0f : 0.0f, max_delta);
MoveToward(braking_lights_factor_, (flags_ & VF_BRAKING) ? 1.0f : 0.0f, max_delta);
MoveToward(orange_lights_factor_, (flags_ & VF_ORANGE_LIGHTS_ON) ? 1.0f : 0.0f, max_delta);
MoveToward(reverse_light_factor_, (flags_ & VF_REVERSING) ? 1.0f : 0.0f, max_delta);
colors_[VCS_HEADLIGHTS] = glm::vec4(1.0f, 1.0f, 1.0f, headlights_factor_);
colors_[VCS_REAR_LIGHTS] = glm::vec4(1.0f, 1.0f, 1.0f, headlights_factor_ * 0.5f + braking_lights_factor_ * 1.0f);
colors_[VCS_BRAKING_LIGHTS] = glm::vec4(1.0f, 1.0f, 1.0f, braking_lights_factor_);
colors_[VCS_ORANGE_LIGHTS] = glm::vec4(1.0f, 1.0f, 1.0f, orange_lights_factor_);
colors_[VCS_REVERSE_LIGHT] = glm::vec4(1.0f, 1.0f, 1.0f, reverse_light_factor_);
if (headlights_factor_ < 0.01f)
return;
float intensity = headlights_factor_ * 0.2f;
headlight_cone_color_ = glm::vec4(intensity, intensity, intensity, 1.0f);
for (size_t i = 0; i < num_headlights; ++i)
{
light_cone_node_[i].UpdateMatrix();
}
}

View File

@ -31,6 +31,20 @@ struct VehicleDeformView
VehicleDeformView(const gfx::DeformGridInfo& info) : grid(info), tex(std::make_shared<gfx::DeformTexture>(info)) {}
};
enum VehicleColorSlot
{
VCS_PRIMARY,
VCS_SECONDARY,
VCS_HEADLIGHTS,
VCS_REAR_LIGHTS,
VCS_BRAKING_LIGHTS,
VCS_ORANGE_LIGHTS,
VCS_REVERSE_LIGHT,
VCS_RESERVED,
};
class VehicleView : public EntityView
{
using Super = EntityView;
@ -52,10 +66,14 @@ private:
bool ReadDeformSync(net::InMessage& msg);
bool ProcessDeformMsg(net::InMessage& msg);
void InitHeadlights();
void UpdateLights(float delta_t);
private:
std::shared_ptr<const assets::VehicleModel> model_;
assets::Mesh mesh_;
glm::vec4 colors_[4];
glm::vec4 colors_[SD_MAX_COLORS];
game::VehicleSyncState sync_;
std::vector<VehicleWheelViewInfo> wheels_;
@ -71,6 +89,18 @@ private:
bool windows_broken_ = false;
std::unique_ptr<VehicleDeformView> deform_;
std::vector<std::tuple<glm::vec3, glm::vec3>> debug_deforms_;
// lights
float headlights_factor_ = 0.0f;
float braking_lights_factor_ = 0.0f;
float orange_lights_factor_ = 0.0f;
float reverse_light_factor_ = 0.0f;
size_t num_headlights = 0;
std::shared_ptr<const assets::Model> light_cone_mdl_;
TransformNode light_cone_node_[2];
glm::vec4 headlight_cone_color_;
};
}

View File

@ -3,7 +3,9 @@
#include <vector>
#include "assets/skeleton.hpp"
#include "light_cache.hpp"
#include "surface.hpp"
#include "surface_render_flags.hpp"
#include "uniform_buffer.hpp"
namespace gfx
@ -12,12 +14,26 @@ namespace gfx
struct DrawSurfaceCmd
{
const Surface* surface = nullptr;
const glm::mat4* matrices = nullptr; // model matrix
const glm::vec4* color = nullptr; // optional tint
uint32_t first = 0; // first triangle index
uint32_t count = 0; // num triangles
float dist = 0.0f; // distance to camera - for transparnt sorting
const glm::mat4* matrices = nullptr; // model matrix
const glm::vec4* color = nullptr; // optional tint
const UniformBuffer<glm::mat4>* skinning = nullptr; // skinning matrices for skeletal meshes
uint32_t first = 0; // first triangle index
uint32_t count = 0; // num triangles
float dist = 0.0f; // distance to camera - for transparnt sorting
SurfaceRenderFlags rflags = 0;
uint8_t num_colors = 0; // >0 for multicolor, requires array of colors in "color"
};
struct DrawLightCmd
{
glm::vec3 position = glm::vec3(0.0f);
glm::vec3 color = glm::vec3(1.0f);
float radius = 1.0f;
DrawLightCmd(const glm::vec3& position, const glm::vec3& color, float radius)
: position(position), color(color), radius(radius)
{
}
};
struct DrawBeamCmd
@ -29,8 +45,8 @@ struct DrawBeamCmd
size_t num_segments;
float max_offset;
DrawBeamCmd(const glm::vec3& start, const glm::vec3& end, uint32_t color, float radius,
size_t num_segments, float max_offset)
DrawBeamCmd(const glm::vec3& start, const glm::vec3& end, uint32_t color, float radius, size_t num_segments,
float max_offset)
: start(start), end(end), color(color), radius(radius), num_segments(num_segments), max_offset(max_offset)
{
}
@ -47,11 +63,18 @@ struct DrawHudCmd
struct DrawList
{
std::vector<DrawSurfaceCmd> surfaces;
std::vector<DrawLightCmd> lights;
std::vector<DrawBeamCmd> beams;
std::vector<DrawHudCmd> huds;
void AddSurface(const DrawSurfaceCmd& cmd) { surfaces.emplace_back(cmd); }
void AddLight(const DrawLightCmd& cmd) { lights.emplace_back(cmd); }
void AddLight(const glm::vec3& position, const glm::vec3& color, float radius)
{
lights.emplace_back(position, color, radius);
}
void AddBeam(const DrawBeamCmd& cmd) { beams.emplace_back(cmd); }
void AddBeam(const glm::vec3& start, const glm::vec3& end, uint32_t color = 0xFFFFFFFF, float radius = 0.1f,
size_t num_segments = 1, float max_offset = 0.0f)
@ -64,6 +87,7 @@ struct DrawList
void Clear()
{
surfaces.clear();
lights.clear();
beams.clear();
huds.clear();
}

26
src/gfx/light_cache.hpp Normal file
View File

@ -0,0 +1,26 @@
#pragma once
#include <cstdint>
#include <cstddef>
#include <glm/glm.hpp>
#include "shader_defs.hpp"
namespace gfx
{
template <size_t Size>
struct LightArray
{
size_t num_lights = 0;
glm::vec3 positions[Size];
glm::vec4 colors_rs[Size];
};
struct LightCache : public LightArray<SD_MAX_LIGHTS>
{
glm::vec3 center = glm::vec3(0.0f);
size_t frame = 0;
};
}

