First cut of pulling out the relevant parts of my original game to make a little framework.

This commit is contained in:
Zed A. Shaw 2026-03-22 10:37:45 -04:00
commit 6a0c9e8d46
177 changed files with 18197 additions and 0 deletions

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#include "graphics/animation.hpp"
#include <memory>
#include <chrono>
#include "dbc.hpp"
#include "algos/rand.hpp"
#include <iostream>
#include <fstream>
#include "game/sound.hpp"
#include "game/components.hpp"
constexpr float SUB_FRAME_SENSITIVITY = 0.999f;
namespace animation {
using namespace std::chrono_literals;
std::vector<sf::IntRect> Animation::calc_frames() {
dbc::check(sequence.frames.size() == sequence.durations.size(), "sequence.frames.size() != sequence.durations.size()");
std::vector<sf::IntRect> frames;
for(int frame_i : sequence.frames) {
dbc::check(frame_i < sheet.frames, "frame index greater than sheet frames");
frames.emplace_back(
sf::Vector2i{sheet.frame_width * frame_i, 0}, // NOTE: one row only for now
sf::Vector2i{sheet.frame_width,
sheet.frame_height});
}
return frames;
}
void Animation::play() {
dbc::check(!playing, "can't call play while playing?");
sequence.current = 0;
sequence.subframe = 0.0f;
sequence.loop_count = 0;
playing = true;
sequence.timer.start();
sequence.INVARIANT();
}
void Animation::stop() {
playing = false;
sequence.timer.reset();
}
// need one for each kind of thing to animate
// NOTE: possibly find a way to only run apply on frame change?
void Animation::apply(sf::Sprite& sprite) {
dbc::check(sequence.current < $frame_rects.size(), "current frame past $frame_rects");
// NOTE: pos is not updated yet
auto& rect = $frame_rects.at(sequence.current);
sprite.setTextureRect(rect);
}
/*
* Alternative mostly used in raycaster.cpp that
* DOES NOT setTextureRect() but just points
* the rect_io at the correct frame, but leaves
* it's size and base position alone.
*/
void Animation::apply(sf::Sprite& sprite, sf::IntRect& rect_io) {
dbc::check(sequence.current < $frame_rects.size(), "current frame past $frame_rects");
auto& rect = $frame_rects.at(sequence.current);
rect_io.position.x += rect.position.x;
rect_io.position.y += rect.position.y;
}
void Animation::motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale) {
sequence.INVARIANT();
transform.apply(sequence, pos, scale);
if(transform.flipped) {
scale.x *= -1;
}
sprite.setPosition(pos);
if(transform.scaled) {
sprite.setScale(scale);
}
}
void Animation::motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f size) {
dbc::check(size.x > 1.0f && size.y > 1.0f, "motion size must be above 1.0 since it's not a ratio");
dbc::check(transform.flipped == false, "transform must be false, has no effect on View");
sf::Vector2f scale{transform.min_x, transform.min_y};
transform.apply(sequence, pos, scale);
view_out.setCenter(pos);
if(transform.scaled) {
view_out.setSize({size.x * scale.x, size.y * scale.y});
} else {
view_out.setSize(size);
}
}
void Animation::apply_effect(std::shared_ptr<sf::Shader> effect) {
dbc::check(effect != nullptr, "can't apply null effect");
effect->setUniform("u_time", sequence.timer.getElapsedTime().asSeconds());
sf::Vector2f u_resolution{float(sheet.frame_width), float(sheet.frame_height)};
effect->setUniform("u_resolution", u_resolution);
}
void Animation::play_sound() {
// BUG: this can be optimized way better
if(sounds.contains(form_name)) {
for(auto& [at_frame, sound_name] : sounds.at(form_name)) {
if(sequence.current == at_frame) {
sound::play(sound_name);
}
}
} else {
fmt::println("Animation has not sound {}", form_name);
}
}
/* REFACTOR: I believe this is wrong still. If ::commit() determines number of ticks+alpha since last
* render then update needs to be called 1/tick. The Timer will keep track of alpha as the error
* between commit calls, so this function only really needs to care about ticks. But, I'm still
* calling getElapsedTime() when I already did that in commit(), so should I just ignore that and assume
* elapsed is DELTA, or use elapsed here?
