Test more skybox model shenanigans.

pull/1/head
sigonasr2 2 years ago
parent 1c4439eb4a
commit dc72cabe2b
  1. BIN
      Faceball2030/assets/worldSkyBox.png
  2. 19
      Faceball2030/main.cpp
  3. 3
      Faceball2030/main.h

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@ -67,7 +67,7 @@ bool Enemy::CanShoot() {
void Enemy::ShootBullet(int myIndex) { void Enemy::ShootBullet(int myIndex) {
fireDelay = game->enemyData[GetID()].fireDelay; fireDelay = game->enemyData[GetID()].fireDelay;
game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,1,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking}); game->bullets.push_back({ game->bullet, {pos.x,pos.y+0.15f,pos.z},rot,0.2f,1,true,{std::cosf(rot) * game->shotSpd,std::sinf(rot) * game->shotSpd }, YELLOW,false,GetID(),myIndex,blinking});
} }
void Enemy::ReloadBullet(float fElapsedTime) { void Enemy::ReloadBullet(float fElapsedTime) {
@ -436,7 +436,7 @@ void FaceBall::LoadLevel(int level)
walls = { mapWalls }; walls = { mapWalls };
MapWallsObjectIndex = objects.size()-1; MapWallsObjectIndex = objects.size()-1;
objects.push_back({ mapFloor,{0,0,0},0,0 }); objects.push_back({ mapFloor,{0,0,0},0,0 });
objects.push_back({ worldSkyBox,{0,0,0},0,0 }); objects.push_back({ worldSkyBox,{MAP_SIZE.x/2.f,0,MAP_SIZE.y/2.f},0,0,std::max(float(MAP_SIZE.x),float(MAP_SIZE.y))*2,false });
//objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f }); //objects.push_back({ game->mapExit,{(float)exitCoords.x+0.5f,0,(float)exitCoords.y+0.5f},0,0.4f });
exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0.02f,(float)exitCoords.y + 0.5f},0,0.4f }; exit = { game->mapExit,{(float)exitCoords.x + 0.5f,0.02f,(float)exitCoords.y + 0.5f},0,0.4f };
RegenerateMinimap(); RegenerateMinimap();
@ -955,7 +955,7 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos()); vec3d vCameraRay = Vector_Sub(triTransformed.p[0], freeRoam ? freeRoamCamera : player.GetPos());
if (Vector_DotProduct(normal, vCameraRay) < 0) { if (Vector_DotProduct(normal, vCameraRay) < 0||!o.affectedByLighting) {
vec3d light_dir = Vector_Mul(vLookDir, -1); vec3d light_dir = Vector_Mul(vLookDir, -1);
light_dir = Vector_Normalise(light_dir); light_dir = Vector_Normalise(light_dir);
@ -967,9 +967,11 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
triViewed.uv[0] = triTransformed.uv[0]; triViewed.uv[0] = triTransformed.uv[0];
triViewed.uv[1] = triTransformed.uv[1]; triViewed.uv[1] = triTransformed.uv[1];
triViewed.uv[2] = triTransformed.uv[2]; triViewed.uv[2] = triTransformed.uv[2];
if (o.affectedByLighting) {
triViewed.col[0] = Pixel(triTransformed.col[0].r * dp * dp, triTransformed.col[0].g * dp * dp, triTransformed.col[0].b * dp * dp); 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[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); 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] }; 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 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 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));
@ -977,11 +979,19 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
float colorMult = dist > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist + PI / 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 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); float colorMult3 = dist3 > 5 * PI / 3 ? 0 : std::sinf(0.3 * dist3 + PI / 2);
if (o.affectedByLighting) {
triViewed.col[0] = Pixel(triViewed.col[0].r * colorMult, triViewed.col[0].g * colorMult, triViewed.col[0].b * colorMult); 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[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.col[2] = Pixel(triViewed.col[2].r * colorMult3, triViewed.col[2].g * colorMult3, triViewed.col[2].b * colorMult3);
}
if (!o.affectedByLighting) {
triViewed.col[0] = originalCol[0];
triViewed.col[1] = originalCol[1];
triViewed.col[2] = originalCol[2];
}
triViewed.tex = triTransformed.tex; triViewed.tex = triTransformed.tex;
if (o.affectedByLighting) {
for (Bullet& b : bullets) { 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 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 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));
@ -994,6 +1004,7 @@ void FaceBall::RenderMesh(mat4x4&matView,std::vector<Triangle>&vecTrianglesToRas
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 (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))))); } 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; //triViewed.col = triTransformed.col;
int nClippedTriangles = 0; int nClippedTriangles = 0;
@ -1546,7 +1557,7 @@ void FaceBall::HandleKeys(float fElapsedTime) {
pitch = 0; pitch = 0;
if (GetMouse(0).bPressed) { if (GetMouse(0).bPressed) {
if (PlayerActiveShotCount(0) < shotLimit) { if (PlayerActiveShotCount(0) < shotLimit) {
Bullet newBullet={ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,1,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true }; Bullet newBullet={ bullet,{player.GetPos().x,player.GetPos().y - 0.15f, player.GetPos().z},fYaw,0.125f,1,true,{shotSpd * std::cosf(fYaw),shotSpd * std::sinf(fYaw)},GREEN,true };
newBullet.playerIndex=0; newBullet.playerIndex=0;
bullets.push_back(newBullet); bullets.push_back(newBullet);
} }

@ -145,6 +145,7 @@ struct Object {
float rot = 0; float rot = 0;
float radius = 0.2f; float radius = 0.2f;
float scale = 1.f; float scale = 1.f;
bool affectedByLighting = true;
}; };
struct Bullet : Object{ struct Bullet : Object{
@ -283,7 +284,7 @@ class FaceBall : public PixelGameEngine
Editor editor; Editor editor;
int MapWallsObjectIndex = -1; int MapWallsObjectIndex = -1;
bool exitWallsCleared = false; bool exitWallsCleared = false;
int level=3; int level=1;
int tagsRemaining = 10; int tagsRemaining = 10;
int lives = 3; int lives = 3;
double gameTimer = 0; double gameTimer = 0;

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