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olcPixelGameEngine/Videos/OneLoneCoder_PGE_DungeonWar...

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/*
Dungeon Warping via Orthographic Projections
"For my Mother-In-Law, you will be missed..." - javidx9
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018-2020 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Relevant Video: https://youtu.be/Ql5VZGkL23o
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
https://www.youtube.com/javidx9extra
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Patreon: https://www.patreon.com/javidx9
Homepage: https://www.onelonecoder.com
Community Blog: https://community.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019, 2020
*/
#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
/*
NOTE! This program requires a tile spritesheet NOT
provided in this github. You only need a few tiles,
see video for details.
*/
class olcDungeon : public olc::PixelGameEngine
{
public:
olcDungeon()
{
sAppName = "Dungeon Explorer";
}
struct Renderable
{
Renderable() {}
void Load(const std::string& sFile)
{
sprite = new olc::Sprite(sFile);
decal = new olc::Decal(sprite);
}
~Renderable()
{
delete decal;
delete sprite;
}
olc::Sprite* sprite = nullptr;
olc::Decal* decal = nullptr;
};
struct vec3d
{
float x, y, z;
};
struct sQuad
{
vec3d points[4];
olc::vf2d tile;
};
struct sCell
{
bool wall = false;
olc::vi2d id[6]{ };
};
class World
{
public:
World()
{
}
void Create(int w, int h)
{
size = { w, h };
vCells.resize(w * h);
}
sCell& GetCell(const olc::vi2d& v)
{
if (v.x >= 0 && v.x < size.x && v.y >= 0 && v.y < size.y)
return vCells[v.y * size.x + v.x];
else
return NullCell;
}
public:
olc::vi2d size;
private:
std::vector<sCell> vCells;
sCell NullCell;
};
World world;
Renderable rendSelect;
Renderable rendAllWalls;
olc::vf2d vCameraPos = { 0.0f, 0.0f };
float fCameraAngle = 0.0f;
float fCameraAngleTarget = fCameraAngle;
float fCameraPitch = 5.5f;
float fCameraZoom = 16.0f;
bool bVisible[6];
olc::vi2d vCursor = { 0, 0 };
olc::vi2d vTileCursor = { 0,0 };
olc::vi2d vTileSize = { 32, 32 };
enum Face
{
Floor = 0,
North = 1,
East = 2,
South = 3,
West = 4,
Top = 5
};
public:
bool OnUserCreate() override
{
rendSelect.Load("./gfx/dng_select.png");
rendAllWalls.Load("./gfx/oldDungeon.png");
world.Create(64, 64);
for (int y=0; y<world.size.y; y++)
for(int x=0; x<world.size.x; x++)
{
world.GetCell({ x, y }).wall = false;
world.GetCell({ x, y }).id[Face::Floor] = olc::vi2d{ 3, 0 } * vTileSize;
world.GetCell({ x, y }).id[Face::Top] = olc::vi2d{ 1, 0 } * vTileSize;
world.GetCell({ x, y }).id[Face::North] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::South] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::West] = olc::vi2d{ 0, 6 } * vTileSize;
world.GetCell({ x, y }).id[Face::East] = olc::vi2d{ 0, 6 } * vTileSize;
}
return true;
}
std::array<vec3d, 8> CreateCube(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera)
{
// Unit Cube
std::array<vec3d, 8> unitCube, rotCube, worldCube, projCube;
unitCube[0] = { 0.0f, 0.0f, 0.0f };
unitCube[1] = { fScale, 0.0f, 0.0f };
unitCube[2] = { fScale, -fScale, 0.0f };
unitCube[3] = { 0.0f, -fScale, 0.0f };
unitCube[4] = { 0.0f, 0.0f, fScale };
unitCube[5] = { fScale, 0.0f, fScale };
unitCube[6] = { fScale, -fScale, fScale };
unitCube[7] = { 0.0f, -fScale, fScale };
// Translate Cube in X-Z Plane
for (int i = 0; i < 8; i++)
{
unitCube[i].x += (vCell.x * fScale - vCamera.x);
unitCube[i].y += -vCamera.y;
unitCube[i].z += (vCell.y * fScale - vCamera.z);
}
// Rotate Cube in Y-Axis around origin
float s = sin(fAngle);
float c = cos(fAngle);
for (int i = 0; i < 8; i++)
{
rotCube[i].x = unitCube[i].x * c + unitCube[i].z * s;
rotCube[i].y = unitCube[i].y;
rotCube[i].z = unitCube[i].x * -s + unitCube[i].z * c;
}
