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https://github.com/Ed94/HandmadeHero.git
synced 2024-11-10 03:44:53 -08:00
Day 47 complete
Not much code, some fixes.
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ef76f50528
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@ -5,6 +5,8 @@
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#define GEN_BENCHMARK
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#define GEN_ENFORCE_STRONG_CODE_TYPES
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#include "dependencies/gen.hpp"
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#undef min
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#undef max
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#undef ccast
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#undef pcast
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#undef rcast
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@ -319,7 +321,7 @@ Code gen__phys2( StrC type )
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String sym_vec = String::fmt_buf( GlobalAllocator, "Vec2_%s", type.Ptr );
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String sym_pos = String::fmt_buf( GlobalAllocator, "Pos2_%s", type.Ptr );
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String sym_dir = String::fmt_buf( GlobalAllocator, "Dir2_%s", type.Ptr);
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String sym_dist = String::fmt_buf( GlobalAllocator, "Dist2_%s", type.Ptr );
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String sym_dist = String::fmt_buf( GlobalAllocator, "Dist_%s", type.Ptr );
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String sym_vel = String::fmt_buf( GlobalAllocator, "Vel2_%s", type.Ptr );
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String sym_accel = String::fmt_buf( GlobalAllocator, "Accel2_%s", type.Ptr );
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@ -549,9 +551,9 @@ int gen_main()
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physics_header.print( gen_phys2( f32 ) );
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physics_header.print( parse_global_body( code(
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using Dist = Dist_f32;
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using Pos2 = Pos2_f32;
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using Dir2 = Dir2_f32;
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using Dist2 = Dist2_f32;
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using Vel2 = Vel2_f32;
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using Accel2 = Accel2_f32;
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)));
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@ -13,6 +13,8 @@
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#undef do_once
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#undef do_once_start
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#undef do_once_end
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#undef min
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#undef max
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using namespace gen;
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#include <math.h>
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@ -4,6 +4,8 @@
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#define GEN_BENCHMARK
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#define GEN_ENFORCE_STRONG_CODE_TYPES
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#include "dependencies/gen.hpp"
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#undef min
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#undef max
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using namespace gen;
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#define path_gen "./gen/"
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@ -333,27 +333,36 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
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BitmapHeaderPacked* header = pcast(BitmapHeaderPacked*, file.data);
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assert( header->compression == 3 );
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u32 alpha_mask = ~(header->red_mask | header->green_mask | header->blue_mask);
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// TODO(Ed) : Do not directly assign this, allocate the pixels to somewhere in game or engine persistent.
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result.pixels = rcast(u32*, rcast(Byte*, file.data) + header->bitmap_offset);
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result.width = header->width;
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result.height = header->height;
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result.bits_per_pixel = header->bits_per_pixel;
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u32 red_shift = 0;
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u32 green_shift = 0;
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u32 blue_shift = 0;
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u32 alpha_shift = 0;
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u32 red_scan = 0;
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u32 green_scan = 0;
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u32 blue_scan = 0;
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u32 alpha_scan = 0;
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b32 red_found = bitscan_forward( & red_shift, header->red_mask );
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b32 green_found = bitscan_forward( & green_shift, header->green_mask );
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b32 blue_found = bitscan_forward( & blue_shift, header->blue_mask );
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b32 alpha_found = bitscan_forward( & alpha_shift, ~(header->red_mask | header->green_mask | header->blue_mask) );
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b32 red_found = bitscan_forward( & red_scan, header->red_mask );
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b32 green_found = bitscan_forward( & green_scan, header->green_mask );
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b32 blue_found = bitscan_forward( & blue_scan, header->blue_mask );
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b32 alpha_found = bitscan_forward( & alpha_scan, alpha_mask );
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assert( red_found );
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assert( green_found );
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assert( blue_found );
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assert( alpha_found );
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#if 1
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s32 blue_shift = 0 - scast( s32, blue_scan );
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s32 green_shift = 8 - scast( s32, green_scan );
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s32 red_shift = 16 - scast( s32, red_scan );
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s32 alpha_shift = 24 - scast( s32, alpha_scan );
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#endif
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u32* src = result.pixels;
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for ( s32 y = 0; y < header->width; ++ y )
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{
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@ -369,10 +378,17 @@ Bitmap load_bmp( platform::ModuleAPI* platform_api, Str file_path )
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Pixel* px = rcast(Pixel*, src);
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u32 alpha = (( *src >> alpha_shift ) & 0xFF) << 24;
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u32 red = (( *src >> red_shift ) & 0xFF) << 16;
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u32 green = (( *src >> green_shift ) & 0xFF) << 8;
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u32 blue = (( *src >> blue_shift ) & 0xFF) << 0;
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#if 0
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u32 alpha = (( *src >> alpha_scan ) & 0xFF) << 24;
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u32 red = (( *src >> red_scan ) & 0xFF) << 16;
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u32 green = (( *src >> green_scan ) & 0xFF) << 8;
