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game.cpp
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#ifdef WIN32
#include <windows.h>
#endif
#include "game.hpp"
#include "chunkindex.hpp"
#include <algorithm>
#include <stdio.h>
#include "textrender.hpp"
#include <math.h>
#include "sprite.hpp"
#include "scene.hpp"
#include <stddef.h>
#ifdef WIN32
#include <DirectXMath.h>
#endif
#include <sstream>
extern GraphicsAPI g_api;
extern bool g_aa, g_shadows;
extern int WIN_W, WIN_H;
extern TextMessage* g_textmessage;
extern bool g_main_menu_visible;
extern unsigned g_fadein_complete_millis;
extern unsigned g_last_millis;
extern ChunkGrid* g_chunkgrid[4];
extern std::vector<Sprite*> g_projectiles;
extern int g_font_size;
extern GLFWwindow* g_window;
#ifdef WIN32
extern void UpdateSimpleTexturePerSceneCB(const float x, const float y, const float alpha);
extern ID3D11DeviceContext* g_context11;
extern HWND g_hwnd;
extern ID3D11RenderTargetView *g_backbuffer_rtv11, *g_gbuffer_rtv11;
extern ID3D11DepthStencilView *g_dsv11;
extern D3D11_RECT g_scissorrect11;
extern ID3D11InputLayout* g_inputlayout_voxel11;
extern ID3D11VertexShader* g_vs_default_palette;
extern ID3D11PixelShader* g_ps_default_palette;
extern ID3D11SamplerState* g_sampler11;
extern ID3D11Buffer* g_perobject_cb_default_palette;
extern ID3D11Buffer* g_perscene_cb_default_palette;
extern ID3D11Buffer* g_lightscatter_cb;
extern DirectionalLight* g_dir_light;
extern DirectX::XMMATRIX g_projection_helpinfo_d3d11;
extern D3D11_VIEWPORT g_viewport11;
extern ID3D11Buffer* g_perscene_cb_light11;
extern struct VolumetricLightCB g_vol_light_cb;
// For render lights
extern ID3D11DeviceContext* g_context11;
extern ID3D11InputLayout* g_inputlayout_for_light11;
extern ID3D11Buffer* g_fsquad_for_light11, * g_perscene_cb_light11;
extern ID3D11BlendState* g_blendstate11;
extern ID3D11PixelShader* g_ps_light;
extern ID3D11VertexShader* g_vs_light;
extern ID3D11ShaderResourceView* g_gbuffer_srv11;
extern ID3D11SamplerState* g_sampler11;
extern void UpdatePerSceneCB(const DirectX::XMVECTOR* dir_light, const DirectX::XMMATRIX* lightPV, const DirectX::XMVECTOR* camPos);
extern void UpdateGlobalPerObjectCB(const DirectX::XMMATRIX* M, const DirectX::XMMATRIX* V, const DirectX::XMMATRIX* P);
extern ID3D11RenderTargetView* g_lightmask_rtv11;
extern ID3D11InputLayout* g_inputlayout_lightscatter;
extern ID3D11VertexShader* g_vs_lightscatter_drawlight;
extern ID3D11VertexShader* g_vs_lightscatter_combine;
extern ID3D11PixelShader* g_ps_lightscatter_drawlight;
extern ID3D11PixelShader* g_ps_lightscatter_combine;
extern ID3D11Buffer* g_fsquad_for_lightscatter11;
extern ID3D11ShaderResourceView* g_lightmask_srv11;
extern ID3D11ShaderResourceView* g_maincanvas_srv11;
extern ID3D11ShaderResourceView* g_gbuffer_srv11;
extern ID3D11Texture2D* g_maincanvas;
extern ID3D11Texture2D* g_backbuffer;
#endif
extern GameScene* GetCurrentGameScene();
extern ClimbScene* g_climbscene;
extern bool IsD3D11();
extern bool IsD3D12();
bool g_debug = false;
void StartGame(bool);
void EnterEditMode();
void ExitEditMode();
Particles* GetGlobalParticles();
//======================== Particles =======
Particles::Particles() { }