*/
void Animation::update() {
dbc::check(playing, "attempt to update animation that's not playing");
sequence.INVARIANT();
auto [ticks, alpha] = sequence.timer.commit();
int duration = sequence.durations.at(sequence.current);
sequence.subframe += ticks;
sequence.easing_position += ticks;
bool frame_change = false;
if(sequence.subframe >= duration) {
sequence.timer.restart();
sequence.current++;
sequence.subframe = 0;
frame_change = true;
}
if(sequence.current >= sequence.frame_count) {
sequence.loop_count++;
sequence.easing_position = 0;
playing = onLoop(sequence, transform);
sequence.INVARIANT();
}
if(frame_change) play_sound();
if(frame_change && onFrame != nullptr) onFrame();
}
void Timer::start() {
clock.start();
prev_time = clock.getElapsedTime().asSeconds();
}
void Timer::reset() {
elapsed_ticks = 0;
clock.reset();
}
void Timer::restart() {
elapsed_ticks = 0;
clock.restart();
prev_time = clock.getElapsedTime().asSeconds();
}
sf::Time Timer::getElapsedTime() {
return clock.getElapsedTime();
}
std::pair<int, double> Timer::commit() {
// determine frame duration based on previous time
current_time = clock.getElapsedTime().asSeconds();
frame_duration = current_time - prev_time;
// update prev_time for the next call
prev_time = current_time;
// update accumulator, retaining previous errors
accumulator += frame_duration;
// find the tick count based on DELTA
double tick_count = floor(accumulator / DELTA);
// reduce accumulator by the number of DELTAS
accumulator -= tick_count * DELTA;
// that leaves the remaining errors for next loop
elapsed_ticks += tick_count;
// alpha is then what we lerp...but WHY?!
alpha = accumulator / DELTA;
// return the number of even DELTA ticks and the alpha
return {int(tick_count), alpha};
}
void Transform::apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out) {
float tick = easing_func(seq.easing_position / seq.easing_duration);
motion_func(*this, pos_out, scale_out, tick, relative);
}
bool Animation::has_form(const std::string& as_form) {
return forms.contains(as_form);
}
void Animation::set_form(const std::string& as_form) {
dbc::check(forms.contains(as_form),
$F("form {} does not exist in animation", as_form));
stop();
const auto& [seq_name, tr_name] = forms.at(as_form);
dbc::check(sequences.contains(seq_name),
$F("sequences do NOT have \"{}\" name", seq_name));
dbc::check(transforms.contains(tr_name),
$F("transforms do NOT have \"{}\" name", tr_name));
// everything good, do the update
form_name = as_form;
sequence_name = seq_name;
transform_name = tr_name;
sequence = sequences.at(seq_name);
transform = transforms.at(tr_name);
sequence.frame_count = sequence.frames.size();
// BUG: should this be configurable instead?
