Add AS8
parent
db2d190ab6
commit
b1bf044026
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cmake_minimum_required(VERSION 3.18)
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project(as3 CXX)
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set(CMAKE_CXX_STANDARD 20)
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# adding this option to make clangd work
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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add_subdirectory(../raylib-cpp raylib)
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include(../assets/includeable.cmake)
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add_executable(as4 as4.cpp skybox.cpp)
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target_link_libraries(as4 PUBLIC raylib raylib_cpp)
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make_includeable(../assets/shaders/skybox.vs generated/skybox.vs)
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make_includeable(../assets/shaders/skybox.fs generated/skybox.fs)
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make_includeable(../assets/shaders/cubemap.vs generated/cubemap.vs)
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make_includeable(../assets/shaders/cubemap.fs generated/cubemap.fs)
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configure_file(../assets/models/penguin.glb models/penguin.glb COPYONLY)
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configure_file(../assets/models/eagle.glb models/eagle.glb COPYONLY)
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configure_file(../assets/textures/skybox.png textures/skybox.png COPYONLY)
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configure_file(../assets/textures/snow.jpg textures/snow.jpg COPYONLY)
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#include "AudioDevice.hpp"
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#include "Color.hpp"
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#include "Keyboard.hpp"
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#include "Matrix.hpp"
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#include "Mesh.hpp"
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#include "Model.hpp"
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#include "RadiansDegrees.hpp"
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#include "raylib.h"
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#include <concepts>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <raylib-cpp.hpp>
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#include <cmath>
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#include <algorithm>
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#include <iostream>
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#include <vector>
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#define SKYBOX_IMPLEMENTATION
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#include "skybox.hpp"
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void DrawBoundedModel(raylib::Model &model, auto transformer) {
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// store the original transform to apply a different transform to the
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// model without affecting the next time we draw
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raylib::Matrix oldTransform = model.GetTransform();
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// apply the transform that we get from whatever the transformer callback
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// gives us
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raylib::Matrix transform = transformer(model.GetTransform());
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// apply the transform that we got from the transformer to the model
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model.SetTransform(transform);
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// draw the model, passing the origin and default scale as arguments since
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// the transform is already applied to the model
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model.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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// get the bounding box of the model after applying the transform
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auto box = model.GetTransformedBoundingBox();
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// draw the bounding box of the model using raylib's built in function
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DrawBoundingBox(box, raylib::Color::White());
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// restore the model's transform to its original state so that the next time we
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// draw the model, it doesn't have the previous transform applied to it
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model.SetTransform(oldTransform);
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}
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class Component {
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public:
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struct Entity *e;
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virtual void Setup() = 0;
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virtual void Update(float dt) = 0;
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virtual void Cleanup() = 0;
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};
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struct Entity {
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std::vector<std::shared_ptr<Component>> components;
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template<std::derived_from<Component> T>
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T &AddComponent() {
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auto out = components.emplace_back(std::make_shared<T>());
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out->e = this;
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return out;
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}
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template<std::derived_from<Component> T>
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std::optional<std::reference_wrapper<T>> GetComponent() {
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for (auto &c : components) {
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T *cast = dynamic_cast<T *>(c.get());
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if (cast) {
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return *cast;
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}
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}
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return { };
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}
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};
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struct TransformComponent : public Component {
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raylib::Transform t;
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void Setup() override { }
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void Update(float dt) override { }
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void Cleanup() override { }
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};
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struct DrawModelComponent : public Component {
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raylib::Model *model;
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void Setup() override { }
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void Update(float dt) override {
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//DrawBoundedModel(model, []());
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}
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void Cleanup() override { }
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};
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raylib::Degree angle_normalize(raylib::Degree angle) {
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float decimal = float(angle) - int(angle);
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int normalized = (int(angle) % 360 + 360) % 360;
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return raylib::Degree(normalized + decimal);
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}
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int main() {
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raylib::Window window(800, 600, "CS381 - Assignment 3");
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window.SetState(FLAG_WINDOW_RESIZABLE);
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raylib::AudioDevice audio;