ChunkIndex* Particles::default_particle = NULL;
void Particles::InitStatic(ChunkIndex* x) {
default_particle = x;
}
void Particles::Spawn(ChunkIndex* src, const glm::vec3& pos, float lifetime, float v0) {
float randx = rand() * 1.0f / RAND_MAX, randy = rand() * 1.0f / RAND_MAX;
float cos_phi = cos(2.0 * 3.14159 * randx),
sin_phi = sin(2.0 * 3.14159 * randx),
cos_theta = 1.0f - randy,
sin_theta = sqrt(1.0f - cos_theta * cos_theta);
if (rand() * 1.0f / RAND_MAX > 0.5f) cos_theta = -cos_theta;
glm::vec3 dir(
sin_theta * cos_phi,
sin_theta * sin_phi,
cos_theta
);
State s;
s.lifetime = s.lifetime_full = lifetime;
s.sprite = new ChunkSprite(src);
s.sprite->vel = dir * v0;
s.sprite->pos = pos;
particles.push_back(s);
}
void Particles::SpawnDefaultSprite(const glm::vec3& pos, float lifetime, float v0) {
Spawn(default_particle, pos, lifetime, v0);
}
void Particles::Update(float secs) {
for (State& s : particles) {
float completion = 1.0f - (s.lifetime / s.lifetime_full);
glm::vec3 vv = s.sprite->vel * (1.0f - completion) * (1.0f - completion);
s.sprite->pos += vv;
s.lifetime -= secs;
if (s.lifetime < 0) {
s.lifetime = 0;
delete s.sprite;
}
}
std::vector<State> next_state;
for (State& s : particles) {
if (s.lifetime > 0) next_state.push_back(s);
}
particles = next_state;
}
void Particles::DeleteAll() {
for (State& s : particles) {
delete s.sprite;
}
particles.clear();
}
unsigned MainMenu::program = 0;
MainMenu::MainMenu() {
secs_elapsed = 0.0f;
is_in_help = false;
fade_alpha0 = fade_alpha1 = 0;
fade_millis0 = fade_millis1 = 0;
#ifdef WIN32
fsquad = new FullScreenQuad(ClimbScene::helpinfo_srv);
#endif
sprites_helpinfo.push_back(new ChunkSprite(ClimbScene::model_char));
sprites_helpinfo.push_back(new ChunkSprite(ClimbScene::model_anchor));
sprites_helpinfo.push_back(new ChunkSprite(ClimbScene::model_coin));
const glm::vec3 X(1, 0, 0);
Sprite* p0 = new ChunkSprite(ClimbScene::model_platforms[0]);
p0->scale = glm::vec3(0.5, 0.5, 0.5);
p0->RotateAroundLocalAxis(X, -15);
sprites_helpinfo.push_back(p0);
Sprite* p1 = new ChunkSprite(ClimbScene::model_platforms[1]);
p1->scale = glm::vec3(0.5, 0.5, 0.5);
p1->RotateAroundLocalAxis(X, -15);
sprites_helpinfo.push_back(p1);
Sprite* p2 = new ChunkSprite(ClimbScene::model_exit);
p2->scale = glm::vec3(0.5, 0.5, 0.5);
p2->RotateAroundLocalAxis(X, -15);
sprites_helpinfo.push_back(p2);
Sprite* p3 = new ChunkSprite(ClimbScene::model_exit);
p3->scale = glm::vec3(0.2, 0.2, 0.2);
p3->pos = glm::vec3(0);
sprites_helpinfo.push_back(p3); // for demo'ing level end
sprites_helpinfo.push_back(new ChunkSprite(ClimbScene::model_coin)); // for demo'ing level end
cam_helpinfo = new Camera();
cam_helpinfo->InitForHelpInfo();
const int W0 = 1280, H0 = 720; // Normalize to this
#ifdef WIN32
int viewports[][4] = {
{ 264, 0, 192, 192 }, // 主角
{ 582, 23, 128, 128 }, // anchor
{ 1050, 454, 256, 256 }, // coin
{ 915, -56, 320, 320 }, // platforms[0] - platform example
{ 915, 61, 320, 320 }, // platforms[1] - platform example
{ 915, 170, 320, 320 }, // goal - platform example
{ 491, 451, 320, 320 }, // goal - level clear example
{ -32, 286, 320, 320 }, // coin - level clear example
};