View File

@ -14,9 +14,6 @@
gfx::Renderer::Renderer()
{
ShaderSources::MakeShader(mesh_shader_.shader, SS_MESH_VERT, SS_MESH_FRAG);
ShaderSources::MakeShader(skel_mesh_shader_.shader, SS_SKEL_MESH_VERT, SS_SKEL_MESH_FRAG);
ShaderSources::MakeShader(deform_mesh_shader_.shader, SS_DEFORM_MESH_VERT, SS_DEFORM_MESH_FRAG);
ShaderSources::MakeShader(solid_shader_, SS_SOLID_VERT, SS_SOLID_FRAG);
ShaderSources::MakeShader(hud_shader_, SS_HUD_VERT, SS_HUD_FRAG);
ShaderSources::MakeShader(beam_shader_, SS_BEAM_VERT, SS_BEAM_FRAG);
@ -26,11 +23,14 @@ gfx::Renderer::Renderer()
void gfx::Renderer::DrawList(gfx::DrawList& list, const DrawListParams& params)
{
++frame_;
current_shader_ = nullptr;
glViewport(0, 0, params.screen_width, params.screen_height);
glClearColor(params.env.clear_color.r, params.env.clear_color.g, params.env.clear_color.b, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
CreateLightGrid(list.lights);
DrawSurfaceList(list.surfaces, params);
DrawBeamList(list.beams, params);
DrawHudList(list.huds, params);
@ -89,20 +89,32 @@ void gfx::Renderer::SetupBeamVA()
void gfx::Renderer::InvalidateShaders()
{
InvalidateMeshShader(mesh_shader_);
InvalidateMeshShader(skel_mesh_shader_);
InvalidateMeshShader(deform_mesh_shader_);
// invalidate surface shaders
for (auto& [flags, sshader] : surface_shaders_)
{
InvalidateSurfaceShader(sshader);
}
}
void gfx::Renderer::InvalidateMeshShader(MeshShader& mshader)
gfx::SurfaceShader& gfx::Renderer::GetSurfaceShader(SurfaceRenderFlags flags)
{
mshader.global_setup = false;
mshader.color = glm::vec4(-1.0f); // invalidate color
auto it = surface_shaders_.find(flags);
// not yet generated
if (it == surface_shaders_.end())
{
SurfaceShader& sshader = surface_shaders_[flags];
sshader.shader = CreateSurfaceShader(flags, sshader.iflags);
return sshader;
}
return it->second;
}
void gfx::Renderer::SetupMeshShader(MeshShader& mshader, const DrawListParams& params)
void gfx::Renderer::SetupSurfaceShader(SurfaceShader& sshader, const DrawListParams& params)
{
const Shader& shader = *mshader.shader;
const Shader& shader = *sshader.shader;
if (current_shader_ != &shader)
{
@ -110,7 +122,7 @@ void gfx::Renderer::SetupMeshShader(MeshShader& mshader, const DrawListParams& p
current_shader_ = &shader;
}
if (mshader.global_setup)
if (sshader.global_setup)
{
return; // Global uniforms are already set up
}
@ -118,23 +130,107 @@ void gfx::Renderer::SetupMeshShader(MeshShader& mshader, const DrawListParams& p
glUniformMatrix4fv(shader.U(gfx::SU_VIEW_PROJ), 1, GL_FALSE, &params.view_proj[0][0]);
// setup lighting
glUniform3fv(shader.U(gfx::SU_AMBIENT_LIGHT), 1, &params.env.ambient_light[0]);
glUniform3fv(shader.U(gfx::SU_SUN_COLOR), 1, &params.env.sun_color[0]);
glUniform3fv(shader.U(gfx::SU_SUN_DIRECTION), 1, &params.env.sun_direction[0]);
glUniform4fv(shader.U(gfx::SU_FOG), 1, &params.env.fog[0]);
if (sshader.iflags & SIF_LIGHTING_DATA)
{
glUniform3fv(shader.U(gfx::SU_AMBIENT_LIGHT), 1, &params.env.ambient_light[0]);
glUniform3fv(shader.U(gfx::SU_SUN_COLOR), 1, &params.env.sun_color[0]);
glUniform3fv(shader.U(gfx::SU_SUN_DIRECTION), 1, &params.env.sun_direction[0]);
// glUniform4fv(shader.U(gfx::SU_FOG), 1, &params.env.fog[0]);
}
sshader.global_setup = true;
}
void gfx::Renderer::InvalidateSurfaceShader(SurfaceShader& sshader)
{
sshader.global_setup = false;
sshader.color = nullptr;
}
static glm::u32vec3 GetLightCellCoords(const glm::vec3& pos)
{
// grid cell size = 20m
// grid size = 1000x1000x1000
return glm::clamp(glm::u32vec3(glm::floor(pos * 0.05f) + 500.0f), 0U, 1000U);
}
static uint32_t HashLightGridPosition(const glm::u32vec3& coords)
{
return (coords.x << 20) | (coords.y << 10); // | coords.z;
}
void gfx::Renderer::CreateLightGrid(std::span<DrawLightCmd> lights)
{
light_grid_.clear();
for (const auto& light : lights)
{
auto coords = GetLightCellCoords(light.position);
for (uint32_t x = coords.x - 1; x <= coords.x + 1; ++x)
{
for (uint32_t y = coords.y - 1; y <= coords.y + 1; ++y)
{
auto hash = HashLightGridPosition(glm::u32vec3(x, y, 0));
auto& cell = light_grid_[hash];
if (cell.num_lights >= LIGHT_GRID_CELL_LIGHTS)
continue;
cell.positions[cell.num_lights] = light.position;
cell.colors_rs[cell.num_lights] = glm::vec4(light.color, light.radius);
++cell.num_lights;
}
}
}
mshader.global_setup = true;
}
void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawListParams& params)
{
// determine render flags
for (auto& cmd : list)
{
if (cmd.surface->sflags & SF_BLEND)
cmd.rflags |= SRF_BLEND;
if (cmd.surface->texture)
cmd.rflags |= SRF_TEXTURE;
if ((cmd.surface->mflags & MF_SKELETAL) && cmd.skinning)
cmd.rflags |= SRF_SKELETAL;
if ((cmd.surface->sflags & SF_DEFORM_GRID) && cmd.surface->deform_tex)
cmd.rflags |= SRF_DEFORM;
if ((cmd.surface->sflags & SF_UNLIT) == 0)
cmd.rflags |= SRF_LIT;
if (cmd.color)
{
if (cmd.surface->sflags & SF_OBJECT_COLOR_MULT)
cmd.rflags |= SRF_OBJECT_COLOR;
else if (cmd.surface->sflags & SF_OBJECT_COLOR)
cmd.rflags |= SRF_OBJECT_COLOR | SRF_OBJECT_COLOR_BACKGROUND;
else if (cmd.surface->sflags & SF_MULTICOLOR)
cmd.rflags |= SRF_MULTICOLOR;
}
if (cmd.surface->sflags & SF_2SIDED)
cmd.rflags |= SRF_2SIDED;
if (cmd.surface->sflags & SF_BLEND_ADDITIVE)
cmd.rflags |= SRF_BLEND_ADDITIVE;
if ((cmd.surface->sflags & (SF_BLEND | SF_OBJECT_COLOR)) == 0)
cmd.rflags |= SRF_CULL_ALPHA;
}
// sort the list to minimize state changes
std::ranges::sort(list, [](const DrawSurfaceCmd& a, const DrawSurfaceCmd& b) {
const Surface* sa = a.surface;
const Surface* sb = b.surface;
const bool blend_a = sa->sflags & SF_BLEND;
const bool blend_b = sb->sflags & SF_BLEND;
const bool blend_a = a.rflags & SRF_BLEND;
const bool blend_b = b.rflags & SRF_BLEND;
if (blend_a != blend_b)
return blend_b; // opaque first
@ -144,9 +240,15 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
return a.dist > b.dist; // do not optimize blended, sort by distance instead
}
if (sa == sb)
if (a.surface == b.surface)
return false;
if (auto cmp = a.rflags <=> b.rflags; cmp != 0)
return cmp < 0;
const auto sa = a.surface;
const auto sb = a.surface;
if (auto cmp = sa->texture <=> sb->texture; cmp != 0)
return cmp < 0;
@ -162,12 +264,15 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
glActiveTexture(GL_TEXTURE0); // for all future bindings
// cache to eliminate fake state changes
SurfaceShader* sshader = nullptr;
const gfx::Texture* last_texture = nullptr;
const gfx::VertexArray* last_vao = nullptr;