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raylib::Model penguin("models/penguin.glb");
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// behind and above the penguin (in penguin-local space)
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const float CAM_DIST = 512.0f;
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const float CAM_HEIGHT = 256.0f;
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const float CAM_ANGULAR_VELOCITY = 2.0f;
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const float CAM_PITCH_MIN = -0.5f;
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const float CAM_PITCH_MAX = 1.5f;
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float camYaw = 3.14f; // offset by 90 deg so it faces in the proper direction
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float camPitch = 0;
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raylib::Camera3D camera(
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{ 0, CAM_DIST * std::sin(camPitch), CAM_DIST * std::cos(camPitch) },
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{ 0, 0, 0 },
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{ 0, 1, 0 },
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45.0f);
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raylib::Model ground = raylib::Mesh::Plane(10000, 10000, 50, 50, 25);
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raylib::Texture snowTexture("textures/snow.jpg");
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ground.GetMaterials()[0].maps[MATERIAL_MAP_DIFFUSE].texture = snowTexture;
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cs381::SkyBox skybox("textures/skybox.png");
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std::vector<Entity> entities;
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Entity &e = entities.emplace_back();
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e.AddComponent<TransformComponent>();
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e.AddComponent<DrawModelComponent>();
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// penguin physics
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raylib::Vector3 position = { 0, 0, 0 };
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raylib::Vector3 velocity = { 0, 0, 0 };
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float heading = 0.0f;
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float speed = 0.0f;
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// units/s
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const float ACCELERATION = 100.0f;
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// in radians
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const float ANGULAR_VELOCITY = 3.14f;
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window.SetTargetFPS(60); // save cpu cycles
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while (!window.ShouldClose()) {
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window.BeginDrawing();
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window.ClearBackground(raylib::Color::Gray());
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float dt = window.GetFrameTime();
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position += velocity * dt * 0.5f;
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// movement for penguin
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if (IsKeyDown(KEY_W)) {
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speed += ACCELERATION * dt;
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}
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if (IsKeyDown(KEY_S)) {
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speed -= ACCELERATION * dt;
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}
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if (IsKeyDown(KEY_A)) {
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heading += ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_D)) {
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heading -= ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_SPACE)) {
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speed = 0.0f;
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}
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velocity = raylib::Vector3 {
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std::sin(heading) * speed,
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0.0f,
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std::cos(heading) * speed
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};
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// ds = 1/2 * (v0 + v1) * dt
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position += velocity * dt * 0.5f;
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// movement for camera
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if (IsKeyDown(KEY_LEFT)) {
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camYaw += CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_RIGHT)) {
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camYaw -= CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_UP)) {
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camPitch += CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_DOWN)) {
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camPitch -= CAM_ANGULAR_VELOCITY * dt;
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}
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// clamp the angle between
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camPitch = std::clamp(camPitch, CAM_PITCH_MIN, CAM_PITCH_MAX);
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// x = cos(pitch) * sin(yaw)
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// y = sin(pitch)
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// z = cos(pitch) * cos(yaw)
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float yaw = camYaw + heading; // follow penguin
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raylib::Vector3 camOffset = {
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CAM_DIST * std::cos(camPitch) * std::sin(yaw),
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CAM_DIST * std::sin(camPitch) + CAM_HEIGHT,
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CAM_DIST * std::cos(camPitch) * std::cos(yaw)
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};
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camera.SetPosition(position + camOffset);
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camera.SetTarget(position);
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camera.BeginMode();
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skybox.Draw();
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ground.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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DrawBoundedModel(penguin, [&position, &heading](raylib::Matrix transform) {
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return transform
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.RotateY(heading)
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.Scale(40, 40, 40)
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.Translate(position);
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});
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camera.EndMode();
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window.EndDrawing();
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}
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return 0;
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}
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@ -0,0 +1,71 @@
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# Building and Running
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Clone the repository, navigate to the root of the project, and initialize the
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submodules:
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```sh
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git clone https://github.com/humanoidsandvichdispenser/cs381.git
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cd cs381
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git submodule update --init --recursive
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```
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Navigate to the `as4` directory, create a build directory, and run CMake to
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generate the build files:
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```sh
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cd as4
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mkdir -p build
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cd build
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cmake ..