for (int i = 0; i < sizeof(viewports) / sizeof(viewports[0]); i++) {
D3D11_VIEWPORT vp;
vp.TopLeftX = int(viewports[i][0] * 1.0f / W0 * WIN_W);
vp.TopLeftY = int(viewports[i][1] * 1.0f / H0 * WIN_H);
vp.Width = int(viewports[i][2] * 1.0f / W0 * WIN_W);
vp.Height = int(viewports[i][3] * 1.0f / H0 * WIN_H);
vp.MinDepth = 0;
vp.MaxDepth = 1;
viewports11_helpinfo.push_back(vp);
}
// TODO: Fix discrepancy between position of rendered goal platform and light shaft
viewport_vollight = viewports11_helpinfo[6];
viewport_vollight.TopLeftY += 32 * 1.0f / H0 * WIN_H;
// Button pattern Q, W, E, D, C, S, Z, A
const int dx[] = { -1, 0, 1, 1, 1, 0, -1, -1 };
const int dy[] = { -1, -1, -1, 0, 1, 1, 1, 0 };
for (int i = 0; i < 8; i++) {
RECT tex{ 32 * i, 0, 32 * (i + 1), 32 };
const glm::vec2 he{ 40, 40 };
const glm::vec2 p{ 640 + 42 * dx[i], 186 + 42 * dy[i] };
if (IsD3D11()) {
keys_sprites.push_back(new ImageSprite2D(ClimbScene::keys_srv, tex, p, he));
}
else {
// TODO
}
}
#endif
lights[0] = new DirectionalLight(glm::vec3(1, -1, 0), glm::vec3(-100, 0, 0), glm::vec3(1, 0, 0), 15 * 3.14159f / 180.0f);
lights[1] = new DirectionalLight(glm::vec3(-1, -1, 0), glm::vec3(100, 0, 0), glm::vec3(1, 0, 0), 15 * 3.14159f / 180.0f);
lights[2] = new DirectionalLight(glm::vec3(0, -1, 0), glm::vec3(0, 0, 0), glm::vec3(1, 0, 0), 15 * 3.14159f / 180.0f);
EnterMenu(MenuKind::MAIN, false);
}
/**
* Prerequisite: bind the overlay Render Target
*/
void MainMenu::Render(const glm::mat4& uitransform) {
const int ymin = 200, textsize = 24;
int y = ymin;
// Titles
for (int i=0; i<int(menutitle.size()); i++) {
std::wstring line = menutitle.at(i);
float w;
MeasureTextWidth(line, &w);
glm::vec3 c = glm::vec3(1.0f, 1.0f, 0.5f);
RenderText(ClimbOpenGL, line, WIN_W/2 - w/2, y, 1.0f, c, uitransform);
y += textsize;
}
y += textsize;
// Menu items
for (int i=0; i<int(menuitems.size()); i++) {
MenuItem* itm = &(menuitems[i]);
std::wstring line = itm->GetTextForDisplay();
float w;
MeasureTextWidth(line, &w);
glm::vec3 c;
if (i == curr_selection.back()) c = glm::vec3(1.0f, 0.2f, 0.2f);
else c = glm::vec3(1.0f, 1.0f, 0.1f);
RenderText(ClimbOpenGL, line, WIN_W/2 - w/2, y, 1.0f, c, uitransform);
y += textsize;
}
}
void MainMenu::PrepareLightsForGoalDemo() {
if (g_api == ClimbOpenGL) return;
float tmp = 3.1415926 * 2 / 3;
float a = secs_elapsed * 2.0f;
const float dx = 7, dy = 10;
glm::vec3 x(cos(a) * dx, -dy, sin(a) * dx);
x = glm::normalize(x);
lights[0]->dir = x;
x = glm::normalize(glm::vec3(cos(a + tmp) * dx, -dy, sin(a + tmp) * dx));
lights[1]->dir = x;
x = glm::normalize(glm::vec3(cos(a - tmp) * dx, -dy, sin(a - tmp) * dx));
lights[2]->dir = x;
#ifdef WIN32
D3D11_MAPPED_SUBRESOURCE mapped;
assert(SUCCEEDED(g_context11->Map(g_perscene_cb_light11, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)));
g_vol_light_cb.spotlightCount = 0;
glm::vec3 pos(0, 0, 0);
g_vol_light_cb.spotlightColors[0].m128_f32[0] = 2;
g_vol_light_cb.spotlightColors[0].m128_f32[1] = 2;
g_vol_light_cb.spotlightColors[0].m128_f32[2] = 0;
lights[0]->pos = pos;
g_vol_light_cb.spotlightPV[0] = lights[0]->GetPV_D3D11();
g_vol_light_cb.spotlightColors[1].m128_f32[0] = 2;
g_vol_light_cb.spotlightColors[1].m128_f32[1] = 0;