for(auto duration : sequence.durations) {
sequence.easing_duration += float(duration);
}
dbc::check(sequence.easing_duration > 0.0, "bad easing duration");
$frame_rects = calc_frames();
transform.easing_func = ease2::get_easing(transform.easing);
transform.motion_func = ease2::get_motion(transform.motion);
sequence.INVARIANT();
}
Animation load(const std::string &file, const std::string &anim_name) {
using nlohmann::json;
std::ifstream infile(file);
auto data = json::parse(infile);
dbc::check(data.contains(anim_name),
$F("{} animation config does not have animation {}", file, anim_name));
Animation anim;
animation::from_json(data[anim_name], anim);
anim.name = anim_name;
dbc::check(anim.forms.contains("idle"),
$F("animation {} must have 'idle' form", anim_name));
anim.set_form("idle");
return anim;
}
void Sequence::INVARIANT(const std::source_location location) {
dbc::check(frames.size() == durations.size(),
$F("frames.size={} doesn't match durations.size={}",
frames.size(), durations.size()), location);
dbc::check(easing_duration > 0.0, $F("bad easing duration: {}", easing_duration), location);
dbc::check(frame_count == frames.size(),
$F("frame_count={} doesn't match frames.size={}", frame_count, frames.size()), location);
dbc::check(frame_count == durations.size(),
$F("frame_count={} doesn't match durations.size={}", frame_count, durations.size()), location);
dbc::check(current < durations.size(),
$F("current={} went past end of fame durations.size={}", current, durations.size()), location);
}
// BUG: BAAADD REMOVE
bool has(const std::string& name) {
using nlohmann::json;
std::ifstream infile("assets/animation.json");
auto data = json::parse(infile);
return data.contains(name);
}
void configure(DinkyECS::World& world, DinkyECS::Entity entity) {
auto sprite = world.get_if<components::Sprite>(entity);
if(sprite != nullptr && has(sprite->name)) {
world.set<Animation>(entity, animation::load("assets/animation.json", sprite->name));
}
}
void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity) {
auto anim = world.get_if<Animation>(entity);
if(anim != nullptr && !anim->playing) {
anim->play();
}
}
}

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#pragma once
#include <memory>
#include <chrono>
#include <SFML/Graphics/Rect.hpp>
#include <SFML/Graphics/Sprite.hpp>
#include <SFML/Graphics/Shader.hpp>
#include <SFML/Graphics/View.hpp>
#include <SFML/System/Clock.hpp>
#include <SFML/System/Time.hpp>
#include <functional>
#include "graphics/easing.hpp"
#include <fmt/core.h>
#include "game/json_mods.hpp"
#include <source_location>
#include "algos/dinkyecs.hpp"
namespace animation {
template <typename T> struct NameOf;
struct Sheet {
int frames{0};
int frame_width{0};
int frame_height{0};
};
struct Timer {
double DELTA = 1.0/60.0;
double accumulator = 0.0;
double prev_time = 0.0;
double current_time = 0.0;
double frame_duration = 0.0;
double alpha = 0.0;
int elapsed_ticks = 0;
sf::Clock clock{};
std::pair<int, double> commit();
void start();
void reset();
void restart();
sf::Time getElapsedTime();
};
struct Sequence {
std::vector<int> frames{};
std::vector<int> durations{}; // in ticks
size_t current{0};
int loop_count{0};
size_t frame_count{frames.size()};
Timer timer{};
int subframe{0};
float easing_duration{0.0f};
float easing_position{0.0f};
void INVARIANT(const std::source_location location = std::source_location::current());
};
struct Transform {
// how to know when a transform ends?
float min_x{1.0f};
float min_y{1.0f};
float max_x{1.0f};
float max_y{1.0f};
bool flipped{false};
bool scaled{false};
bool relative{false};
// handled by onLoop
bool toggled{false};
bool looped{false};
std::string easing{"in_out_back"};
std::string motion{"move_rush"};
// change to using a callback function for these
ease2::EaseFunc easing_func{ease2::get_easing(easing)};
ease2::MotionFunc motion_func{ease2::get_motion(motion)};
std::shared_ptr<sf::Shader> shader{nullptr};
void apply(Sequence& seq, sf::Vector2f& pos_out, sf::Vector2f& scale_out);
};
/* Gets the number of times it looped, and returns if it should stop. */
using OnLoopHandler = std::function<bool(Sequence& seq, Transform& tr)>;
using OnFrameHandler = std::function<void()>;
inline bool DefaultOnLoop(Sequence& seq, Transform& tr) {
if(tr.toggled) {
seq.current = seq.frame_count - 1;
} else {
seq.current = 0;
}
return tr.looped;
}
using Form = std::pair<std::string, std::string>;
using Sound = std::pair<size_t, std::string>;
class Animation {
public:
Sheet sheet;
std::unordered_map<std::string, Sequence> sequences;
std::unordered_map<std::string, Transform> transforms;
std::unordered_map<std::string, Form> forms;
std::unordered_map<std::string, std::vector<Sound>> sounds;
OnFrameHandler onFrame = nullptr;
Sequence sequence{};
Transform transform{};
std::vector<sf::IntRect> $frame_rects{calc_frames()};
OnLoopHandler onLoop = DefaultOnLoop;
bool playing = false;
// mostly for debugging purposes
std::string form_name="idle";
std::string sequence_name="";
std::string transform_name="";
std::string name="";
std::vector<sf::IntRect> calc_frames();
void play();
void play_sound();
void stop();
bool has_form(const std::string& as_form);
void set_form(const std::string& form);
void apply(sf::Sprite& sprite);
void apply(sf::Sprite& sprite, sf::IntRect& rect_io);
void apply_effect(std::shared_ptr<sf::Shader> effect);
void update();
void motion(sf::Transformable& sprite, sf::Vector2f pos, sf::Vector2f scale);
void motion(sf::View& view_out, sf::Vector2f pos, sf::Vector2f scale);
};
Animation load(const std::string &file, const std::string &anim_name);
// BUG: brought over from animation to finish the refactor, but these may not be needed or maybe they go in system.cpp?