const gfx::UniformBuffer<glm::mat4>* last_skin = nullptr;
const DeformTexture* last_deform = nullptr;
size_t last_numlights = -1;
InvalidateShaders();
// enable depth test
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
@ -175,80 +280,73 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
// reset face culling
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
bool last_twosided = false;
// reset blending
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
bool last_blend = false;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // set to opacity blending default
bool last_blend_additive = false;
SurfaceRenderFlags last_rflags = 0;
for (const DrawSurfaceCmd& cmd : list)
{
const Surface* surface = cmd.surface;
// mesh flags
const bool skeletal_flag = surface->mflags & MF_SKELETAL;
// surface flags
const bool twosided_flag = surface->sflags & SF_2SIDED;
const bool blend_flag = surface->sflags & SF_BLEND;
const bool object_color_flag = surface->sflags & SF_OBJECT_COLOR;
const bool object_color_mult_flag = surface->sflags & SF_OBJECT_COLOR_MULT;
const bool deform_flag = surface->sflags & SF_DEFORM_GRID;
const bool unlit_flag = surface->sflags & SF_UNLIT;
SurfaceRenderFlags rflags_diff = last_rflags ^ cmd.rflags;
// sync 2sided
if (last_twosided != twosided_flag)
if (rflags_diff & SRF_2SIDED)
{
if (twosided_flag)
if (cmd.rflags & SRF_2SIDED)
glDisable(GL_CULL_FACE);
else
glEnable(GL_CULL_FACE);
last_twosided = twosided_flag;
}
// select shader
MeshShader& mshader = skeletal_flag ? skel_mesh_shader_ : (deform_flag ? deform_mesh_shader_ : mesh_shader_);
SetupMeshShader(mshader, params);
// setup shader
SurfaceRenderFlags last_shader_rflags = last_rflags & SRF__SHADER;
SurfaceRenderFlags shader_rflags = cmd.rflags & SRF__SHADER;
if (last_shader_rflags != shader_rflags || !sshader)
{
sshader = &GetSurfaceShader(shader_rflags);
SetupSurfaceShader(*sshader, params);
}
auto shader = sshader->shader.get();
static const glm::mat4 identity(1.0f);
const glm::mat4* model = &identity;
// set model matrix
if (cmd.matrices)
{
glUniformMatrix4fv(mshader.shader->U(SU_MODEL), 1, GL_FALSE, &cmd.matrices[0][0][0]);
}
else
{ // use identity if no matrix provided
static const glm::mat4 identity(1.0f);
glUniformMatrix4fv(mshader.shader->U(SU_MODEL), 1, GL_FALSE, &identity[0][0]);
model = &cmd.matrices[0];
}
// set color
int shflags = SHF_CULL_ALPHA;
glUniformMatrix4fv(shader->U(SU_MODEL), 1, GL_FALSE, &(*model)[0][0]);
glm::vec4 color = glm::vec4(1.0f);
if (object_color_flag && cmd.color)
// sync color
if (sshader->iflags & SIF_OBJECT_COLOR)
{
// use object color and disable alpha cull
if (!object_color_mult_flag)
if (sshader->color != cmd.color)
{
shflags &= ~SHF_CULL_ALPHA;
shflags |= SHF_BACKGROUND;
glUniform4fv(shader->U(SU_COLOR), 1, &(*cmd.color)[0]);
sshader->color = cmd.color;
}
}
else if (sshader->iflags & SIF_MULTICOLOR_DATA)
{
if (sshader->color != cmd.color && cmd.num_colors > 0)
{
glUniform4fv(shader->U(SU_COLOR), cmd.num_colors, &(*cmd.color)[0]);
sshader->color = cmd.color;
}
color = glm::vec4(*cmd.color);
}
// check unlit
if (unlit_flag)
shflags |= SHF_UNLIT;
// sync blending
if (blend_flag != last_blend)
if (rflags_diff & SRF_BLEND)
{
if (blend_flag)
if (cmd.rflags & SRF_BLEND)
{
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
@ -258,43 +356,50 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
last_blend = blend_flag;
}
// sync blending type
if (blend_flag)
if ((cmd.rflags & SRF_BLEND) && (rflags_diff & SRF_BLEND_ADDITIVE))
{
shflags &= ~SHF_CULL_ALPHA;
if (cmd.rflags & SRF_BLEND_ADDITIVE)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
const bool blend_additive = surface->sflags & SF_BLEND_ADDITIVE;
if (blend_additive != last_blend_additive)
// sync lights
if ((cmd.rflags & SRF_LIT))
{
auto center = glm::vec3((*model)[3]);
auto it = light_grid_.find(HashLightGridPosition(GetLightCellCoords(center)));
size_t numlights = 0;
if (it != light_grid_.end())
{
if (blend_additive)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
numlights = it->second.num_lights;
}
last_blend_additive = blend_additive;
}
// sync cull_alpha
if (mshader.flags != shflags)
{
glUniform1i(mshader.shader->U(SU_FLAGS), shflags);
mshader.flags = shflags;
}
if (numlights == 0)
{
if (last_numlights > 0)
{
glUniform1i(shader->U(SU_NUMLIGHTS), 0);
}
}
else
{
auto& lights = it->second;
glUniform1i(shader->U(SU_NUMLIGHTS), numlights);
glUniform3fv(shader->U(SU_LIGHT_POSITIONS), numlights, &lights.positions[0][0]);
glUniform4fv(shader->U(SU_LIGHT_COLORS_RS), numlights, &lights.colors_rs[0][0]);
}
// sync color
if (mshader.color != color)
{
glUniform4fv(mshader.shader->U(SU_COLOR), 1, &color[0]);
mshader.color = color;
last_numlights = numlights;
}
// bind texture
if (last_texture != surface->texture.get())
if ((sshader->iflags & SIF_COLOR_TEXTURE) && last_texture != surface->texture.get())
{
GLuint tex_id = surface->texture ? surface->texture->GetId() : 0;
glActiveTexture(GL_TEXTURE0);
@ -303,14 +408,14 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
}
// bind skinning UBO
if (cmd.skinning && last_skin != cmd.skinning)
if ((sshader->iflags & SIF_SKELETAL_DATA) && last_skin != cmd.skinning)
{
glBindBufferBase(GL_UNIFORM_BUFFER, 0, cmd.skinning->GetId());
last_skin = cmd.skinning;
}
// bind deform texture
if (deform_flag && surface->deform_tex.get() != last_deform)
if ((sshader->iflags & SIF_DEFORM_DATA) && surface->deform_tex.get() != last_deform)
{
const auto& deform_tex = *surface->deform_tex;
GLuint tex_id = deform_tex.GetId();
@ -324,7 +429,7 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
deform_info_mat[0] = deform_info.min;
deform_info_mat[1] = deform_info.max;
deform_info_mat[2] = glm::vec3(deform_info.max_offset, 0.0f, 0.0f);
glUniformMatrix3fv(mshader.shader->U(SU_DEFORM_INFO), 1, GL_FALSE, &deform_info_mat[0][0]);
glUniformMatrix3fv(shader->U(SU_DEFORM_INFO), 1, GL_FALSE, &deform_info_mat[0][0]);
}
// bind VAO
@ -340,6 +445,8 @@ void gfx::Renderer::DrawSurfaceList(std::span<DrawSurfaceCmd> list, const DrawLi
// draw
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(num_tris * 3U), GL_UNSIGNED_INT,
(void*)(first_tri * 3U * sizeof(GLuint)));
last_rflags = cmd.rflags;
}
// reset this as it is rare and other stuff might not reset this
@ -484,3 +591,4 @@ void gfx::Renderer::DrawHudList(std::span<DrawHudCmd> queue, const DrawListParam
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, (void*)(first * sizeof(GLuint)));
}
}