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```
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Compile the code using `make`:
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```sh
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make
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```
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This should create an executable named `as4` in the `build` directory. You can
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run the executable with the following command:
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```sh
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./as4
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```
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# Instructions on how to use the program
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Hold W and S to accelerate the selected entity forward and backward. Use A and
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D to change heading direction. This allows you to steer the entity around the
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environment.
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Use TAB to switch between entities. The currently selected entity will
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be drawn with a bounding box.
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When the eagle is selected, press Q and Z to change the pitch.
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# Readme Question
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The entity selection system works by when TAB is pressed (key down only on one
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frame), the program increments the index of the currently selected entity.
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Selection wraps around to the first entity when it exceeds the number of
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entities in the game. Movement keys only apply to the selected entity, which is
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determined by the selected index. When drawing, the selected index is compared
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to the index of each entity, and if they match, a bounding box is drawn around
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the entity to indicate that it is selected.
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Both monolithic and ad-hoc approaches to entity management are fast to setup
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since they require the least amount of code/boilerplate to get something
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working. However, monolithic entities are easier to scale, since in ad-hoc, you
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have to write the entire state and behavior of the entity (its variables,
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methods, etc) for each entity that exists. Ad-hoc is faster to work with only
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when managing few entities with very different behavior.
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For this particular assignment, the monolithic approach is more suitable since
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most of the entities share similar behavior (change velocity) and state
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(position, speed, heading). This however still became more difficult to manage
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when adding the eagle that had an additional pitch variable and flying
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behavior.
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# Extra Credit
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The eagle can move in 3D space with an additional DOF compared to the penguins.
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@ -0,0 +1,264 @@
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#include "AudioDevice.hpp"
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#include "Color.hpp"
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#include "Keyboard.hpp"
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#include "Matrix.hpp"
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#include "Mesh.hpp"
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#include "Model.hpp"
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#include "RadiansDegrees.hpp"
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#include "Vector3.hpp"
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#include "raylib.h"
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#include <concepts>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <raylib-cpp.hpp>
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#include <cmath>
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#include <algorithm>
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#include <iostream>
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#include <vector>
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#define SKYBOX_IMPLEMENTATION
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#include "skybox.hpp"
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extern size_t global_component_counter;
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template<typename T>
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size_t get_component_id(T reference = { }) {
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static size_t id = global_component_counter++;
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return id;
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}
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void DrawBoundedModel(raylib::Model &model, bool drawBoundingBox, auto transformer) {