bool has(const std::string& name);
void configure(DinkyECS::World& world, DinkyECS::Entity entity);
void animate_entity(DinkyECS::World &world, DinkyECS::Entity entity);
ENROLL_COMPONENT(Sheet, frames, frame_width, frame_height);
ENROLL_COMPONENT(Sequence, frames, durations);
ENROLL_COMPONENT(Transform, min_x, min_y, max_x, max_y,
flipped, scaled, relative, toggled, looped, easing, motion);
ENROLL_COMPONENT(Animation, sheet, sequences, transforms, forms, sounds);
}

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#include "graphics/camera.hpp"
#include <unordered_map>
#include "game/components.hpp"
#include "game/config.hpp"
#include <algorithm>
#include <iostream>
#include <cstdlib>
namespace cinematic {
using animation::Animation, std::string, std::min, std::clamp;
struct CameraManager {
std::unordered_map<string, Animation> animations;
};
static CameraManager MGR;
static bool initialized = false;
void init() {
if(!initialized) {
// BUG: it should be that you give a camera to load by name, not just one for all cameras
auto data = settings::get("cameras");
for(auto [key, value] : data.json().items()) {
auto anim = components::convert<Animation>(value);
MGR.animations.try_emplace(key, anim);
}
initialized = true;
}
}
Camera::Camera(sf::Vector2f size, const std::string &name) :
anim(MGR.animations.at(name)),
size(size),
base_size(size),
aimed_at{size.x/2, size.y/2},
going_to{size.x/2, size.y/2},
camera_bounds{{0,0}, size},
view{aimed_at, size}
{
anim.sheet.frame_width = base_size.x;
anim.sheet.frame_height = base_size.y;
}
void Camera::update_camera_bounds(sf::Vector2f size) {
// camera bounds now constrains the x/y so that the mid-point
// of the size won't go too far outside of the frame
camera_bounds = {
{size.x / 2.0f, size.y / 2.0f},
{base_size.x - size.x / 2.0f, base_size.y - size.y / 2.0f}
};
}
void Camera::scale(float ratio) {
size.x = base_size.x * ratio;
size.y = base_size.y * ratio;
update_camera_bounds(size);
}
void Camera::resize(float width) {
dbc::check(width <= base_size.x, "invalid width for camera");
size.x = width;
size.y = base_size.y * (width / base_size.x);
update_camera_bounds(size);
}
void Camera::style(const std::string &name) {
anim.set_form(name);
}
void Camera::position(float x, float y) {
aimed_at.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
aimed_at.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
}
void Camera::move(float x, float y) {
going_to.x = clamp(x, camera_bounds.position.x, camera_bounds.size.x);
going_to.y = clamp(y, camera_bounds.position.y, camera_bounds.size.y);
if(!anim.transform.relative) {
anim.transform.min_x = aimed_at.x;
anim.transform.min_y = aimed_at.y;
anim.transform.max_x = going_to.x;
anim.transform.max_y = going_to.y;
}
}
void Camera::reset(sf::RenderTexture& target) {
size = {base_size.x, base_size.y};
aimed_at = {base_size.x/2, base_size.y/2};
going_to = {base_size.x/2, base_size.y/2};
view = {aimed_at, size};
camera_bounds = {{0,0}, base_size};
// BUG: is getDefaultView different from view?