View File

@ -5,6 +5,7 @@
#include "draw_list.hpp"
#include "shader.hpp"
#include "surface_shader.hpp"
namespace gfx
{
@ -27,14 +28,14 @@ struct DrawListParams
size_t screen_height = 0;
};
struct MeshShader
struct SurfaceShader
{
std::unique_ptr<Shader> shader;
SurfaceShaderInputFlags iflags;
// cached state to avoid redundant uniform updates which are expensive especially on WebGL
bool global_setup = false;
glm::vec4 color = glm::vec4(-1.0f); // invalid to force initial setup
int flags = 0;
const glm::vec4* color = nullptr;
};
class Renderer
@ -47,17 +48,19 @@ private:
void SetupBeamVA();
void InvalidateShaders();
void InvalidateMeshShader(MeshShader& mshader);
void SetupMeshShader(MeshShader& mshader, const DrawListParams& params);
SurfaceShader& GetSurfaceShader(SurfaceRenderFlags flags);
void SetupSurfaceShader(SurfaceShader& sshader, const DrawListParams& params);
void InvalidateSurfaceShader(SurfaceShader& sshader);
void CreateLightGrid(std::span<DrawLightCmd> lights);
void DrawSurfaceList(std::span<DrawSurfaceCmd> queue, const DrawListParams& params);
void DrawBeamList(std::span<DrawBeamCmd> queue, const DrawListParams& params);
void DrawHudList(std::span<DrawHudCmd> queue, const DrawListParams& params);
private:
MeshShader mesh_shader_;
MeshShader skel_mesh_shader_;
MeshShader deform_mesh_shader_;
std::map<SurfaceRenderFlags, SurfaceShader> surface_shaders_;
std::unique_ptr<Shader> solid_shader_;
std::unique_ptr<BufferObject> beam_segments_vbo_;
@ -67,6 +70,11 @@ private:
std::unique_ptr<Shader> hud_shader_;
const Shader* current_shader_ = nullptr;
constexpr static size_t LIGHT_GRID_CELL_LIGHTS = SD_MAX_LIGHTS;
std::map<uint32_t, LightArray<LIGHT_GRID_CELL_LIGHTS>> light_grid_;
size_t frame_ = 0;
};
} // namespace gfx

View File

@ -17,6 +17,9 @@ static const char* const s_uni_names[] = {
"u_sun_color", // SU_SUN_COLOR
"u_sun_direction", // SU_SUN_DIRECTION
"u_fog", // SU_FOG
"u_num_lights",
"u_light_positions",
"u_light_colors_rs",
};
// Vytvori shader z daneho zdroje

View File

@ -22,6 +22,9 @@ namespace gfx
SU_SUN_COLOR,
SU_SUN_DIRECTION,
SU_FOG,
SU_NUMLIGHTS,
SU_LIGHT_POSITIONS,
SU_LIGHT_COLORS_RS,
SU_COUNT
};

28
src/gfx/shader_common.hpp Normal file
View File

@ -0,0 +1,28 @@
#pragma once
#include "shader_defs.hpp"
#include "client/gl.hpp"
#ifndef PG_GLES
#define GLSL_VERSION \
"#version 330 core\n" \
"\n"
#else
#define GLSL_VERSION \
"#version 300 es\n" \
"precision highp float;\n" \
"\n"
#endif
#define STRINGIFY_HELPER(x) #x
#define STRINGIFY(x) STRINGIFY_HELPER(x)
#define SHADER_DEFS \
"#define MAX_LIGHTS " STRINGIFY(SD_MAX_LIGHTS) "\n" \
"#define MAX_BONES " STRINGIFY(SD_MAX_BONES) "\n" \
"#define MAX_COLORS " STRINGIFY(SD_MAX_COLORS) "\n" \
"\n"
#define SHADER_HEADER \
GLSL_VERSION \
SHADER_DEFS

View File

@ -1,8 +1,5 @@
#pragma once
#define SD_MAX_LIGHTS 4
#define SD_MAX_LIGHTS 8
#define SD_MAX_BONES 128
#define SHF_CULL_ALPHA 1
#define SHF_BACKGROUND 2
#define SHF_UNLIT 4
#define SD_MAX_COLORS 8

