#include "engine.hpp" #include #include #include #include #include #include "GLFW/glfw3.h" #include "glm/ext/matrix_clip_space.hpp" #include "glm/ext/matrix_transform.hpp" #include namespace { [[nodiscard]] auto load_scene_to_renderer(trb::render::renderer &renderer, trb::game::scene &scene) { const auto upload_mesh_node = [&](const auto &mesh) { return renderer.register_mesh( mesh, scene.textures[scene.materials[mesh.material_index].albedo_texture]); }; return scene.meshes | std::views::transform(upload_mesh_node) | std::ranges::to>(); } [[nodiscard]] std::pair bounds_of(const trb::game::scene &scene) { auto min = glm::vec3(std::numeric_limits::infinity()); auto max = glm::vec3(-std::numeric_limits::infinity()); for (const auto &mesh : scene.meshes) { const auto transform = [mesh](glm::vec3 p) { return glm::vec3(mesh.transform * glm::vec4(p, 1.0f)); }; for (const auto [position, normal, uv] : mesh.vertices) { min = glm::min(min, transform(position)); max = glm::max(max, transform(position)); } } return std::make_pair(min, max); } struct level_view { glm::mat4 view; glm::mat4 projection; }; [[nodiscard]] level_view calculate_camera_matrices(glm::vec3 min, glm::vec3 max, float aspectRatio, float zoom = 1.0f, bool debug = false, float timeSeconds = 0.0f) { glm::vec3 center = glm::vec3((min.x + max.x) * 0.5f, (min.y + max.y) * 0.5f, (min.z + max.z) * 0.5f); glm::mat4 view; glm::mat4 projection; if (debug) { float bboxSize = glm::length(max - min); float baseDistance = bboxSize * 1.5f * 0.3f; float orbitSpeed = 0.2f; float bobSpeed = 1.0f; float bobAmount = bboxSize * 0.08f; float angle = timeSeconds * orbitSpeed; glm::vec3 offset = glm::vec3(glm::cos(angle) * baseDistance * 1.05f, glm::sin(timeSeconds * bobSpeed) * bobAmount + baseDistance * 0.9f, // up/down bob + base height glm::sin(angle) * baseDistance * 1.15f); glm::vec3 cameraPos = center + offset; glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f); view = glm::lookAt(cameraPos, center, up); float fov = 45.0f; float nearPlane = baseDistance * 0.1f; float farPlane = baseDistance * 4.0f; projection = glm::perspective(glm::radians(fov), aspectRatio, nearPlane, farPlane); } else { glm::vec3 cameraPos = center + glm::vec3(0.0f, 100.0f, 100.0f); view = glm::lookAt(cameraPos, center, glm::vec3(0.0f, 1.0f, 0.0f)); glm::vec3 corners[8] = {{min.x, min.y, min.z}, {max.x, min.y, min.z}, {min.x, max.y, min.z}, {max.x, max.y, min.z}, {min.x, min.y, max.z}, {max.x, min.y, max.z}, {min.x, max.y, max.z}, {max.x, max.y, max.z}}; float vMinX = FLT_MAX, vMaxX = -FLT_MAX; float vMinY = FLT_MAX, vMaxY = -FLT_MAX; for (const auto &corner : corners) { glm::vec4 vSpace = view * glm::vec4(corner, 1.0f); vMinX = glm::min(vMinX, vSpace.x); vMaxX = glm::max(vMaxX, vSpace.x); vMinY = glm::min(vMinY, vSpace.y); vMaxY = glm::max(vMaxY, vSpace.y); } float width = (vMaxX - vMinX) / zoom; float height = (vMaxY - vMinY) / zoom; float midX = (vMinX + vMaxX) * 0.5f; float midY = (vMinY + vMaxY) * 0.5f; if (aspectRatio > (width / height)) { width = height * aspectRatio; } else { height = width / aspectRatio; } projection = glm::ortho(midX - width * 0.5f, midX + width * 0.5f, midY - height * 0.5f, midY + height * 0.5f, -1000.0f, 1000.0f); } return {view, projection}; } } // namespace namespace trb::game { engine::game_models engine::load_models(std::filesystem::path model_path) { return { .boundary = load_glb(model_path / "level_scene.glb"), .boxes = load_glb(model_path / "boxes.glb"), }; } engine::map_boxes engine::load_boxes() { auto boxes = map_boxes(); const auto upload_mesh_to_ecs = [this](const game::mesh_node &mesh) -> std::uint32_t { const auto entity = entities.create(); const auto render_id = renderer.register_mesh( mesh, models.boxes.textures[models.boxes.materials[mesh.material_index] .albedo_texture]); entities.emplace(entity, components::render_id(render_id)); return