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// store the original transform to apply a different transform to the
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// model without affecting the next time we draw
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raylib::Matrix oldTransform = model.GetTransform();
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// apply the transform that we get from whatever the transformer callback
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// gives us
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raylib::Matrix transform = transformer(model.GetTransform());
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// apply the transform that we got from the transformer to the model
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model.SetTransform(transform);
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// draw the model, passing the origin and default scale as arguments since
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// the transform is already applied to the model
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model.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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// get the bounding box of the model after applying the transform
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auto box = model.GetTransformedBoundingBox();
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// draw the bounding box of the model using raylib's built in function
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if (drawBoundingBox) {
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DrawBoundingBox(box, raylib::Color::White());
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}
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// restore the model's transform to its original state so that the next time we
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// draw the model, it doesn't have the previous transform applied to it
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model.SetTransform(oldTransform);
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}
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struct BaseComponentStorage {
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virtual ~BaseComponentStorage() { };
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virtual size_t element_size() { return 0; }
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virtual void *get(size_t idx) = 0;
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virtual void *get_or_allocate(size_t idx) = 0;
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};
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template<typename TComponent>
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struct ComponentStorage : BaseComponentStorage, std::vector<TComponent> {
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using std::vector<TComponent>::vector;
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std::vector<TComponent> data;
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size_t element_size() override {
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return sizeof(TComponent);
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}
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void *get(size_t idx) override {
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return &this->data[idx];
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}
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void *get_or_allocate(size_t idx) override {
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if (this->size() <= idx) {
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this->resize(idx + 1);
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}
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return get(idx);
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}
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};
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using Entity = size_t;
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struct Context {
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std::vector<std::vector<bool>> entity_masks;
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std::vector<std::shared_ptr<BaseComponentStorage>> storages = { nullptr };
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template<typename TComponent>
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ComponentStorage<TComponent> &get_storage() {
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size_t id = get_component_id<TComponent>();
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if (storages.size() <= id) {
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storages.insert(
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storages.end(), id - storages.size() + 1, nullptr);
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}
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if (!storages[id] || storages[id]->element_size() == 0) {
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storages[id] = std::make_shared<ComponentStorage<TComponent>>();
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}
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return *storages[id];
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}
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Entity create_entity() {
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Entity e = entity_masks.size();
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entity_masks.emplace_back(std::vector<bool> { false });
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return e;
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}
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void remove_entity(Entity e) {