View File

@ -1,304 +1,9 @@
#include "shader_sources.hpp"
#include "shader_defs.hpp"
#include "client/gl.hpp"
#ifndef PG_GLES
#define GLSL_VERSION \
"#version 330 core\n" \
"\n"
#else
#define GLSL_VERSION \
"#version 300 es\n" \
"precision highp float;\n" \
"\n"
#endif
#define STRINGIFY_HELPER(x) #x
#define STRINGIFY(x) STRINGIFY_HELPER(x)
#define SHADER_DEFS \
"#define MAX_LIGHTS " STRINGIFY(SD_MAX_LIGHTS) "\n" \
"#define MAX_BONES " STRINGIFY(SD_MAX_BONES) "\n" \
"#define SHF_CULL_ALPHA " STRINGIFY(SHF_CULL_ALPHA) "\n" \
"#define SHF_BACKGROUND " STRINGIFY(SHF_BACKGROUND) "\n" \
"#define SHF_UNLIT " STRINGIFY(SHF_UNLIT) "\n" \
"\n"
#define SHADER_HEADER \
GLSL_VERSION \
SHADER_DEFS
#define MESH_MATRICES_GLSL R"GLSL(
uniform mat4 u_view_proj;
uniform mat4 u_model; // Transform matrix
)GLSL"
#define LIGHT_MATRICES_GLSL R"GLSL(
uniform vec3 u_ambient_light;
uniform vec3 u_sun_direction;
uniform vec3 u_sun_color;
uniform vec4 u_fog;
uniform int u_flags;
uniform int u_num_lights;
uniform vec3 u_light_positions[MAX_LIGHTS];
uniform vec4 u_light_colors_rs[MAX_LIGHTS]; // rgb = color, a = radius
)GLSL"
#define COMPUTE_LIGHTS_GLSL R"GLSL(
// Example sun values (can later be uniforms)
//vec3 u_sun_direction = normalize(vec3(0.3, 0.5, -0.8)); // direction from which sunlight comes
//vec3 u_sun_color = vec3(1.0, 0.95, 0.7) * 0.9; // warm sunlight color
//uniform vec3 u_ambient_light;
vec3 ComputeLights(in vec3 sector_pos, in vec3 sector_normal)
{
if ((u_flags & SHF_UNLIT) > 0)
return vec3(1.0);
// Base ambient
vec3 color = u_ambient_light; //vec3(0.5, 0.5, 0.5) * 0.9; // u_ambient_light
// Sunlight contribution
float sun_dot = max(dot(sector_normal, -u_sun_direction), 0.0);
color += u_sun_color * sun_dot;
// Point lights
for (int i = 0; i < u_num_lights; ++i) {
vec3 light_pos = u_light_positions[i];
vec3 light_color = u_light_colors_rs[i].rgb;
float light_radius = u_light_colors_rs[i].a;
vec3 to_light = light_pos - sector_pos;
float dist2 = dot(to_light, to_light);
if (dist2 < light_radius * light_radius) {
float dist = sqrt(dist2);
float attenuation = 1.0 - (dist / light_radius);
float dot_term = max(dot(sector_normal, normalize(to_light)), 0.0);
color += light_color * dot_term * attenuation;
}
}
return color;
}
)GLSL"
#include "shader_common.hpp"
// Zdrojove kody shaderu
static const char* const s_srcs[] = {
// SS_MESH_VERT
SHADER_HEADER
R"GLSL(
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 3) in vec2 a_uv;
)GLSL"
MESH_MATRICES_GLSL
LIGHT_MATRICES_GLSL
COMPUTE_LIGHTS_GLSL
R"GLSL(
out vec2 v_uv;
out vec3 v_color;
void main() {
vec4 world_pos = u_model * vec4(a_pos, 1.0);
vec3 world_normal = normalize(mat3(u_model) * a_normal);
gl_Position = u_view_proj * world_pos;
v_uv = a_uv;
v_color = ComputeLights(world_pos.xyz, world_normal) * a_color.rgb;
}
)GLSL",
// SS_MESH_FRAG
SHADER_HEADER
R"GLSL(
in vec2 v_uv;
in vec3 v_color;
uniform sampler2D u_tex;
uniform vec4 u_color;
uniform int u_flags;
layout (location = 0) out vec4 o_color;
void main() {
o_color = vec4(texture(u_tex, v_uv));
if ((u_flags & SHF_BACKGROUND) > 0)
{
o_color = mix(u_color, o_color, o_color.a);
}
else
{
o_color *= u_color;
}
if ((u_flags & SHF_CULL_ALPHA) > 0)
{
if (o_color.a < 0.5)
discard;
}
o_color.rgb *= v_color; // Apply vertex color
//o_color = vec4(1.0, 0.0, 0.0, 1.0);
}
)GLSL",
// SS_SKEL_MESH_VERT
SHADER_HEADER
R"GLSL(
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 3) in vec2 a_uv;
layout (location = 5) in ivec4 a_bone_ids;
layout (location = 6) in vec4 a_bone_weights;
layout (std140) uniform Bones {
mat4 u_bone_matrices[MAX_BONES];
};
)GLSL"
MESH_MATRICES_GLSL
LIGHT_MATRICES_GLSL
COMPUTE_LIGHTS_GLSL
R"GLSL(
out vec2 v_uv;
out vec3 v_color;
void main() {
mat4 bone_transform = mat4(0.0);
for (int i = 0; i < 4; ++i) {
int bone_id = a_bone_ids[i];
if (bone_id >= 0) {
bone_transform += u_bone_matrices[bone_id] * a_bone_weights[i];
}
}
vec4 world_pos = bone_transform * vec4(a_pos, 1.0);
vec3 world_normal = normalize(mat3(bone_transform) * a_normal);
gl_Position = u_view_proj * world_pos;
v_uv = a_uv;
v_color = ComputeLights(world_pos.xyz, world_normal) * a_color.rgb;
}
)GLSL",
// SS_SKEL_MESH_FRAG
SHADER_HEADER
R"GLSL(
in vec2 v_uv;
in vec3 v_color;
uniform sampler2D u_tex;
uniform vec4 u_color;
uniform int u_flags;
layout (location = 0) out vec4 o_color;
void main() {
o_color = vec4(texture(u_tex, v_uv));
if ((u_flags & SHF_BACKGROUND) > 0)
{
o_color = mix(u_color, o_color, o_color.a);
}
else
{
o_color *= u_color;
}
if ((u_flags & SHF_CULL_ALPHA) > 0)
{
if (o_color.a < 0.5)
discard;
}
o_color.rgb *= v_color; // Apply vertex color
//o_color = vec4(1.0, 0.0, 0.0, 1.0);
}
)GLSL",
// SS_DEFORM_MESH_VERT
SHADER_HEADER
R"GLSL(
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 3) in vec2 a_uv;
)GLSL"
MESH_MATRICES_GLSL
LIGHT_MATRICES_GLSL
COMPUTE_LIGHTS_GLSL
R"GLSL(
uniform mediump sampler3D u_deform_tex;
uniform mat3 u_deform_info;
out vec2 v_uv;
out vec3 v_color;
void main() {
vec3 deform_pos = (a_pos - u_deform_info[0]) / (u_deform_info[1] - u_deform_info[0]);
vec3 pos = a_pos + texture(u_deform_tex, deform_pos).xyz * u_deform_info[2].x;
//vec3 pos = a_pos + u_deform_info[0] * u_deform_info[2].x;
//vec3 pos = a_pos + vec3(0.0, 0.0, 1.0);
vec4 world_pos = u_model * vec4(pos, 1.0);
vec3 world_normal = normalize(mat3(u_model) * a_normal);
gl_Position = u_view_proj * world_pos;
v_uv = a_uv;
v_color = ComputeLights(world_pos.xyz, world_normal) * a_color.rgb;
}
)GLSL",
// SS_DEFORM_MESH_FRAG
SHADER_HEADER
R"GLSL(
in vec2 v_uv;
in vec3 v_color;
uniform sampler2D u_tex;
uniform vec4 u_color;
uniform int u_flags;
layout (location = 0) out vec4 o_color;
void main() {
o_color = vec4(texture(u_tex, v_uv));
if ((u_flags & SHF_BACKGROUND) > 0)
{
o_color = mix(u_color, o_color, o_color.a);
}
else
{
o_color *= u_color;
}
if ((u_flags & SHF_CULL_ALPHA) > 0)
{
if (o_color.a < 0.5)
discard;
}
o_color.rgb *= v_color; // Apply vertex color
//o_color = vec4(1.0, 0.0, 0.0, 1.0);
}
)GLSL",
// SS_SOLID_VERT
SHADER_HEADER
R"GLSL(

