Powerup mesh render.

linux_template
sigonasr2 2 years ago
parent 0291b3ab43
commit 5e9fed6992
  1. BIN
      Faceball2030/assets/#Powerup.wings#
  2. BIN
      Faceball2030/assets/powerup.png
  3. 153
      Faceball2030/main.cpp
  4. 3
      Faceball2030/main.h

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@ -279,6 +279,9 @@ void FaceBall::LoadLevel(int level)
bool FaceBall::CheckCollision(vec3d movementVector,vf2d pos,float radius){
utils::geom2d::circle<float>newPos{ {pos.x + movementVector.x,pos.y + movementVector.z},radius };
bool collisionOccured = false;
if (pos.x - radius > game->MAP_SIZE.x || pos.x + radius<0 || pos.y - radius>game->MAP_SIZE.y || pos.y + radius < 0) {
return true;
}
for (int y = -1; y <= 1; y++) {
for (int x = -1; x <= 1; x++) {
int offsetX = (int)pos.x + x;
@ -821,6 +824,140 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
}
}
void FaceBall::RenderPowerupMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Powerup&p) {
for (int i = 0; i < 2; i++) {
for (auto& tri : p.mesh.tris) {
Triangle triProjected, triTransformed, triViewed;
mat4x4 localMat = Matrix_MakeIdentity();
mat4x4 rotMat = Matrix_MakeRotationY(p.rot);
if (i) {
mat4x4 flipMat = Matrix_MakeRotationX(PI);
rotMat = Matrix_MultiplyMatrix(rotMat, flipMat);
}
localMat = Matrix_MultiplyMatrix(localMat, rotMat);
mat4x4 matTrans = Matrix_MakeTranslation(p.pos.x, p.pos.y+(i?0.375f:0), p.pos.z);
localMat = Matrix_MultiplyMatrix(localMat, matTrans);
triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]);
triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]);
triTransformed.p[2] = Matrix_MultiplyVector(localMat, tri.p[2]);
triTransformed.uv[0] = tri.uv[0];
triTransformed.uv[1] = tri.uv[1];
triTransformed.uv[2] = tri.uv[2];
triTransformed.col[0] = tri.col[0];
triTransformed.col[1] = tri.col[1];
triTransformed.col[2] = tri.col[2];
triTransformed.tex = tri.tex;
vec3d normal, line1, line2;
line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]);
line2 = Vector_Sub(triTransformed.p[2], triTransformed.p[0]);
normal = Vector_CrossProduct(line1, line2);
normal = Vector_Normalise(normal);
vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos());
if (Vector_DotProduct(normal, vCameraRay) < 0) {
vec3d light_dir = Vector_Mul(vLookDir, -1);
light_dir = Vector_Normalise(light_dir);
float dp = std::max(0.7f, Vector_DotProduct(light_dir, normal));
triViewed.p[0] = Matrix_MultiplyVector(matView, triTransformed.p[0]);
triViewed.p[1] = Matrix_MultiplyVector(matView, triTransformed.p[1]);
triViewed.p[2] = Matrix_MultiplyVector(matView, triTransformed.p[2]);
triViewed.uv[0] = triTransformed.uv[0];
triViewed.uv[1] = triTransformed.uv[1];
triViewed.uv[2] = triTransformed.uv[2];
triViewed.col[0] = Pixel(triTransformed.col[0].r * dp * dp, triTransformed.col[0].g * dp * dp, triTransformed.col[0].b * dp * dp);
triViewed.col[1] = Pixel(triTransformed.col[1].r * dp * dp, triTransformed.col[1].g * dp * dp, triTransformed.col[1].b * dp * dp);
triViewed.col[2] = Pixel(triTransformed.col[2].r * dp * dp, triTransformed.col[2].g * dp * dp, triTransformed.col[2].b * dp * dp);
Pixel originalCol[3] = { triViewed.col[0],triViewed.col[1],triViewed.col[2] };
float dist = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[0].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[0].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[0].z, 2));
float dist2 = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[1].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[1].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[1].z, 2));