// Rotate Cube in X-Axis around origin (tilt slighly overhead)
s = sin(fPitch);
c = cos(fPitch);
for (int i = 0; i < 8; i++)
{
worldCube[i].x = rotCube[i].x;
worldCube[i].y = rotCube[i].y * c - rotCube[i].z * s;
worldCube[i].z = rotCube[i].y * s + rotCube[i].z * c;
}
// Project Cube Orthographically - Unit Cube Viewport
//float fLeft = -ScreenWidth() * 0.5f;
//float fRight = ScreenWidth() * 0.5f;
//float fTop = ScreenHeight() * 0.5f;
//float fBottom = -ScreenHeight() * 0.5f;
//float fNear = 0.1f;
//float fFar = 100.0f;*/
//for (int i = 0; i < 8; i++)
//{
// projCube[i].x = (2.0f / (fRight - fLeft)) * worldCube[i].x - ((fRight + fLeft) / (fRight - fLeft));
// projCube[i].y = (2.0f / (fTop - fBottom)) * worldCube[i].y - ((fTop + fBottom) / (fTop - fBottom));
// projCube[i].z = (2.0f / (fFar - fNear)) * worldCube[i].z - ((fFar + fNear) / (fFar - fNear));
// projCube[i].x *= -fRight;
// projCube[i].y *= -fTop;
// projCube[i].x += fRight;
// projCube[i].y += fTop;
//}
// Project Cube Orthographically - Full Screen Centered
for (int i = 0; i < 8; i++)
{
projCube[i].x = worldCube[i].x + ScreenWidth() * 0.5f;
projCube[i].y = worldCube[i].y + ScreenHeight() * 0.5f;
projCube[i].z = worldCube[i].z;
}
return projCube;
}
void CalculateVisibleFaces(std::array<vec3d, 8>& cube)
{
auto CheckNormal = [&](int v1, int v2, int v3)
{
olc::vf2d a = { cube[v1].x, cube[v1].y };
olc::vf2d b = { cube[v2].x, cube[v2].y };
olc::vf2d c = { cube[v3].x, cube[v3].y };
return (b - a).cross(c - a) > 0;
};
bVisible[Face::Floor] = CheckNormal(4, 0, 1);
bVisible[Face::South] = CheckNormal(3, 0, 1);
bVisible[Face::North] = CheckNormal(6, 5, 4);
bVisible[Face::East] = CheckNormal(7, 4, 0);
bVisible[Face::West] = CheckNormal(2, 1, 5);
bVisible[Face::Top] = CheckNormal(7, 3, 2);
}
void GetFaceQuads(const olc::vi2d& vCell, const float fAngle, const float fPitch, const float fScale, const vec3d& vCamera, std::vector<sQuad> &render)
{
std::array<vec3d, 8> projCube = CreateCube(vCell, fAngle, fPitch, fScale, vCamera);
auto& cell = world.GetCell(vCell);
auto MakeFace = [&](int v1, int v2, int v3, int v4, Face f)
{
render.push_back({ projCube[v1], projCube[v2], projCube[v3], projCube[v4], cell.id[f] });
};
if (!cell.wall)
{
if(bVisible[Face::Floor]) MakeFace(4, 0, 1, 5, Face::Floor);
}
else
{
if (bVisible[Face::South]) MakeFace(3, 0, 1, 2, Face::South);
if (bVisible[Face::North]) MakeFace(6, 5, 4, 7, Face::North);
if (bVisible[Face::East]) MakeFace(7, 4, 0, 3, Face::East);
if (bVisible[Face::West]) MakeFace(2, 1, 5, 6, Face::West);
if (bVisible[Face::Top]) MakeFace(7, 3, 2, 6, Face::Top);
}
}
bool OnUserUpdate(float fElapsedTime) override
{
// Grab mouse for convenience
olc::vi2d vMouse = { GetMouseX(), GetMouseY() };
// Edit mode - Selection from tile sprite sheet
if (GetKey(olc::Key::TAB).bHeld)
{
DrawSprite({ 0, 0 }, rendAllWalls.sprite);
DrawRect(vTileCursor * vTileSize, vTileSize);
if (GetMouse(0).bPressed) vTileCursor = vMouse / vTileSize;
return true;
}
// WS keys to tilt camera
if (GetKey(olc::Key::W).bHeld) fCameraPitch += 1.0f * fElapsedTime;
if (GetKey(olc::Key::S).bHeld) fCameraPitch -= 1.0f * fElapsedTime;
// DA Keys to manually rotate camera
if (GetKey(olc::Key::D).bHeld) fCameraAngleTarget += 1.0f * fElapsedTime;
if (GetKey(olc::Key::A).bHeld) fCameraAngleTarget -= 1.0f * fElapsedTime;
// QZ Keys to zoom in or out
if (GetKey(olc::Key::Q).bHeld) fCameraZoom += 5.0f * fElapsedTime;
if (GetKey(olc::Key::Z).bHeld) fCameraZoom -= 5.0f * fElapsedTime;
// Numpad keys used to rotate camera to fixed angles
if (GetKey(olc::Key::NP2).bPressed) fCameraAngleTarget = 3.14159f * 0.0f;
if (GetKey(olc::Key::NP1).bPressed) fCameraAngleTarget = 3.14159f * 0.25f;
if (GetKey(olc::Key::NP4).bPressed) fCameraAngleTarget = 3.14159f * 0.5f;
if (GetKey(olc::Key::NP7).bPressed) fCameraAngleTarget = 3.14159f * 0.75f;