g_vol_light_cb.spotlightColors[1].m128_f32[2] = 2;
lights[1]->pos = pos;
g_vol_light_cb.spotlightPV[1] = lights[1]->GetPV_D3D11();
g_vol_light_cb.spotlightColors[2].m128_f32[0] = 0;
g_vol_light_cb.spotlightColors[2].m128_f32[1] = 2;
g_vol_light_cb.spotlightColors[2].m128_f32[2] = 2;
g_vol_light_cb.spotlightPV[2] = lights[2]->GetPV_D3D11();
lights[2]->pos = pos;
g_vol_light_cb.spotlightCount = 3;
g_vol_light_cb.aspect = WIN_W * 1.0f / WIN_H;
g_vol_light_cb.fovy = 60 * 3.14159f / 180.0f;
g_vol_light_cb.forceAlwaysOn = 1;
g_vol_light_cb.cam_pos = cam_helpinfo->GetPos_D3D11();
memcpy(mapped.pData, &g_vol_light_cb, sizeof(g_vol_light_cb));
g_context11->Unmap(g_perscene_cb_light11, 0);
#endif
}
void MainMenu::RenderLightsForGoalDemo() {
#ifdef WIN32
g_context11->IASetInputLayout(g_inputlayout_for_light11);
g_context11->VSSetShader(g_vs_light, nullptr, 0);
g_context11->PSSetShader(g_ps_light, nullptr, 0);
g_context11->PSSetSamplers(0, 1, &g_sampler11);
g_context11->PSSetShaderResources(0, 1, &g_gbuffer_srv11);
g_context11->PSSetConstantBuffers(0, 1, &g_perscene_cb_light11);
float blend_factor[] = { 1.0f, 1.0f, 1.0f, 1.0f };
g_context11->OMSetBlendState(g_blendstate11, blend_factor, 0xFFFFFFFF);
unsigned stride = sizeof(float) * 4;
unsigned zero = 0;
g_context11->IASetVertexBuffers(0, 1, &g_fsquad_for_light11, &stride, &zero);
g_context11->Draw(6, 0);
#endif
}
void MainMenu::DrawHelpScreen() {
// Directly render to backbuffer
// Normal Pass
#ifdef WIN32
ID3D11RenderTargetView* rtvs[] = { g_backbuffer_rtv11, g_gbuffer_rtv11 }; // Do not write gbuffer
g_context11->OMSetRenderTargets(2, rtvs, g_dsv11);
g_context11->RSSetScissorRects(1, &g_scissorrect11);
g_context11->VSSetShader(g_vs_default_palette, nullptr, 0);
g_context11->PSSetShader(g_ps_default_palette, nullptr, 0);
g_context11->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_context11->IASetInputLayout(g_inputlayout_voxel11);
g_context11->PSSetSamplers(0, 1, &g_sampler11);
// The following is vevvy similar 2 Normal Pass
DirectX::XMMATRIX V = cam_helpinfo->GetViewMatrix_D3D11(), P = g_projection_helpinfo_d3d11;
ID3D11Buffer* cbs[] = { g_perobject_cb_default_palette, g_perscene_cb_default_palette };
UpdatePerSceneCB(&(g_dir_light->GetDir_D3D11()), &(g_dir_light->GetPV_D3D11()), &(cam_helpinfo->GetPos_D3D11()));
g_context11->VSSetConstantBuffers(0, 2, cbs);
g_context11->PSSetConstantBuffers(1, 1, &g_perscene_cb_default_palette);
// Prepare V and P
bool is_testing_dir_light = false;
UpdateGlobalPerObjectCB(nullptr, &V, &P);
// Perpare dir_light
UpdatePerSceneCB(&g_dir_light->GetDir_D3D11(), &(g_dir_light->GetPV_D3D11()), &(cam_helpinfo->GetPos_D3D11()));
g_context11->ClearDepthStencilView(g_dsv11, D3D11_CLEAR_DEPTH, 1.0f, 0);
// Enable DS state b/c drawing text disables DS state
g_context11->OMSetDepthStencilState(nullptr, 0);
// Each sprite has its own viewport
for (int i = 0; i<int(sprites_helpinfo.size()); i++) {
g_context11->RSSetViewports(1, &(viewports11_helpinfo[i]));
// Temporary routine for drawing light shaft
// Caution: g-buffer provides world position and therefore cannot be cleared
sprites_helpinfo[i]->Render_D3D11();
}
// Draw Light Shaft
{
g_context11->RSSetViewports(1, &viewport_vollight);