target.setView(target.getDefaultView());
}
void Camera::render(sf::RenderTexture& target) {
if(anim.playing) {
anim.motion(view, going_to, size);
target.setView(view);
}
}
void Camera::update() {
if(anim.playing) anim.update();
}
bool Camera::playing() {
return anim.playing;
}
void Camera::play() {
anim.play();
}
void Camera::from_story(components::Storyboard& story) {
anim.sequences.clear();
anim.forms.clear();
for(auto& [timecode, cell, transform, duration] : story.beats) {
animation::Sequence seq{.frames={0}, .durations={std::stoi(duration)}};
anim.sequences.try_emplace(timecode, seq);
animation::Form form{timecode, transform};
anim.forms.try_emplace(timecode, form);
}
}
}

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#pragma once
#include "graphics/animation.hpp"
#include "constants.hpp"
#include <SFML/Graphics/RenderTexture.hpp>
namespace components {
struct Storyboard;
}
namespace cinematic {
struct Camera {
animation::Animation anim;
sf::Vector2f size{SCREEN_WIDTH, SCREEN_HEIGHT};
sf::Vector2f base_size{SCREEN_WIDTH, SCREEN_HEIGHT};
sf::Vector2f aimed_at{0,0};
sf::Vector2f going_to{0,0};
sf::FloatRect camera_bounds{{0,0},{SCREEN_WIDTH, SCREEN_HEIGHT}};
sf::View view;
Camera(sf::Vector2f size, const std::string &name);
void resize(float width);
void scale(float ratio);
void position(float x, float y);
void move(float x, float y);
bool playing();
void update();
void render(sf::RenderTexture& target);
void play();
void style(const std::string &name);
void reset(sf::RenderTexture& target);
void update_camera_bounds(sf::Vector2f size);
void from_story(components::Storyboard& story);
};
void init();
}

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#include "algos/rand.hpp"
#include "graphics/animation.hpp"
#include <fmt/core.h>
#include <unordered_map>
#include "dbc.hpp"
namespace ease2 {
using namespace animation;
double none(float tick) {
return 0.0;
}
double linear(float tick) {
return tick;
}
double sine(double x) {
// old one? return std::abs(std::sin(seq.subframe * ease_rate));
return (std::sin(x) + 1.0) / 2.0;
}
double out_circle(double x) {
return std::sqrt(1.0f - ((x - 1.0f) * (x - 1.0f)));
}
double out_bounce(double x) {
constexpr const double n1 = 7.5625;
constexpr const double d1 = 2.75;
if (x < 1 / d1) {
return n1 * x * x;
} else if (x < 2 / d1) {
x -= 1.5;
return n1 * (x / d1) * x + 0.75;
} else if (x < 2.5 / d1) {
x -= 2.25;
return n1 * (x / d1) * x + 0.9375;
} else {
x -= 2.625;
return n1 * (x / d1) * x + 0.984375;
}
}
double in_out_back(double x) {
constexpr const double c1 = 1.70158;
constexpr const double c2 = c1 * 1.525;
return x < 0.5
? (std::pow(2.0 * x, 2.0) * ((c2 + 1.0) * 2.0 * x - c2)) / 2.0
: (std::pow(2.0 * x - 2.0, 2.0) * ((c2 + 1.0) * (x * 2.0 - 2.0) + c2) + 2.0) / 2.0;
}
double random(double tick) {
return Random::uniform_real(0.0001f, 1.0f);
}
double normal_dist(double tick) {
return Random::normal(0.5f, 0.1f);
}
void move_shake(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
}
void move_bounce(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
}
void move_rush(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
pos_out.y = pos_out.y - (pos_out.y * scale_out.y - pos_out.y) + (pos_out.y * relative);
}
void scale_squeeze(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
}
void scale_squash(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
}
void scale_stretch(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (scale_out.x * relative);
}
void scale_grow(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (scale_out.y * relative);
}
void move_slide(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
pos_out.x = std::lerp(tr.min_x, tr.max_x, tick) + (pos_out.x * relative);
pos_out.y = std::lerp(tr.min_y, tr.max_y, tick) + (pos_out.y * relative);
}
void move_none(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
}
void scale_both(Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative) {