if (GetKey(olc::Key::NP8).bPressed) fCameraAngleTarget = 3.14159f * 1.0f;
if (GetKey(olc::Key::NP9).bPressed) fCameraAngleTarget = 3.14159f * 1.25f;
if (GetKey(olc::Key::NP6).bPressed) fCameraAngleTarget = 3.14159f * 1.5f;
if (GetKey(olc::Key::NP3).bPressed) fCameraAngleTarget = 3.14159f * 1.75f;
// Numeric keys apply selected tile to specific face
if (GetKey(olc::Key::K1).bPressed) world.GetCell(vCursor).id[Face::North] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K2).bPressed) world.GetCell(vCursor).id[Face::East] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K3).bPressed) world.GetCell(vCursor).id[Face::South] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K4).bPressed) world.GetCell(vCursor).id[Face::West] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K5).bPressed) world.GetCell(vCursor).id[Face::Floor] = vTileCursor * vTileSize;
if (GetKey(olc::Key::K6).bPressed) world.GetCell(vCursor).id[Face::Top] = vTileCursor * vTileSize;
// Smooth camera
fCameraAngle += (fCameraAngleTarget - fCameraAngle) * 10.0f * fElapsedTime;
// Arrow keys to move the selection cursor around map (boundary checked)
if (GetKey(olc::Key::LEFT).bPressed) vCursor.x--;
if (GetKey(olc::Key::RIGHT).bPressed) vCursor.x++;
if (GetKey(olc::Key::UP).bPressed) vCursor.y--;
if (GetKey(olc::Key::DOWN).bPressed) vCursor.y++;
if (vCursor.x < 0) vCursor.x = 0;
if (vCursor.y < 0) vCursor.y = 0;
if (vCursor.x >= world.size.x) vCursor.x = world.size.x - 1;
if (vCursor.y >= world.size.y) vCursor.y = world.size.y - 1;
// Place block with space
if (GetKey(olc::Key::SPACE).bPressed)
{
world.GetCell(vCursor).wall = !world.GetCell(vCursor).wall;
}
// Position camera in world
vCameraPos = { vCursor.x + 0.5f, vCursor.y + 0.5f };
vCameraPos *= fCameraZoom;
// Rendering
// 1) Create dummy cube to extract visible face information
// Cull faces that cannot be seen
std::array<vec3d, 8> cullCube = CreateCube({ 0, 0 }, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y });
CalculateVisibleFaces(cullCube);
// 2) Get all visible sides of all visible "tile cubes"
std::vector<sQuad> vQuads;
for(int y = 0; y<world.size.y; y++)
for(int x=0; x<world.size.x; x++)
GetFaceQuads({ x, y }, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y }, vQuads);
// 3) Sort in order of depth, from farthest away to closest
std::sort(vQuads.begin(), vQuads.end(), [](const sQuad& q1, const sQuad& q2)
{
float z1 = (q1.points[0].z + q1.points[1].z + q1.points[2].z + q1.points[3].z) * 0.25f;
float z2 = (q2.points[0].z + q2.points[1].z + q2.points[2].z + q2.points[3].z) * 0.25f;
return z1 < z2;
});
// 4) Iterate through all "tile cubes" and draw their visible faces
Clear(olc::BLACK);
for (auto& q : vQuads)
DrawPartialWarpedDecal
(
rendAllWalls.decal,
{ {q.points[0].x, q.points[0].y}, {q.points[1].x, q.points[1].y}, {q.points[2].x, q.points[2].y}, {q.points[3].x, q.points[3].y} },
q.tile,
vTileSize
);
// 5) Draw current tile selection
DrawPartialDecal({ 10,10 }, rendAllWalls.decal, vTileCursor * vTileSize, vTileSize);
// 6) Draw selection "tile cube"
vQuads.clear();
GetFaceQuads(vCursor, fCameraAngle, fCameraPitch, fCameraZoom, { vCameraPos.x, 0.0f, vCameraPos.y }, vQuads);
for (auto& q : vQuads)
DrawWarpedDecal(rendSelect.decal, { {q.points[0].x, q.points[0].y}, {q.points[1].x, q.points[1].y}, {q.points[2].x, q.points[2].y}, {q.points[3].x, q.points[3].y} });
// 7) Draw some debug info
DrawStringDecal({ 0,0 }, "Cursor: " + std::to_string(vCursor.x) + ", " + std::to_string(vCursor.y), olc::YELLOW, { 0.5f, 0.5f });
DrawStringDecal({ 0,8 }, "Angle: " + std::to_string(fCameraAngle) + ", " + std::to_string(fCameraPitch), olc::YELLOW, { 0.5f, 0.5f });
// Graceful exit if user is in full screen mode
return !GetKey(olc::Key::ESCAPE).bPressed;
}
};
int main()
{
olcDungeon demo;
if (demo.Construct(640, 480, 2, 2, false))
demo.Start();
return 0;
}