Start debug draw

This commit is contained in:
Miloslav Ciz 2024-09-04 23:26:05 +02:00
parent 56904cabab
commit 1c6666b377
3 changed files with 119 additions and 22 deletions

17
game.h
View file

@ -119,10 +119,8 @@ void LCR_gameInit(void)
LCR_keyStates[i] = 0; LCR_keyStates[i] = 0;
LCR_mapLoad(map1); LCR_mapLoad(map1);
LCR_rendererInit(); LCR_rendererInit();
LCR_racingInit();
LCR_loadImage(0); // ???
} }
void LCR_gameEnd(void) void LCR_gameEnd(void)
@ -138,11 +136,22 @@ uint8_t LCR_gameStep(uint32_t time)
if (time >= LCR_nextRenderFrameTime) if (time >= LCR_nextRenderFrameTime)
{ {
LCR_rendererDraw(); LCR_rendererDraw();
LCR_GameUnit sss[7];
LCR_rendererGetCameraTransform(sss,sss + 3,sss + 6);
LCR_physicsDebugDraw(sss,sss + 3,sss[6]);
LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS; LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
LCR_SpaceUnit offsets[5]; LCR_GameUnit offsets[5];
for (int i = 0; i < 5; ++i) for (int i = 0; i < 5; ++i)
offsets[i] = 0; offsets[i] = 0;

View file

@ -5,11 +5,78 @@
#ifndef _LCR_RACING_H #ifndef _LCR_RACING_H
#define _LCR_RACING_H #define _LCR_RACING_H
typedef int32_t LCR_SpaceUnit; ///< game spatial units typedef int32_t LCR_GameUnit; ///< game spatial units
#define LCR_SQUARE_SIDE_LEN 1024 ///< length of map square in LCR_SpaceUnits #define LCR_GAME_UNIT 1024 ///< length of map square in game units
#define LCR_PHYSICS_UNIT 512 ///< length of map square for physics engine
#include "map.h" #include "map.h"
#include "tinyphysicsengine.h" #include "tinyphysicsengine.h"
struct
{
TPE_World physicsWorld;
TPE_Body carBody;
} LCR_racing;
TPE_Vec3 LCR_racingEnvironmentFunction(TPE_Vec3 point, TPE_Unit maxDist)
{
/*
return
TPE_envHalfPlane(point,
TPE_vec3(0,0,0),
TPE_vec3(0,TPE_FRACTIONS_PER_UNIT,0));
*/
return TPE_envAABoxInside(point,TPE_vec3(0,0,0),TPE_vec3(
LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS,
(LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS) / 2,
LCR_PHYSICS_UNIT * LCR_MAP_SIZE_BLOCKS));
}
void LCR_racingInit(void)
{
LCR_log("initializing racing engine");
TPE_worldInit(&(LCR_racing.physicsWorld),
&(LCR_racing.carBody),1,LCR_racingEnvironmentFunction);
}
void _LCR_drawPhysicsDebugPixel(uint16_t x, uint16_t y, uint8_t color)
{
if (x > 1 && x < LCR_EFFECTIVE_RESOLUTION_X - 1 &&
y > 1 && y < LCR_EFFECTIVE_RESOLUTION_Y - 1)
{
uint16_t color = color;
color = (color << 3) | 0xf800;
for (int j = -1; j < 2; ++j)
for (int i = -1; i < 2; ++i)
LCR_drawPixelXYUnsafe(x + i,y + j,color);
}
}
void LCR_physicsDebugDraw(LCR_GameUnit camPos[3], LCR_GameUnit camRot[2],
LCR_GameUnit camFov)
{
TPE_Vec3 cPos, cRot, cView;
cPos.x = (camPos[0] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
cPos.y = (camPos[1] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
cPos.z = (camPos[2] * LCR_PHYSICS_UNIT) / LCR_GAME_UNIT;
cRot.x = (camRot[0] * TPE_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
cRot.y = (camRot[1] * TPE_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
cRot.z = 0;
cView.x = LCR_EFFECTIVE_RESOLUTION_X;
cView.y = LCR_EFFECTIVE_RESOLUTION_Y;
cView.z = (camFov * TPE_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
TPE_worldDebugDraw(&(LCR_racing.physicsWorld),_LCR_drawPhysicsDebugPixel,
cPos,cRot,cView,16,2 * LCR_PHYSICS_UNIT);
}
#endif // guard #endif // guard