View File

@ -7,15 +7,6 @@ namespace gfx
{
enum ShaderSource
{
SS_MESH_VERT,
SS_MESH_FRAG,
SS_SKEL_MESH_VERT,
SS_SKEL_MESH_FRAG,
SS_DEFORM_MESH_VERT,
SS_DEFORM_MESH_FRAG,
SS_SOLID_VERT,
SS_SOLID_FRAG,

View File

@ -28,6 +28,7 @@ enum SurfaceFlag : SurfaceFlags
SF_DEFORM_GRID = 0x10, // use deform grid
SF_UNLIT = 0x20, // dont apply lighting
SF_OBJECT_COLOR_MULT = 0x40, // object color multiplies instead of acting as background
SF_MULTICOLOR = 0x80, // multiple color slots encoded in alpha
};
struct Surface

View File

@ -0,0 +1,33 @@
#pragma once
#include <cstdint>
namespace gfx
{
using SurfaceRenderFlags = uint16_t;
enum SurfaceRenderFlag : SurfaceRenderFlags
{
// dont require shader switch
SRF_BLEND_ADDITIVE = 1,
SRF_2SIDED = 2,
// require shader switch
SRF_CULL_ALPHA = 4,
SRF_OBJECT_COLOR = 8,
SRF_OBJECT_COLOR_BACKGROUND = 16,
SRF_MULTICOLOR = 32,
SRF_LIT = 64,
SRF_DEFORM = 128,
SRF_SKELETAL = 256,
SRF_TEXTURE = 512,
SRF__SHADER = SRF_CULL_ALPHA | SRF_OBJECT_COLOR | SRF_OBJECT_COLOR_BACKGROUND | SRF_MULTICOLOR | SRF_LIT | SRF_SKELETAL | SRF_DEFORM | SRF_TEXTURE,
// order affects visual result
SRF_BLEND = 1024,
};
};

218
src/gfx/surface_shader.cpp Normal file
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@ -0,0 +1,218 @@
#include "surface_shader.hpp"
#include <string>
#include "shader_common.hpp"
std::unique_ptr<gfx::Shader> gfx::CreateSurfaceShader(SurfaceRenderFlags flags, SurfaceShaderInputFlags& input_flags)
{
std::string vert_attributes, vert_uniforms, vert_outs, vert_funcs, vert_pos_calc, vert_main;
std::string frag_ins, frag_uniforms, frag_funcs, frag_main;
// default unlit untextured skeleton
vert_attributes = R"GLSL(
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 3) in vec2 a_uv;
)GLSL";
vert_uniforms = R"GLSL(
uniform mat4 u_view_proj;
uniform mat4 u_model;
)GLSL";
vert_outs = R"GLSL(
out vec3 v_color;
)GLSL";
vert_pos_calc = R"GLSL(
vec4 world_pos = u_model * vec4(a_pos, 1.0);
vec3 world_normal = normalize(mat3(u_model) * a_normal);
)GLSL";
vert_main = R"GLSL(
gl_Position = u_view_proj * world_pos;
v_color = a_color.rgb;
)GLSL";
frag_ins = R"GLSL(
in vec3 v_color;
)GLSL";
frag_main = R"GLSL(
o_color = vec4(1.0);
)GLSL";
input_flags = 0;
// color texture
if (flags & SRF_TEXTURE)
{
vert_outs += "out vec2 v_uv;\n";
vert_main += "v_uv = a_uv;\n";
frag_ins += "in vec2 v_uv;\n";
frag_uniforms += "uniform sampler2D u_tex;\n";
frag_main += "o_color *= texture(u_tex, v_uv);\n";
input_flags |= SIF_COLOR_TEXTURE;
}
// any object color type
if (flags & (SRF_OBJECT_COLOR | SRF_OBJECT_COLOR_BACKGROUND))
{
frag_uniforms += "uniform vec4 u_color;\n";
if (flags & SRF_OBJECT_COLOR_BACKGROUND)
{
frag_main += "o_color = mix(u_color, o_color, o_color.a);\n";
}
else // just multiply
{
frag_main += "o_color *= u_color;\n";
}
input_flags |= SIF_OBJECT_COLOR;
}
else if (flags & SRF_MULTICOLOR)
{
frag_uniforms += "uniform vec4 u_color[MAX_COLORS];\n";
frag_main += R"GLSL(
int color_slot = clamp(int(o_color.a * 9.0), 0, MAX_COLORS);
o_color.a = 1.0;
float emis = 0.0;
if (color_slot < MAX_COLORS)
{
vec4 color = u_color[color_slot];
o_color.rgb *= color.rgb;
emis = color.a;
}
)GLSL";
input_flags |= SIF_MULTICOLOR_DATA;
}
// alpha culling
if (flags & SRF_CULL_ALPHA)
{
frag_main += "if (o_color.a < 0.5) discard;\n";
}
// lighting
if (flags & SRF_LIT)
{
vert_uniforms += R"GLSL(
// global
uniform vec3 u_ambient_light;
uniform vec3 u_sun_direction;
uniform vec3 u_sun_color;
// local
uniform int u_num_lights;
uniform vec3 u_light_positions[MAX_LIGHTS];
uniform vec4 u_light_colors_rs[MAX_LIGHTS]; // rgb = color, a = radius
)GLSL";
vert_funcs += R"GLSL(
vec3 ComputeLights(in vec3 sector_pos, in vec3 sector_normal)
{
// Base ambient
vec3 color = u_ambient_light;
// Sunlight contribution
float sun_dot = max(dot(sector_normal, -u_sun_direction), 0.0);
color += u_sun_color * sun_dot;
// Point lights
for (int i = 0; i < u_num_lights; ++i) {
vec3 light_pos = u_light_positions[i];
vec3 light_color = u_light_colors_rs[i].rgb;
float light_radius = u_light_colors_rs[i].a;
vec3 to_light = light_pos - sector_pos;
float dist2 = dot(to_light, to_light);
if (dist2 < light_radius * light_radius) {
float dist = sqrt(dist2);
float attenuation = 1.0 - (dist / light_radius);
//float dot_term = max(dot(sector_normal, normalize(to_light)), 0.0);
color += light_color * attenuation;
}
}
return color;
}
)GLSL";
vert_main += "v_color *= ComputeLights(world_pos.xyz, world_normal);\n";
input_flags |= SIF_LIGHTING_DATA;
}
if (flags & SRF_SKELETAL) // skeletal deform
{
vert_attributes += R"GLSL(
layout (location = 5) in ivec4 a_bone_ids;
layout (location = 6) in vec4 a_bone_weights;
)GLSL";
vert_uniforms += R"GLSL(
layout (std140) uniform Bones {
mat4 u_bone_matrices[MAX_BONES];
};
)GLSL";
vert_pos_calc = R"GLSL(
mat4 bone_transform = mat4(0.0);
for (int i = 0; i < 4; ++i) {
int bone_id = a_bone_ids[i];
if (bone_id >= 0) {
bone_transform += u_bone_matrices[bone_id] * a_bone_weights[i];
}
}
vec4 world_pos = bone_transform * vec4(a_pos, 1.0);
vec3 world_normal = normalize(mat3(bone_transform) * a_normal);
)GLSL";
input_flags |= SIF_SKELETAL_DATA;
}
else if (flags & SRF_DEFORM) // grid deform
{
vert_uniforms += R"GLSL(
uniform mediump sampler3D u_deform_tex;
uniform mat3 u_deform_info;
)GLSL";
vert_pos_calc = R"GLSL(
vec3 deform_pos = (a_pos - u_deform_info[0]) / (u_deform_info[1] - u_deform_info[0]);
vec3 pos = a_pos + texture(u_deform_tex, deform_pos).xyz * u_deform_info[2].x;
vec4 world_pos = u_model * vec4(pos, 1.0);
vec3 world_normal = normalize(mat3(u_model) * a_normal);
)GLSL";
input_flags |= SIF_DEFORM_DATA;
}
if (flags & SRF_MULTICOLOR)
{
frag_main += "o_color.rgb *= mix(v_color, vec3(1.5), emis);";
}
else
{
frag_main += "o_color.rgb *= v_color;";
}
vert_main = vert_pos_calc + vert_main;
std::string vertex_src = SHADER_HEADER + vert_attributes + vert_uniforms + vert_outs + vert_funcs + "\nvoid main() {\n" + vert_main + "\n}\n";
std::string fragment_src = SHADER_HEADER + frag_ins + frag_uniforms + "\nlayout (location = 0) out vec4 o_color;\n" + frag_funcs + "\nvoid main() {\n" + frag_main + "\n}\n";
return std::make_unique<Shader>(vertex_src.c_str(), fragment_src.c_str());
}