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u32 blue = (( *src >> blue_scan ) & 0xFF) << 0;
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#else
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u32 alpha = rotate_left( *src & alpha_mask, alpha_shift );
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u32 red = rotate_left( *src & header->red_mask, red_shift );
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u32 green = rotate_left( *src & header->green_mask, green_shift );
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u32 blue = rotate_left( *src & header->blue_mask, blue_shift );
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#endif
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*src = alpha | red | green | blue;
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++ src;
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@ -417,9 +433,6 @@ s32 get_entity( hh::GameState* gs )
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inline
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void player_init( hh::Player* player, hh::GameState* gs )
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{
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player->controller.xpad_id = 0;
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player->controller.ds_pad_id = 0;
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hh::PlayerState* state = & player->state;
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s32 entity_id = get_entity( gs );
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assert( entity_id );
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@ -433,7 +446,7 @@ void player_init( hh::Player* player, hh::GameState* gs )
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entity->position.rel_pos.x = 0.f;
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entity->position.rel_pos.y = 0.f;
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entity->move_velocity = {};
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entity->velocity = {};
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state->mid_jump = false;
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state->jump_time = 0.f;
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@ -556,17 +569,28 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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player_move_vec.y = scast(f32, actions->player_y_move_digital );
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}
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// vec_x_adjusted = desired_vec_len / curr_vec_len * curr_vec_x
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// Allows for more ganular movement with the analog
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if (0)
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{
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f32 accel_scale = magnitude( player_move_vec );
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if ( accel_scale > 1.f )
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accel_scale = 1.f;
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move_accel *= accel_scale;
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}
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Dir2 player_direction = cast( Dir2, player_move_vec );
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Accel2 player_move_accel = scast( Accel2, player_direction ) * move_accel;
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// TODO(Ed) : ODE!
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Accel2 friction = pcast( Accel2, entity->move_velocity) * 9.f;
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Accel2 friction = pcast( Accel2, entity->velocity) * 9.f;
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player_move_accel -= friction;
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entity->move_velocity += player_move_accel * 0.5f;
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new_player_pos += entity->move_velocity;
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entity->velocity += player_move_accel * 0.5f;
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new_player_pos += entity->velocity;
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// Old collision implmentation
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// Collision
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#if 1
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{
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b32 collision_nw = false;
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@ -642,10 +666,10 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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//}
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// The 2x multiplier allows for the the "bounce off" velocity to occur instead of the player just looking like they impacted the wall and stopped
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entity->move_velocity -= cast( Vel2, 1.f * scalar_product( Vec2( entity->move_velocity ), wall_vector ) * wall_vector );
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entity->velocity -= cast( Vel2, 1.f * scalar_product( Vec2( entity->velocity ), wall_vector ) * wall_vector );
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new_player_pos = { old_pos.rel_pos.x, old_pos.rel_pos.y };
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new_player_pos += entity->move_velocity;
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new_player_pos += entity->velocity;
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}
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TileMapPos new_pos = {
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@ -663,15 +687,19 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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};
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new_pos = recannonicalize_position( tile_map, new_pos );
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s32 min_tile_x = 0;
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s32 min_tile_y = 0;
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s32 min_tile_x = min( old_pos.tile_x, new_pos.tile_x );
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s32 min_tile_y = min( old_pos.tile_y, new_pos.tile_y );
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s32 max_tile_x = max( old_pos.tile_x, new_pos.tile_x );
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s32 max_tile_y = max( old_pos.tile_y, new_pos.tile_y );
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TileMapPos best_position = old_pos;
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Dist2 best_distance2 = cast(Dist2, magnitude_squared( entity->move_velocity ) );
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for ( s32 tile_y = 0; tile_y <= min_tile_y; ++ tile_y )
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f32 min_interp_delta = 1.0f;
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for ( s32 tile_y = min_tile_y; tile_y <= max_tile_x; ++ tile_y )
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{
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for ( s32 tile_x = 0; tile_x <= min_tile_x; ++ tile_x )
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for ( s32 tile_x = min_tile_x; tile_x <= max_tile_x; ++ tile_x )
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{
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TileMapPos test_tile_pos = centered_tile_point( tile_x, tile_y, new_pos.tile_z );
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s32 tile_value = TileMap_get_tile_value( tile_map, test_tile_pos );
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@ -684,14 +712,16 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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Vec2 max_corner = 0.5f * tile_xy_in_meters;
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TileMapPos rel_new_player_pos = subtract( test_tile_pos, new_pos );
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Vec2 test_pos = closest_point_in_rectangle( min_corner, max_corner, rel_new_player_pos );
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f32 test_dist2 = ;
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if ( best_distance2 > test_dst )
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{
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best_position = ;
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best_distance2 = ;
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}