float dist3 = std::sqrtf(std::powf((freeRoam ? freeRoamCamera : player.GetPos()).x - triTransformed.p[2].x, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).y - triTransformed.p[2].y, 2) + std::powf((freeRoam ? freeRoamCamera : player.GetPos()).z - triTransformed.p[2].z, 2));
float colorMult = dist > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist + PI / 2);
float colorMult2 = dist2 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist2 + PI / 2);
float colorMult3 = dist3 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist3 + PI / 2);
triViewed.col[0] = Pixel(triViewed.col[0].r * colorMult, triViewed.col[0].g * colorMult, triViewed.col[0].b * colorMult);
triViewed.col[1] = Pixel(triViewed.col[1].r * colorMult2, triViewed.col[1].g * colorMult2, triViewed.col[1].b * colorMult2);
triViewed.col[2] = Pixel(triViewed.col[2].r * colorMult3, triViewed.col[2].g * colorMult3, triViewed.col[2].b * colorMult3);
triViewed.tex = triTransformed.tex;
for (Bullet& b : bullets) {
float dist = std::sqrtf(std::powf(b.pos.x - triTransformed.p[0].x, 2) + std::powf(b.pos.y - triTransformed.p[0].y, 2) + std::powf(b.pos.z - triTransformed.p[0].z, 2));
float dist2 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[1].x, 2) + std::powf(b.pos.y - triTransformed.p[1].y, 2) + std::powf(b.pos.z - triTransformed.p[1].z, 2));
float dist3 = std::sqrtf(std::powf(b.pos.x - triTransformed.p[2].x, 2) + std::powf(b.pos.y - triTransformed.p[2].y, 2) + std::powf(b.pos.z - triTransformed.p[2].z, 2));
float colorMult = (dist < 2 ? std::sinf(0.75 * dist + PI / 2) * 4 : 1);
float colorMult2 = (dist2 < 2 ? std::sinf(0.75 * dist2 + PI / 2) * 4 : 1);
float colorMult3 = (dist3 < 2 ? std::sinf(0.75 * dist3 + PI / 2) * 4 : 1);
Pixel lightCol = b.col / 2 + Pixel{ 128, 128, 128 };
if (dist < 2) { triViewed.col[0] = Pixel(std::min(255, std::max((int)originalCol[0].r, (int)(originalCol[0].r * colorMult / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[0].g, (int)(originalCol[0].g * colorMult / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[0].b, (int)(originalCol[0].b * colorMult / float(255.f / lightCol.b))))); }
if (dist2 < 2) { triViewed.col[1] = Pixel(std::min(255, std::max((int)originalCol[1].r, (int)(originalCol[1].r * colorMult2 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[1].g, (int)(originalCol[1].g * colorMult2 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[1].b, (int)(originalCol[1].b * colorMult2 / float(255.f / lightCol.b))))); }
if (dist3 < 2) { triViewed.col[2] = Pixel(std::min(255, std::max((int)originalCol[2].r, (int)(originalCol[2].r * colorMult3 / float(255.f / lightCol.r)))), std::min(255, std::max((int)originalCol[2].g, (int)(originalCol[2].g * colorMult3 / float(255.f / lightCol.g)))), std::min(255, std::max((int)originalCol[2].b, (int)(originalCol[2].b * colorMult3 / float(255.f / lightCol.b))))); }
}
//triViewed.col = triTransformed.col;
int nClippedTriangles = 0;
Triangle clipped[2];
nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]);
for (int n = 0; n < nClippedTriangles; n++) {
// Project triangles from 3D --> 2D
triProjected.p[0] = Matrix_MultiplyVector(matProj, clipped[n].p[0]);
triProjected.p[1] = Matrix_MultiplyVector(matProj, clipped[n].p[1]);
triProjected.p[2] = Matrix_MultiplyVector(matProj, clipped[n].p[2]);
triProjected.col[0] = clipped[n].col[0];
triProjected.col[1] = clipped[n].col[1];
triProjected.col[2] = clipped[n].col[2];
triProjected.tex = clipped[n].tex;
triProjected.uv[0] = clipped[n].uv[0];
triProjected.uv[1] = clipped[n].uv[1];
triProjected.uv[2] = clipped[n].uv[2];
triProjected.uv[0].u = triProjected.uv[0].u / triProjected.p[0].w;
triProjected.uv[1].u = triProjected.uv[1].u / triProjected.p[1].w;
triProjected.uv[2].u = triProjected.uv[2].u / triProjected.p[2].w;