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@ -0,0 +1,25 @@
#pragma once
#include <memory>
#include "shader.hpp"
#include "surface_render_flags.hpp"
namespace gfx
{
using SurfaceShaderInputFlags = uint8_t;
enum SurfaceShaderInputFlag : SurfaceShaderInputFlags
{
SIF_COLOR_TEXTURE = 1,
SIF_OBJECT_COLOR = 2,
SIF_LIGHTING_DATA = 4,
SIF_SKELETAL_DATA = 8,
SIF_DEFORM_DATA = 16,
SIF_MULTICOLOR_DATA = 32,
};
std::unique_ptr<Shader> CreateSurfaceShader(SurfaceRenderFlags flags, SurfaceShaderInputFlags& input_flags);
}

View File

@ -2,6 +2,7 @@
#include <stdexcept>
#include "utils/files.hpp"
#include "assets/cmdfile.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
@ -76,9 +77,27 @@ std::shared_ptr<gfx::Texture> gfx::Texture::LoadFromFile(const std::string& file
throw std::runtime_error("Failed to load texture from file: " + filename);
}
bool mipmaps = true;
bool linear = false;
std::string config_path = filename + ".cfg";
if (fs::FileExists(config_path))
{
assets::LoadCMDFile(config_path, [&](const std::string& command, std::istringstream& iss) {
if (command == "nomipmaps")
{
mipmaps = false;
}
else if (command == "linear")
{
linear = true;
}
});
}
std::shared_ptr<Texture> texture;
try {
texture = std::make_shared<Texture>(width, height, data, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false, true);
texture = std::make_shared<Texture>(width, height, data, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, linear, mipmaps);
}
catch (const std::exception& e) {
stbi_image_free(data);