entity; }; for (const auto &mesh : models.boxes.meshes) { if (mesh.name == "wall.full") { boxes.solid_full = upload_mesh_to_ecs(mesh); } else if (mesh.name == "wall.half") { boxes.solid_half = upload_mesh_to_ecs(mesh); } else if (mesh.name == "explodable.full") { boxes.cork_full = upload_mesh_to_ecs(mesh); } else if (mesh.name == "explodable.half") { boxes.cork_half = upload_mesh_to_ecs(mesh); } else { throw std::runtime_error("unexpected mesh found in box model"); } } return boxes; } std::vector engine::load_scene_to_ecs(game::scene &scene) { const auto load_mesh = [this, &scene](const game::mesh_node &mesh) -> std::uint32_t { const auto entity = entities.create(); const auto render_id = renderer.register_mesh( mesh, scene.textures[scene.materials[mesh.material_index].albedo_texture]); entities.emplace(entity, components::render_id(render_id)); return entity; }; return scene.meshes | std::views::transform(load_mesh) | std::ranges::to>(); } render::request engine::add_level_bounds_to_render_request(render::request request) const { for (const auto eid : level_border_entity_ids) { const auto render_id = entities.get(eid); request = request.add_mesh(static_cast(render_id)).commit(); } return request; } void engine::calculate_game_plane_size() { const auto &game_plane_mesh = [&]() { for (const auto &mesh : models.boundary.meshes) { if (mesh.name == "Plane.001") { return mesh; } } throw std::runtime_error("couldn't find game mesh plane"); }(); auto min = glm::vec3(std::numeric_limits::infinity()); auto max = glm::vec3(-std::numeric_limits::infinity()); const auto transform = [&](glm::vec3 p) { return glm::vec3(game_plane_mesh.transform * glm::vec4(p, 1.0f)); }; area_height = 0.0f; auto total_found = 0.0f; for (const auto &v : game_plane_mesh.vertices) { total_found += 1.0f; area_height += v.position.y; min = glm::min(transform(v.position), min); max = glm::max(transform(v.position), max); } area_height /= total_found; area_min = {min.x, min.z}; area_max = {max.x, max.z}; area_min *= 0.85f; area_max *= 0.85f; } render::request engine::add_level_to_render_request(render::request request, level *level) const { const auto wall_tile_render_id = entities.get(box_entities.solid_full); for (const auto [eid, position] : level->get_entities()->view()->each()) { request = request.add_mesh(static_cast(wall_tile_render_id)) .with_transform(glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f))) .commit(); } return request; } engine::engine() : display(&input, {1920, 1080}, "Tanks Reborn"), renderer(&display), models(load_models("../assets/models")), level_border_entity_ids(load_scene_to_ecs(models.boundary)), box_entities(load_boxes()) { calculate_game_plane_size(); } void engine::run() { while (!display.should_close()) { display.poll_events(); try { const auto [map_min, map_max] = ::bounds_of(models.boundary); const auto [view, projection] = ::calculate_camera_matrices( map_min, map_max, 1920.0f / 1080.0f, 2.6f, true, glfwGetTime()); auto request = render::request(); request = add_level_bounds_to_render_request(request); if (current_level.has_value()) { request = add_level_to_render_request(request, &(*current_level)); } auto lines = std::vector(); const auto offset = 0.0f; auto p1 = glm::vec3(area_min.x, offset, area_min.y); auto p2 = glm::vec3(area_max.x, offset, area_min.y); auto p3 = glm::vec3(area_max.x, offset, area_max.y); auto p4 = glm::vec3(area_min.x, offset, area_max.y); lines.emplace_back(p1); lines.emplace_back(p2); lines.emplace_back(p2); lines.emplace_back(p3); lines.emplace_back(p3); lines.emplace_back(p4); lines.emplace_back(p4); lines.emplace_back(p1); request.add_lines(lines); renderer.render(request, view, projection); } catch (const vuk::VkException &ex) { if (ex.what() != std::string("Out of date.")) { std::rethrow_exception(std::current_exception()); } } } } } // namespace trb::game