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// TODO(Ed) : Test all four walls and take the minimum Z
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/*
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ts = wx -p0x * 1/dx
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wall_x - start_pos_x * 1 / distance_interval_x
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result = wall.x - rel_new_player_pos.rel_pos.x * 1 / entity->velocity;
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*/
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test_wall( min_corner.x, rel_new_player_pos.rel_pos.x, Vec2 { min_corner.y, max_corner.y }, );
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}
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}
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}
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@ -721,13 +751,13 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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using hh::FacingDirection_Left;
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using hh::FacingDirection_Right;
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if ( is_nearly_zero( entity->move_velocity.x ) && is_nearly_zero( entity->move_velocity.y ) )
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if ( is_nearly_zero( entity->velocity.x ) && is_nearly_zero( entity->velocity.y ) )
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{
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// Note(Ed): Leave facing directiona alone
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}
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else if ( abs( entity->move_velocity.x ) > abs( entity->move_velocity.y ) )
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else if ( abs( entity->velocity.x ) > abs( entity->velocity.y ) )
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{
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if ( entity->move_velocity.x > 0 )
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if ( entity->velocity.x > 0 )
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{
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entity->facing_direction = FacingDirection_Right;
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}
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@ -736,9 +766,9 @@ void update_player( hh::Player* player, f32 delta_time, World* world, hh::GameSt
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entity->facing_direction = FacingDirection_Left;
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}
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}
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else if ( abs( entity->move_velocity.x ) < abs( entity->move_velocity.y ) )
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else if ( abs( entity->velocity.x ) < abs( entity->velocity.y ) )
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{
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if ( entity->move_velocity.y >= 0 )
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if ( entity->velocity.y >= 0 )
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{
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entity->facing_direction = FacingDirection_Back;
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}
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@ -136,13 +136,13 @@ inline Pos2_f32& operator/=( Pos2_f32& v, f32 s )
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return v;
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}
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using Dist2_f32 = f32;
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using Dist_f32 = f32;
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inline Dist2_f32 distance( Pos2_f32 a, Pos2_f32 b )
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inline Dist_f32 distance( Pos2_f32 a, Pos2_f32 b )
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{
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f32 x = b.x - a.x;
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f32 y = b.y - a.y;
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Dist2_f32 result = sqrt( x * x + y * y );
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Dist_f32 result = sqrt( x * x + y * y );
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return result;
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}
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@ -495,8 +495,8 @@ inline Dir2_f32 direction( Accel2_f32 accel )
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return result;
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}
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using Dist = Dist_f32;
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using Pos2 = Pos2_f32;
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using Dir2 = Dir2_f32;
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using Dist2 = Dist2_f32;
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using Vel2 = Vel2_f32;
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using Accel2 = Accel2_f32;
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@ -109,7 +109,7 @@ struct Entity
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EFacingDirection facing_direction;
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engine::TileMapPos position;
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Vel2 move_velocity;
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Vel2 velocity;
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};
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struct PlayerState
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inline
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f32 abs( f32 value )
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{
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return fabsf(value);
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f32 result = fabsf(value);
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return result;
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}
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inline
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f32 sqrt( f32 value )
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{
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return sqrtf(value);
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f32 result = sqrtf(value);
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return result;
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}
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inline
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@ -113,3 +115,17 @@ b32 bitscan_forward( u32* index, u32 value )
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#endif
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return found;
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}
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inline
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u32 rotate_left( u32 mask, s32 shift )
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{
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u32 result = _rotl( mask, shift);
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return result;
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}
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inline
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u32 rotate_right( u32 mask, s32 shift )
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{
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u32 result = _rotl( mask, shift );
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return result;
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}
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@ -38,6 +38,9 @@
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#define gigabytes( x ) ( megabytes( x ) * ( s64 )( 1024 ) )
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#define terabytes( x ) ( gigabytes( x ) * ( s64 )( 1024 ) )
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#define max( a, b ) ( (a > b) ? (a) : (b) )
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#define min( a, b ) ( (a < b) ? (a) : (b) )
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// TODO(Ed) : Move to debug header eventually
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#if Build_Development
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