triProjected.uv[0].v = triProjected.uv[0].v / triProjected.p[0].w;
triProjected.uv[1].v = triProjected.uv[1].v / triProjected.p[1].w;
triProjected.uv[2].v = triProjected.uv[2].v / triProjected.p[2].w;
triProjected.uv[0].w = 1.0f / triProjected.p[0].w;
triProjected.uv[1].w = 1.0f / triProjected.p[1].w;
triProjected.uv[2].w = 1.0f / triProjected.p[2].w;
triProjected.p[0] = Vector_Div(triProjected.p[0], triProjected.p[0].w);
triProjected.p[1] = Vector_Div(triProjected.p[1], triProjected.p[1].w);
triProjected.p[2] = Vector_Div(triProjected.p[2], triProjected.p[2].w);
triProjected.p[0].x *= -1.0f;
triProjected.p[1].x *= -1.0f;
triProjected.p[2].x *= -1.0f;
triProjected.p[0].y *= -1.0f;
triProjected.p[1].y *= -1.0f;
triProjected.p[2].y *= -1.0f;
// Scale into view
vec3d vOffsetView = { 1,1,0 };
triProjected.p[0] = Vector_Add(triProjected.p[0], vOffsetView);
triProjected.p[1] = Vector_Add(triProjected.p[1], vOffsetView);
triProjected.p[2] = Vector_Add(triProjected.p[2], vOffsetView);
triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
vecTrianglesToRaster.push_back(triProjected);
}
}
}
}
}
void FaceBall::RenderMeshDeathScreen(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Object& o) {
for (auto& tri : o.mesh.tris) {
Triangle triProjected, triTransformed, triViewed;
@ -987,7 +1124,7 @@ void FaceBall::RenderWorld() {
}
}
for (auto& powerup : powerups) {
RenderMesh(matView, vecTrianglesToRaster, powerup);
RenderPowerupMesh(matView, vecTrianglesToRaster, powerup);
}
for (auto& bullet : bullets) {
RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
@ -1866,11 +2003,14 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
bool FaceBall::OnUserUpdate(float fElapsedTime)
{
gameTimer += fElapsedTime;
for (std::vector<Bullet>::iterator it = bullets.end(); it != bullets.begin();) {
Bullet& b = *--it;
for (std::vector<Bullet>::iterator it = bullets.begin(); it != bullets.end();) {
Bullet& b = *it;
if (!b.Update(fElapsedTime)) {
it=bullets.erase(it);
}
else {
it++;
}
}
for (int i = 0; i < enemies.size(); i++) {
Enemy& e = enemies[i];
@ -1880,11 +2020,14 @@ bool FaceBall::OnUserUpdate(float fElapsedTime)
}
RunEnemyAI(e, fElapsedTime,i);
}
for (std::vector<Powerup>::iterator it = powerups.end(); it != powerups.begin();) {
Powerup& p = *--it;
for (std::vector<Powerup>::iterator it = powerups.begin(); it != powerups.end();) {
Powerup& p = *it;
if (!p.Update(fElapsedTime)) {
it = powerups.erase(it);
}
else {
it++;
}
}
switch (mode) {
case GAME: {

@ -267,7 +267,6 @@ class FaceBall : public PixelGameEngine
Decal* dot, * enemy_ShootMe_tex,*bullet_tex,*wall_tex,*floor_tex,
*enemy_Sonar_tex,*hud,*exit_wall_tex,*enemy_IShoot_tex,
*life4,*life3,*life2,*life1,*crosshair,*hudmeter,*powerup_tex,*powerup2_tex;
vi2d MAP_SIZE;
vi2d exitCoords = { 0,0 };
std::vector<std::vector<MapSquare>>map;
std::vector<Object>objects;
@ -370,11 +369,13 @@ class FaceBall : public PixelGameEngine
void RenderBulletMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Bullet& b,bool translucent=true);
void RenderMesh(mat4x4&matView, std::vector<Triangle>&vecTrianglesToRaster,Object&o,bool translucent=false);
void RenderMeshDeathScreen(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Object& o);
void RenderPowerupMesh(mat4x4& matView, std::vector<Triangle>& vecTrianglesToRaster, Powerup&p);
void RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex);
void RenderHud(float fElapsedTime);
void ConvertBulletColor(Mesh& bullet, Pixel col);
void Display3DKillerModel();
public:
vi2d MAP_SIZE;
float restingTriangleYDepth = 0.f;
std::vector<Bullet>bullets;
float hudShakeTime = 0;

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