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entity_masks[e].clear();
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}
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template<typename TComponent>
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TComponent &add_component(Entity e, TComponent component) {
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size_t id = get_component_id<TComponent>();
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auto &mask = entity_masks[e];
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if (mask.size() <= id) {
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mask.resize(id + 1, false);
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}
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mask[id] = true;
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auto &storage = get_storage<TComponent>();
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return *(TComponent *)get_storage<TComponent>().get_or_allocate(e);
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}
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template<typename TComponent>
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TComponent *get_component(Entity e) {
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size_t id = get_component_id<TComponent>();
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if (e >= entity_masks.size() || id >= entity_masks[e].size() || !entity_masks[e][id]) {
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return nullptr;
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}
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auto &storage = get_storage<TComponent>();
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return *(TComponent *)get_storage<TComponent>().get(e);
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}
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template<typename TComponent>
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bool has_component(Entity e) {
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size_t id = get_component_id<TComponent>();
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return e < entity_masks.size() && id < entity_masks[e].size() && entity_masks[e][id];
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}
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};
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//struct Entity {
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// raylib::Vector3 position = raylib::Vector3::Zero();
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// float speed = 0;
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// raylib::Degree heading = 0;
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// raylib::Degree pitch = 0;
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// raylib::Model *model;
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// enum EntityType {
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// Penguin = 0,
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// Eagle = 1,
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// } type = EntityType::Penguin;
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//};
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//
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struct ModelComponent {
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raylib::Model* model;
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};
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struct PositionComponent {
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raylib::Vector3 position;
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};
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||||
|
||||
void DrawModelFunction(Context& ctx, entity e) {
|
||||
if(!ctx.HasComponent<ModelComponent>(e)) return;
|
||||
if(!ctx.HasComponent<PositionComponent>(e)) return;
|
||||
|
||||
auto model = ctx.GetComponent<ModelComponent>(e);
|
||||
auto position = ctx.GetComponent<PositionComponent>(e);
|
||||
model.model->Draw(position.position);
|
||||
}
|
||||
|
||||
auto sequential(auto func) {
|
||||
return [func](Context& ctx) {
|
||||
// Bulk process
|
||||
for(entity e = 0; e < ctx.entityMasks.size(); ++e) {
|
||||
func(ctx, e);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
auto parallel(auto func) {
|
||||
return [func](Context& ctx) {
|
||||
std::vector<entity> entities(ctx.entityMasks.size());
|
||||
std::iota(entities.begin(), entities.end(), 0);
|
||||
std::for_each(std::execution::par_unseq, entities.begin(), entities.end(), [func, &ctx](entity e){
|
||||
func(ctx, e);
|
||||
});
|
||||
};
|
||||
}
|
||||
|
||||
template<std::invocable<Context&>... Tsystems>
|
||||
auto sequential(Tsystems... systems) {
|
||||
return [=](Context& ctx) {
|
||||
(systems(ctx), ...);
|
||||
};
|
||||
}
|
||||
|
||||
int main() {
|
||||
raylib::Window window(800, 600, "As0");
|
||||
window.SetState(FLAG_WINDOW_RESIZABLE);
|
||||
raylib::AudioDevice audio;
|
||||
|
||||
raylib::Model penguin("models/penguin.glb");
|
||||
penguin.transform = raylib::Transform(penguin.transform).Scale(30).RotateY(raylib::Degree(90));
|
||||
raylib::Camera camera({0, 120, 500}, {0, 0, 0});
|
||||
|
||||
raylib::Model ground = raylib::Mesh::Plane(10000, 10000, 50, 50, 25).LoadModelFrom();
|
||||
raylib::Texture snow("textures/snow.jpg");
|
||||
ground.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = snow;
|
||||
|
||||
cs381::SkyBox skybox("textures/skybox.png");
|
||||
|
||||
// Add things to entity.
|
||||
// std::vector<Entity> entities;
|
||||
// auto& e = entities.emplace_back();
|
||||
|
||||
// // raylib::Quaternion::Identity()
|
||||
// auto q = raylib::Quaternion::FromEuler(raylib::Degree(45).RadianValue(), 0, 0);
|
||||