const glm::vec3 pos_backup = cam_helpinfo->pos;
cam_helpinfo->pos = glm::vec3(0, 0, 199);
// Prepare
glm::vec3 world_pos = glm::vec3(0, 0, 0);
float a = GetElapsedMillis() / 1000.0f;
world_pos.x += cos(3.0f * a) * 10.0f;
world_pos.y += sin(3.0f * a) * 10.0f + 20.0f;
world_pos.z *= -1;
glm::mat4 V = cam_helpinfo->GetViewMatrix();
glm::mat4 P = glm::perspective(60.0f * 3.14159f / 180.0f, viewport_vollight.Width * 1.0f / viewport_vollight.Height, 0.1f, 499.0f);
glm::vec4 clip_pos = P * V * glm::vec4(world_pos, 1.0f);
float x = (clip_pos.x / clip_pos.w + 1.0f) * 0.5f * viewport_vollight.Width;
float y = viewport_vollight.Height - (clip_pos.y / clip_pos.w + 1.0f) * 0.5f * viewport_vollight.Height;
LightScatterDrawLightCB h_lightscatter_cb{};
h_lightscatter_cb.light_x = x + viewport_vollight.TopLeftX; // v0 will be pixel position, we need their pos's within the viewport so offset
h_lightscatter_cb.light_y = y + viewport_vollight.TopLeftY;
h_lightscatter_cb.light_z = -1.0f;
h_lightscatter_cb.light_r = 80 + sin(a) * 20.0f;
h_lightscatter_cb.WIN_W = viewport_vollight.Width;
h_lightscatter_cb.WIN_H = viewport_vollight.Height;
h_lightscatter_cb.light_color.m128_f32[0] = 1.0f;
h_lightscatter_cb.light_color.m128_f32[1] = 1.0f;
h_lightscatter_cb.light_color.m128_f32[2] = 0.1f;
h_lightscatter_cb.light_color.m128_f32[3] = 1.0f;
h_lightscatter_cb.global_alpha = 1.0f;
D3D11_MAPPED_SUBRESOURCE mapped;
CE(g_context11->Map(g_lightscatter_cb, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
memcpy(mapped.pData, &h_lightscatter_cb, sizeof(LightScatterDrawLightCB));
g_context11->Unmap(g_lightscatter_cb, 0);
// 1. Draw light
ID3D11RenderTargetView* null_rtvs[] = { nullptr, nullptr, nullptr };
float zero4[] = { 0, 0, 0, 0 };
g_context11->ClearRenderTargetView(g_lightmask_rtv11, zero4);
g_context11->IASetInputLayout(g_inputlayout_lightscatter);
g_context11->OMSetRenderTargets(1, &g_lightmask_rtv11, nullptr);
g_context11->PSSetConstantBuffers(0, 1, &g_lightscatter_cb);
g_context11->PSSetShader(g_ps_lightscatter_drawlight, nullptr, 0);
g_context11->VSSetShader(g_vs_lightscatter_drawlight, nullptr, 0);
UINT zero = 0, stride = sizeof(float) * 5;
g_context11->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_context11->IASetVertexBuffers(0, 1, &g_fsquad_for_lightscatter11, &stride, &zero);
g_context11->Draw(6, 0);
g_context11->OMSetRenderTargets(2, null_rtvs, nullptr);
g_context11->CopyResource(g_maincanvas, g_backbuffer);
// 2. Combine
g_context11->VSSetShader(g_vs_lightscatter_combine, nullptr, 0);
g_context11->PSSetShader(g_ps_lightscatter_combine, nullptr, 0);
ID3D11ShaderResourceView* srvs[] = {
g_maincanvas_srv11,
g_lightmask_srv11,
g_gbuffer_srv11
};
g_context11->RSSetViewports(1, &g_viewport11);
h_lightscatter_cb.WIN_W = WIN_W;
h_lightscatter_cb.WIN_H = WIN_H;
CE(g_context11->Map(g_lightscatter_cb, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
memcpy(mapped.pData, &h_lightscatter_cb, sizeof(LightScatterDrawLightCB));
g_context11->Unmap(g_lightscatter_cb, 0);
g_context11->PSSetConstantBuffers(0, 1, &g_lightscatter_cb);
g_context11->IASetVertexBuffers(0, 1, &g_fsquad_for_lightscatter11, &stride, &zero);