View File

@ -10,6 +10,7 @@ void gui::Menu::Clear()
{
items_.clear();
focus_ = 0;
UpdateScroll();
}
void gui::Menu::Draw(Context& ctx, const glm::vec2& pos) const
@ -23,15 +24,37 @@ void gui::Menu::Draw(Context& ctx, const glm::vec2& pos) const
ctx.DrawRect(pos, pos + title_size, 0x55000000);
ctx.DrawTextAligned(title_, pos + title_size * 0.5f, glm::vec2(-0.5f));
auto res_itemsize = itemsize_;
// draw scrollbar
if (items_.size() > max_items_)
{
glm::vec2 scrollbar_size(5.0f, size.y - title_size.y);
glm::vec2 scrollbar_pos(pos.x + size.x - scrollbar_size.x, pos.y + title_size.y);
// scrollbar background
ctx.DrawRect(scrollbar_pos, scrollbar_pos + scrollbar_size, 0x55000000);
// scroll box
float y0 = static_cast<float>(scroll_) / static_cast<float>(items_.size());
float y1 = y0 + static_cast<float>(max_items_) / static_cast<float>(items_.size());
glm::vec2 scrollbox_p0(scrollbar_pos.x, scrollbar_pos.y + y0 * scrollbar_size.y);
glm::vec2 scrollbox_p1(scrollbar_pos.x + scrollbar_size.x, scrollbar_pos.y + y1 * scrollbar_size.y);
ctx.DrawRect(scrollbox_p0, scrollbox_p1, 0x44FFFFFF);
res_itemsize.x -= scrollbar_size.x;
}
// draw items
DrawMenuItemArgs args(ctx);
args.size = itemsize_;
args.size = res_itemsize;
args.pos.x = pos.x;
for (size_t i = 0; i < items_.size(); ++i)
size_t end = glm::min(items_.size(), scroll_ + max_items_);
for (size_t i = scroll_; i < end; ++i)
{
args.focused = focus_ == i;
args.pos.y = pos.y + menu_title_height + static_cast<float>(i) * itemsize_.y;
args.pos.y = pos.y + menu_title_height + static_cast<float>(i - scroll_) * res_itemsize.y;
items_[i]->Draw(args);
}
@ -49,6 +72,10 @@ void gui::Menu::Input(MenuInput in)
SwitchFocus(1);
break;
case MI_BACK:
OnExit();
break;
default:
if (!items_.empty())
items_[focus_]->Input(in);
@ -61,9 +88,18 @@ void gui::Menu::SetTitle(std::string title)
title_ = std::move(title);
}
void gui::Menu::SetFocusedItemIndex(size_t idx)
{
if (idx >= items_.size())
return;
focus_ = idx;
UpdateScroll();
}
glm::vec2 gui::Menu::MeasureSize() const
{
return glm::vec2(itemsize_.x, menu_title_height + itemsize_.y * static_cast<float>(items_.size()));
return glm::vec2(itemsize_.x, menu_title_height + itemsize_.y * static_cast<float>(glm::min(items_.size(), max_items_)));
}
void gui::Menu::SwitchFocus(int dir)
@ -81,9 +117,34 @@ void gui::Menu::SwitchFocus(int dir)
if (focus_ != old_focus)
{
OnFocusChanged();
UpdateScroll();
}
}
void gui::Menu::UpdateScroll()
{
const size_t num_items = items_.size();
if (scroll_ + max_items_ > num_items)
{
if (num_items > max_items_)
scroll_ = num_items - max_items_;
else
scroll_ = 0;
}
if (focus_ >= scroll_ + max_items_)
{
scroll_ = focus_ - max_items_ + 1;
}
else if (focus_ < scroll_)
{
scroll_ = focus_;
}
}
// ButtonMenuItem
gui::ButtonMenuItem::ButtonMenuItem(std::string text)
@ -94,8 +155,36 @@ gui::ButtonMenuItem::ButtonMenuItem(std::string text)
void gui::ButtonMenuItem::Draw(const DrawMenuItemArgs& args) const
{
Super::Draw(args);
glm::vec2 center = args.pos + glm::vec2(10.0f, args.size.y * 0.5f);
args.ctx.DrawTextAligned(text_, center, glm::vec2(0.0f, -0.5f), args.focused ? COLOR_FOCUSED : COLOR_INACTIVE);
uint32_t text_color = args.focused ? COLOR_FOCUSED : COLOR_INACTIVE;
uint32_t arrow_color = 0xFFFFFFFF;
const float padding = 30.0f;
glm::vec2 text_pos = args.pos + glm::vec2(padding, args.size.y * 0.5f);
// text 1
auto text_size = args.ctx.MeasureText(text_);
args.ctx.DrawText(text_, text_pos + text_size * glm::vec2(0.0f, -0.5f), text_color);
// text 2
if (!text2_.empty())
{
glm::vec2 text2_pos = args.pos + glm::vec2(args.size.x - padding, args.size.y * 0.5f);
args.ctx.DrawTextAligned(text2_, text2_pos, glm::vec2(-1.0f, -0.5f), text_color);
}
// hover arrows
if (args.focused)
{
auto arrow_size = args.ctx.MeasureText("» ");
// left arrow
args.ctx.DrawText("» ", text_pos + arrow_size * glm::vec2(-1.0f, -0.5f), arrow_color);
// right arrow
glm::vec2 right_arrow_pos(text2_.empty() ? (text_pos.x + text_size.x) : (args.pos.x + args.size.x - padding), text_pos.y);
args.ctx.DrawText(" «", right_arrow_pos + arrow_size * glm::vec2(0.0f, -0.5f), arrow_color);
}
}
void gui::ButtonMenuItem::Input(MenuInput in)
@ -118,16 +207,18 @@ gui::SelectMenuItem::SelectMenuItem(std::string text)
void gui::SelectMenuItem::Draw(const DrawMenuItemArgs& args) const
{
Super::Draw(args);
// Super::Draw(args);
uint32_t text_color = args.focused ? COLOR_FOCUSED : COLOR_INACTIVE;
uint32_t arrow_color = 0xFFFFFFFF;
glm::vec2 center = args.pos + glm::vec2(10.0f, args.size.y * 0.5f);
args.ctx.DrawTextAligned(text_, center, glm::vec2(0.0f, -0.5f), text_color);
auto text_size = args.ctx.MeasureText(select_text_);
glm::vec2 cursor = args.pos + glm::vec2(args.size.x - 10.0f, args.size.y * 0.5f);
cursor.y -= text_size.y * 0.5f; // centered
uint32_t text_color = args.focused ? COLOR_FOCUSED : COLOR_INACTIVE;
uint32_t arrow_color = 0xFFFFFFFF;
float arrow_width = 0.0f;
if (args.focused)
{

View File

@ -52,6 +52,7 @@ public:
void SetTitle(std::string title);
void SetItemSize(const glm::vec2& itemsize) { itemsize_ = itemsize; }
void SetFocusedItemIndex(size_t idx);
size_t GetFocusedItemIndex() const { return focus_; }
size_t GetNumItems() const { return items_.size(); }
@ -61,15 +62,20 @@ public:
protected:
virtual void OnFocusChanged() {}
virtual void OnExit() {}
private:
void SwitchFocus(int dir);
void UpdateScroll();
private:
std::string title_;
std::vector<std::unique_ptr<MenuItem>> items_;
glm::vec2 itemsize_ = glm::vec2(300.0f, 40.0f);
glm::vec2 itemsize_ = glm::vec2(400.0f, 35.0f);
size_t focus_ = 0;
size_t max_items_ = 15;
size_t scroll_ = 0;
};
@ -106,11 +112,15 @@ public:
void SetClickCallback(std::function<void()> click_cb);
void SetText(std::string text) { text_ = std::move(text); }
void SetText2(std::string text2) { text2_ = std::move(text2); }
virtual ~ButtonMenuItem() = default;
private:
protected:
std::string text_;
std::string text2_;
private:
std::function<void()> click_cb_;
};

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@ -166,6 +166,7 @@ enum MenuMessageType
MMSG_UPDATE,
MMSG_ITEM_UPDATE_TEXT,
MMSG_ITEM_UPDATE_SELECTION,
MMSG_SET_HOVER,
MMSG_CLOSE,
};
@ -185,6 +186,7 @@ enum MenuActionType
MA_CLICK,
MA_SELECT,
MA_HOVER,
MA_EXIT,
};
using MenuSelectDir = uint8_t; // 0=left, 1=right

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@ -131,6 +131,15 @@ public:
return true;
}
bool Skip(size_t count)
{
if (!CheckAvail(count))
return false;
ptr_ += count;
return true;
}
bool SubMessage(InMessage& sub, size_t n)
{
if (!CheckAvail(n))

View File

@ -5,6 +5,8 @@
int main()
{
srand(time(NULL));
try
{
sv::Server server(11200);

View File

@ -17,8 +17,6 @@ void sv::Server::Run()
{
using namespace std::chrono_literals;
srand(time(NULL));
auto t_start = std::chrono::steady_clock::now();
auto t_next = t_start;
auto t_prev = t_start;