// // raylib::Quaternion::FromAxisAngle(const ::Vector3 &axis, const Radian angle)
|
||||
|
||||
// raylib::Quaternion targetRotation;
|
||||
// targetRotation = targetRotation * raylib::Quaternion::FromEuler(raylib::Degree(45).RadianValue(), 0, 0);
|
||||
|
||||
// raylib::Quaternion rotation;
|
||||
// rotation = rotation.Slerp(targetRotation, angluarAcceleration * dt);
|
||||
|
||||
// raylib::Vector3::Forward().RotateByQuaternion(rotation);
|
||||
|
||||
const float acceleration = 10;
|
||||
|
||||
Context ctx;
|
||||
auto e = ctx.CreateEntity();
|
||||
ctx.AddComponent<ModelComponent>(e).model = &penguin;
|
||||
ctx.AddComponent<PositionComponent>(e).position = raylib::Vector3{0, 0, 0};
|
||||
|
||||
auto schedule = sequential(
|
||||
parallel(DrawModelFunction),
|
||||
parallel(DrawModelFunction)
|
||||
);
|
||||
|
||||
while(!window.ShouldClose()) {
|
||||
window.BeginDrawing(); {
|
||||
window.ClearBackground(raylib::Color::RayWhite());
|
||||
float dt = window.GetFrameTime();
|
||||
|
||||
camera.BeginMode(); {
|
||||
skybox.Draw();
|
||||
ground.Draw({});
|
||||
|
||||
schedule(ctx);
|
||||
|
||||
} camera.EndMode();
|
||||
|
||||
window.DrawFPS();
|
||||
} window.EndDrawing();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
#include <cstddef>
|
||||
|
||||
size_t global_component_counter = 0;
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
R"for_C++_include(#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D equirectangularMap;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
vec2 SampleSphericalMap(vec3 v)
|
||||
{
|
||||
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||
uv *= vec2(0.1591, 0.3183);
|
||||
uv += 0.5;
|
||||
return uv;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize local position
|
||||
vec2 uv = SampleSphericalMap(normalize(fragPosition));
|
||||
|
||||
// Fetch color from texture map
|
||||
vec3 color = texture(equirectangularMap, uv).rgb;
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
})for_C++_include"
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
R"for_C++_include(#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 matProjection;
|
||||
uniform mat4 matView;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vertexPosition;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
|
||||
})for_C++_include"
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
R"for_C++_include(#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube environmentMap;
|
||||
uniform bool vflipped;
|
||||
uniform bool doGamma;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Fetch color from texture map
|
||||
vec3 color = vec3(0.0);
|
||||
|
||||
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
|
||||
else color = texture(environmentMap, fragPosition).rgb;
|
||||
|
||||
if (doGamma)// Apply gamma correction
|
||||
{
|
||||
color = color/(color + vec3(1.0));
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(color, 1.0);
|
||||
})for_C++_include"
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
R"for_C++_include(#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 matProjection;
|
||||
uniform mat4 matView;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vertexPosition;
|
||||
|
||||
// Remove translation from the view matrix
|
||||
mat4 rotView = mat4(mat3(matView));
|
||||
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = clipPos;
|
||||
})for_C++_include"
|
||||
|
|
@ -0,0 +1,168 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
*
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 4.0
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "skybox.hpp"
|
||||
#include <iostream>
|
||||
|
||||
#include "rlgl.h"
|
||||
|
||||
namespace cs381 {
|
||||
|
||||
SkyBox& SkyBox::Init() {
|
||||
// Load skybox model
|
||||
cube = raylib::Mesh::Cube(1.0f, 1.0f, 1.0f).LoadModelFrom();
|
||||
|
||||
// Load skybox shader and set required locations
|
||||
// NOTE: Some locations are automatically set at shader loading
|
||||
shader = raylib::Shader::LoadFromMemory(vertexShader, fragmentShader);
|
||||
cube.materials[0].shader = shader;
|
||||
shader.SetValue("environmentMap", (int)MATERIAL_MAP_CUBEMAP, SHADER_UNIFORM_INT);
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SkyBox& SkyBox::Load(const std::string_view filename, bool isEnviornment/* = false*/) {
|
||||
if(shader.id == 0) Init();
|
||||
|
||||
shader.SetValue("doGamma", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
|
||||
shader.SetValue("vflipped", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
|
||||
|
||||
if(isEnviornment) {
|
||||
if(cubemapShader.id == 0){
|
||||
cubemapShader = raylib::Shader::LoadFromMemory(cubemapVertexShader, cubemapFragmentShader);
|
||||
cubemapShader.SetValue("equirectangularMap", int(0), SHADER_UNIFORM_INT);
|
||||
}
|
||||
|
||||
// Load HDR panorama (sphere) texture
|
||||
texture.Load(filename);
|
||||
// Make sure that things aren't sampled in a pixelated manor!
|
||||
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
|
||||
|
||||
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
|
||||
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
|
||||
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
|
||||
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
|
||||
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(cubemapShader, texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||
} else {
|
||||
raylib::Image img(filename);
|
||||
texture.Load(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
// Make sure that things aren't sampled in a pixelated manor!
|
||||
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
|
||||
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = texture; // CUBEMAP_LAYOUT_PANORAMA
|
||||
}
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
SkyBox& SkyBox::Draw() {
|
||||
// We are inside the cube, we need to disable backface culling!