g_context11->PSSetSamplers(0, 1, &g_sampler11);
g_context11->PSSetShaderResources(0, 3, srvs);
g_context11->OMSetRenderTargets(1, &g_backbuffer_rtv11, nullptr);
g_context11->Draw(6, 0);
g_context11->OMSetRenderTargets(3, null_rtvs, nullptr);
cam_helpinfo->pos = pos_backup;
}
g_context11->OMSetRenderTargets(2, rtvs, g_dsv11);
for (ImageSprite2D* sp : keys_sprites) sp->Render_D3D11();
#endif
}
void MainMenu::Render_D3D11(const glm::mat4& uitransform) {
do_Render(ClimbD3D11, uitransform);
}
void MainMenu::Render_D3D12(const glm::mat4& uitransform) {
do_Render(ClimbD3D12, uitransform);
}
void MainMenu::do_Render(GraphicsAPI api, const glm::mat4& uitransform) {
// Copy & paste from Render()
const int ymin = 200, textsize = 24;
int y = ymin;
// Titles
for (int i = 0; i<int(menutitle.size()); i++) {
std::wstring line = menutitle.at(i);
float w;
MeasureTextWidth(line, &w);
glm::vec3 c = glm::vec3(1.0f, 1.0f, 0.5f);
RenderText(api, line, WIN_W / 2 - w / 2, y, 1.0f, c, uitransform);
y += textsize;
}
y += textsize;
// Menu items
for (int i = 0; i<int(menuitems.size()); i++) {
MenuItem* itm = &(menuitems[i]);
std::wstring line = itm->GetTextForDisplay();
float w;
MeasureTextWidth(line, &w);
glm::vec3 c;
if (i == curr_selection.back()) c = glm::vec3(1.0f, 0.2f, 0.2f);
else c = glm::vec3(1.0f, 1.0f, 0.1f);
RenderText(api, line, WIN_W / 2 - w / 2, y, 1.0f, c, uitransform);
y += textsize;
}
// Background
#ifdef WIN32
if (IsD3D11()) {
UpdateSimpleTexturePerSceneCB(0, 0, fade_alpha);
fsquad->Render_D3D11();
}
else {
// TODO
}
#endif
if (is_in_help) {
if (IsD3D11()) {
DrawHelpScreen();
}
else {
// TODO
}
}
// DBG
#ifdef WIN32
{
std::wstringstream ws;
ws << std::to_wstring(curr_menu.size()) << " | " << std::to_wstring(curr_selection.size());
RenderText(api, ws.str(), 20, 700, 1, glm::vec3(0, 1, 1), uitransform);
}
#endif
}
void MainMenu::OnUpDownPressed(int delta) {
PrintStatus();
const int L = int(menuitems.size());
if (menuitems.empty() == false && curr_selection.empty() == false) {
int* pCh = &(curr_selection[curr_menu.size()-1]);
int& ch = curr_selection[curr_menu.size() - 1];
ch = int(delta + ch + L) % L;
}
switch (curr_menu.back()) {
case MenuKind::LEVEL_SELECT: {
const int s = curr_selection[curr_menu.size() - 1];
const int nl = int(g_climbscene->levels.size());
if (s < nl) {
g_climbscene->StartLevel(s + 1);
}
}
default: break;
}
}
// Layout
void MainMenu::EnterMenu(const MenuKind idx, bool is_from_exit) {
printf("EnterMenu(%d, %d)\n", idx, is_from_exit);
menutitle.clear();
menuitems.clear();
const wchar_t* title0 = L"C Y Climb",
* title1 = L"2019--2025";
switch (idx) {
case MenuKind::MAIN: {
menutitle.push_back(title0);
menutitle.push_back(title1);
menutitle.push_back(L"Main Menu");
menuitems.push_back(MenuItem(L"Start Game"));
menuitems.push_back(MenuItem(L"Level Select"));
menuitems.push_back(MenuItem(L"Edit Mode"));
menuitems.push_back(MenuItem(L"Options"));
menuitems.push_back(MenuItem(L"Help"));
menuitems.push_back(MenuItem(L"Exit"));
break;
}
case MenuKind::HELP: { // Edit mode
menutitle.push_back(title0);
menutitle.push_back(title1);
menutitle.push_back(L"Main Menu");
FadeInHelpScreen();
menuitems.push_back(MenuItem(L" "));
break;
}