View file

@ -37,6 +37,8 @@ struct
S3L_Model3D mapModel; ///< whole map model S3L_Model3D mapModel; ///< whole map model
S3L_Model3D *carModel; S3L_Model3D *carModel;
// TODO: ghostModel
/** /**
The scene model array. The scene model array.
0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models 0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
@ -67,7 +69,7 @@ struct
uint8_t gridOfLODs[LCR_RENDERER_LOD_BLOCKS]; uint8_t gridOfLODs[LCR_RENDERER_LOD_BLOCKS];
// pixel function precomputed values: // pixel function precomputed values:
int previousTriID; uint32_t previousTriID;
int triUVs[6]; int triUVs[6];
uint8_t texSubsampleCount; uint8_t texSubsampleCount;
@ -793,8 +795,29 @@ LCR_renderer.carModel->transform.scale.z =
return 1; return 1;
} }
void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3], void LCR_rendererGetCameraTransform(LCR_GameUnit position[3],
LCR_SpaceUnit yawPitchOffset[2]) LCR_GameUnit rotation[3], LCR_GameUnit *fov)
{
position[0] = (LCR_renderer.scene.camera.transform.translation.x *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[1] = (LCR_renderer.scene.camera.transform.translation.y *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
position[2] = (LCR_renderer.scene.camera.transform.translation.z *
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
rotation[0] = (LCR_renderer.scene.camera.transform.rotation.x *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
rotation[1] = (LCR_renderer.scene.camera.transform.rotation.y *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
rotation[2] = (LCR_renderer.scene.camera.transform.rotation.z *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
*fov = (LCR_renderer.scene.camera.focalLength * LCR_GAME_UNIT)
/ S3L_FRACTIONS_PER_UNIT;
}
void LCR_rendererMoveCamera(LCR_GameUnit forwRightUpOffset[3],
LCR_GameUnit yawPitchOffset[2])
{ {
S3L_Vec4 f, r, u; S3L_Vec4 f, r, u;
@ -803,27 +826,25 @@ void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
LCR_renderer.scene.camera.transform.translation.x += LCR_renderer.scene.camera.transform.translation.x +=
((f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] + ((f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] +
u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.y += LCR_renderer.scene.camera.transform.translation.y +=
((f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] + ((f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] +
u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.z += LCR_renderer.scene.camera.transform.translation.z +=
((f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] + ((f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] +
u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.rotation.y += LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; LCR_renderer.scene.camera.transform.rotation.y +
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
S3L_FRACTIONS_PER_UNIT);
LCR_renderer.scene.camera.transform.rotation.x += LCR_renderer.scene.camera.transform.rotation.x = S3L_clamp(
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; LCR_renderer.scene.camera.transform.rotation.x +
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
if (LCR_renderer.scene.camera.transform.rotation.x > S3L_FRACTIONS_PER_UNIT / 4) -1 * S3L_FRACTIONS_PER_UNIT / 4,S3L_FRACTIONS_PER_UNIT / 4);
LCR_renderer.scene.camera.transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 4;
if (LCR_renderer.scene.camera.transform.rotation.x < -1 * S3L_FRACTIONS_PER_UNIT / 4)
LCR_renderer.scene.camera.transform.rotation.x = -1 * S3L_FRACTIONS_PER_UNIT / 4;
#define chk(o,c,l) \ #define chk(o,c,l) \
if (LCR_renderer.scene.camera.transform.translation.c o l) \ if (LCR_renderer.scene.camera.transform.translation.c o l) \