|
||||
rlDisableBackfaceCulling();
|
||||
rlDisableDepthMask();
|
||||
cube.Draw({});
|
||||
rlEnableBackfaceCulling();
|
||||
rlEnableDepthMask();
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
||||
// Generate cubemap texture from HDR texture
|
||||
TextureCubemap SkyBox::GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) {
|
||||
TextureCubemap cubemap = { 0 };
|
||||
|
||||
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||
cubemap.id = rlLoadTextureCubemap(0, size, format, 1);
|
||||
|
||||
// unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||
unsigned int fbo = rlLoadFramebuffer();
|
||||
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||
|
||||
// Check if framebuffer is complete with attachments (valid)
|
||||
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 2: Draw to framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
|
||||
rlEnableShader(shader.id);
|
||||
|
||||
// Define projection matrix and send it to shader
|
||||
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||
|
||||
// Define view matrix for every side of the cubemap
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ -1.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }),
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, -1.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }),
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, 1.0f }, Vector3{ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt(Vector3{ 0.0f, 0.0f, 0.0f }, Vector3{ 0.0f, 0.0f, -1.0f }, Vector3{ 0.0f, -1.0f, 0.0f })
|
||||
};
|
||||
|
||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||
|
||||
// Activate and enable texture for drawing to cubemap faces
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTexture(panorama.id);
|
||||
|
||||
for (int i = 0; i < 6; i++) {
|
||||
// Set the view matrix for the current cube face
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||
|
||||
// Select the current cubemap face attachment for the fbo
|
||||
// WARNING: This function by default enables->attach->disables fbo!!!
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||
rlEnableFramebuffer(fbo);
|
||||
|
||||
// Load and draw a cube, it uses the current enabled texture
|
||||
rlClearScreenBuffers();
|
||||
rlLoadDrawCube();
|
||||
|
||||
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
|
||||
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
|
||||
// TODO: Investigate this issue...
|
||||
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
|
||||
//rlClearScreenBuffers();
|
||||
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
|
||||
//rlDrawRenderBatchActive();
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 3: Unload framebuffer and reset state
|
||||
//------------------------------------------------------------------------------------------
|
||||
rlDisableShader(); // Unbind shader
|
||||
rlDisableTexture(); // Unbind texture
|
||||
rlDisableFramebuffer(); // Unbind framebuffer
|
||||
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
rlEnableBackfaceCulling();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
cubemap.width = size;
|
||||
cubemap.height = size;
|
||||
cubemap.mipmaps = 1;
|
||||
cubemap.format = format;
|
||||
|
||||
return cubemap;
|
||||
}
|
||||
|
||||
raylib::Shader SkyBox::cubemapShader(0);
|
||||
|
||||
}
|
||||
|
|
@ -0,0 +1,58 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
*
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 4.0
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib-cpp.hpp"
|
||||
|
||||
namespace cs381 {
|
||||
struct SkyBox {
|
||||
constexpr static std::string_view vertexShader =
|
||||
#include "generated/skybox.vs"
|
||||
;
|
||||
constexpr static std::string_view fragmentShader =
|
||||
#include "generated/skybox.fs"
|
||||
;
|
||||
constexpr static std::string_view cubemapVertexShader =
|
||||
#include "generated/cubemap.vs"
|
||||
;
|
||||
constexpr static std::string_view cubemapFragmentShader =
|
||||
#include "generated/cubemap.fs"
|
||||
;
|
||||
|
||||
static raylib::Shader cubemapShader;
|
||||
|
||||
raylib::Texture texture;
|
||||
raylib::Shader shader;
|
||||
raylib::Model cube;
|
||||
|
||||
SkyBox() : shader(0) {};
|
||||
SkyBox(SkyBox&) = delete;
|
||||
SkyBox(SkyBox&&) = default;
|
||||
SkyBox(const std::string_view filename, bool isEnviornment = false) : SkyBox() {
|
||||
Load(filename, isEnviornment);
|
||||
}
|
||||
|
||||
~SkyBox() {
|
||||
if(cube.IsValid())
|
||||
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||
}
|
||||
|
||||
SkyBox& Init();
|
||||
SkyBox& Load(const std::string_view filename, bool isEnviornment = false);
|
||||
SkyBox& Draw();
|
||||
|
||||
|
||||
private:
|
||||
// Generate cubemap texture from HDR texture
|
||||
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
|
||||
};
|
||||
}
|
||||
Loading…
Reference in New Issue