case MenuKind::OPTIONS: { // Options
menutitle.push_back(title0);
menutitle.push_back(title1);
menuitems.push_back(GetMenuItem("antialias"));
menuitems.push_back(GetMenuItem("shadows"));
break;
}
case MenuKind::EDIT_MODE: {
menutitle.push_back(L"[Edit Mode Menu]");
menuitems.push_back(MenuItem(L"Test Play"));
menuitems.push_back(MenuItem(L"Return to Editing"));
menuitems.push_back(MenuItem(L"Exit Edit Mode"));
break;
}
case MenuKind::LEVEL_SELECT: {
menutitle.push_back(L"[Level Select]");
for (int i = 0; i < static_cast<int>(g_climbscene->levels.size()); i++) {
std::wstring x = L"Level " + std::to_wstring(i + 1);
menuitems.push_back(MenuItem(x.c_str()));
}
menuitems.push_back(MenuItem(L"Back"));
break;
}
default:
break;
}
if (!is_from_exit || curr_menu.empty()) {
curr_menu.push_back(idx);
curr_selection.push_back(0);
}
PrintStatus();
}
void MainMenu::OnEnter() {
switch (curr_menu.back()) {
case MenuKind::MAIN: {
switch (curr_selection[curr_menu.size()-1]) {
case 0:
g_climbscene->is_test_playing = false;
g_climbscene->StartLevel(g_climbscene->curr_level);
StartGame(false); // Start Game
break;
case 1: {
EnterMenu(MenuKind::LEVEL_SELECT, false);
break;
}
case 2: {
EnterMenu(MenuKind::EDIT_MODE, false);
EnterEditMode();
break;
}
case 3: EnterMenu(MenuKind::OPTIONS, false); break; // Options
case 4: EnterMenu(MenuKind::HELP, false); break; // Help
case 5: {
// close glfw window
glfwSetWindowShouldClose(g_window, true);
glfwDestroyWindow(g_window);
// close D3D window
#ifdef WIN32
DestroyWindow(g_hwnd);
#endif
break; // Exit
}
default: break;
}
break;
}
case MenuKind::HELP: {
FadeOutHelpScreen();
ExitMenu();
break;
}
case MenuKind::EDIT_MODE: {
switch (curr_selection[curr_menu.size() - 1]) {
case 0:
if (g_climbscene->is_test_playing == false) {
g_climbscene->is_test_playing = true;
g_climbscene->SaveCurrentLevelToEditingLevel();
g_climbscene->StartEditingLevel();
StartGame(true);
}
break; // Test Play
case 1: {
if (g_climbscene->is_test_playing == true) {
g_climbscene->is_test_playing = false;
g_climbscene->StartEditingLevel();
EnterEditMode();
}
break;
}
case 2: {
g_climbscene->SpawnPlayer();
g_climbscene->StartLevel(g_climbscene->curr_level);
ExitEditMode();
ExitMenu();
break;
}
}
break;
}
case MenuKind::LEVEL_SELECT: {
const int s = curr_selection[curr_menu.size() - 1];
const int nl = int(g_climbscene->levels.size());
if (s >= nl) {
ExitMenu();
}
else {
g_climbscene->StartLevel(s + 1);
}
break;
}
default: break;
}
}
void MainMenu::ExitMenu() {
curr_menu.pop_back();
curr_selection.pop_back();
if (curr_menu.empty() == false) {
EnterMenu(curr_menu.back(), true);
} else {
g_main_menu_visible = false;
}
}
MainMenu::MenuItem MainMenu::GetMenuItem(const char* which) {
MenuItem ret(L"");
if (!strcmp(which, "antialias")) { // disabling/enabling AA
ret.choices.push_back(L"Disabled");
ret.choices.push_back(L"Enabled");
ret.ptr.pBool = &g_aa;
ret.text = L"Antialiasing";
ret.type = MenuItemType::Toggle;
MenuItem::MenuChoiceValue val0, val1;
val0.asBool = false;
val1.asBool = true;
ret.values.push_back(val0);
ret.values.push_back(val1);
ret.valuetype = MenuItem::ValueTypeBool;
if (g_aa) ret.choice_idx = 1;
else ret.choice_idx = 0;
} else if (!strcmp(which, "shadows")) {
ret.choices.push_back(L"Disabled");
ret.choices.push_back(L"Enabled");
ret.ptr.pBool = &g_shadows;
ret.text = L"Shadows";
ret.type = MenuItemType::Toggle;
MenuItem::MenuChoiceValue val0, val1;
val0.asBool = false;
val1.asBool = true;
ret.values.push_back(val0);
ret.values.push_back(val1);
ret.valuetype = MenuItem::ValueTypeBool;
if (g_shadows) ret.choice_idx = 1;
else ret.choice_idx = 0;
}
return ret;
}
void MainMenu::OnLeftRightPressed(int delta) {
MainMenu::MenuItem* itm = &(menuitems[curr_selection[curr_menu.size()-1]]);
if (itm->type == MenuItemType::Toggle) {
const int L = int(itm->choices.size());
int next_ch = (itm->choice_idx + delta + L) % L;
switch (itm->valuetype) {
case MenuItem::ValueTypeBool:
*(itm->ptr.pBool) = itm->values[next_ch].asBool;
break;
case MenuItem::ValueTypeInt:
*(itm->ptr.pInt) = itm->values[next_ch].asInt;
break;
}
itm->choice_idx = next_ch;
}
}
void MainMenu::FadeInHelpScreen() {
fade_alpha0 = 0; fade_alpha1 = 1;
fade_millis0 = GetElapsedMillis(); fade_millis1 = fade_millis0 + FADE_DURATION;
is_in_help = true;
}
void MainMenu::FadeOutHelpScreen() {
fade_alpha0 = 1; fade_alpha1 = 0;
fade_millis0 = GetElapsedMillis(); fade_millis1 = fade_millis0 + FADE_DURATION;
is_in_help = false;
}
int MainMenu::FADE_DURATION = 1000; // Milliseconds
void MainMenu::Update(float delta_secs) {
secs_elapsed += delta_secs;
fade_millis = GetElapsedMillis();
if (fade_millis1 - fade_millis0 <= 0) {
fade_alpha = fade_alpha0;
return;
}
float c = (fade_millis - fade_millis0) * 1.0f / (fade_millis1 - fade_millis0);
if (c < 0) c = 0; else if (c > 1) c = 1;
fade_alpha = fade_alpha0 * (1.0f - c) + fade_alpha1 * c;
float y = fabs(1 * sinf(secs_elapsed * 3.14159f * 2 / 1.5f));
sprites_helpinfo[0]->pos.y = y;
float r = delta_secs * 90.0f;
sprites_helpinfo[1]->RotateAroundLocalAxis(glm::vec3(0, 1, 0), r); // Anchor
sprites_helpinfo[2]->RotateAroundLocalAxis(glm::vec3(0, 1, 0), r); // Rocket
r = 0.2 * sinf(secs_elapsed * 3.14159f * 2);
sprites_helpinfo[3]->RotateAroundLocalAxis(glm::vec3(0, 1, 0), r);
sprites_helpinfo[4]->RotateAroundLocalAxis(glm::vec3(0, 1, 0), r);
sprites_helpinfo[5]->RotateAroundLocalAxis(glm::vec3(0, 1, 0), r);
}
void MainMenu::OnEscPressed() {
if (IsInHelp()) {
FadeOutHelpScreen();
ExitMenu();
}
else {
if (curr_menu.empty() == false) {
switch (curr_menu.back()) {
case 3: // 编辑模式
g_main_menu_visible = !g_main_menu_visible;
return;
default: break;
}
}
if (GetCurrentGameScene()->CanHideMenu() == false && curr_menu.size() == 1) return;
ExitMenu();
}
}
void MainMenu::PrintStatus() {
printf("curr_selection:");
for (const int s : curr_selection) {
printf(" %d", s);
}
printf("\n");
printf("curr_menu:");
for (const int m : curr_menu) {
printf(" %d", m);
}
printf("\n");
}
void TextMessage::Render(GraphicsAPI api) {
const int y = WIN_H / 2, textsize = g_font_size;
const float y0 = WIN_H/2 - g_font_size * 0.5f;
for (int i=0; i<int(messages.size()); i++) {
float w;
std::wstring msg = messages[i];
MeasureTextWidth(msg, &w);
glm::vec3 c = glm::vec3(1.0f, 1.0f, 0.5f);
glm::mat4 ident(1);
RenderText(api, msg, WIN_W/2 - w/2, y0 + g_font_size * i, 1.0f, c, ident);
}
}
unsigned TextMessage::program = 0;