scale_out.x = std::lerp(scale_out.x * tr.min_x, scale_out.x * tr.max_x, tick) + (scale_out.x * relative);
scale_out.y = std::lerp(scale_out.y * tr.min_y, scale_out.y * tr.max_y, tick) + (scale_out.y * relative);
}
std::unordered_map<std::string, EaseFunc> map_of_easings{
{"sine", sine},
{"out_circle", out_circle},
{"out_bounce", out_bounce},
{"in_out_back", in_out_back},
{"random", random},
{"normal_dist", normal_dist},
{"none", none},
{"linear", linear},
};
std::unordered_map<std::string, MotionFunc> map_of_motions{
{"move_bounce", move_bounce},
{"move_rush", move_rush},
{"scale_squeeze", scale_squeeze},
{"scale_squash", scale_squash},
{"scale_stretch", scale_stretch},
{"scale_grow", scale_grow},
{"move_slide", move_slide},
{"move_none", move_none},
{"scale_both", scale_both},
{"move_shake", move_shake},
};
EaseFunc get_easing(const std::string& name) {
dbc::check(map_of_easings.contains(name),
$F("easing name {} does not exist", name));
return map_of_easings.at(name);
}
MotionFunc get_motion(const std::string& name) {
dbc::check(map_of_motions.contains(name),
$F("motion name {} does not exist", name));
return map_of_motions.at(name);
}
}

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#include <functional>
#include "graphics/animation.hpp"
namespace animation {
struct Transform;
}
namespace ease2 {
using EaseFunc = std::function<double(double)>;
using MotionFunc = std::function<void(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
EaseFunc get_easing(const std::string& name);
MotionFunc get_motion(const std::string& name);
double sine(double x);
double out_circle(double x);
double out_bounce(double x);
double in_out_back(double x);
double random(double tick);
double normal_dist(double tick);
void move_bounce(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_rush(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squeeze(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squash(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_stretch(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_grow(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_slide(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_none(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_both(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_shake(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
}

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#include "graphics/lights.hpp"
#include "constants.hpp"
#include "graphics/textures.hpp"
#include <vector>
using std::vector;
namespace lighting {
LightRender::LightRender(Matrix& tiles) :
$width(matrix::width(tiles)),
$height(matrix::height(tiles)),
$lightmap(matrix::make($width, $height)),
$ambient(matrix::make($width, $height)),
$paths($width, $height),
$fow(matrix::make($width, $height))
{
auto& tile_ambient = textures::get_ambient_light();
for(matrix::each_cell it{tiles}; it.next();) {
size_t tile_id = tiles[it.y][it.x];
$ambient[it.y][it.x] = MIN + tile_ambient[tile_id];
}
}
void LightRender::render_square_light(LightSource source, Point at, PointList &has_light) {
for(matrix::box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) {
$lightmap[it.y][it.x] = light_level(source.strength, it.distance(), it.x, it.y);
has_light.emplace_back(it.x, it.y);
}
}
}
/*
* NOTE: This really doesn't need to calculate light all the time. It doesn't
* change around the light source until the lightsource is changed, so the
* light levels could be placed in a Matrix inside LightSource, calculated once
* and then simply "applied" to the area where the entity is located. The only
* thing that would need to be calculated each time is the walls.
*/
void LightRender::render_light(LightSource source, Point at) {
clear_light_target(at);
PointList has_light;
render_square_light(source, at, has_light);
for(auto point : has_light) {
for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
}
}
}
}
int LightRender::light_level(int strength, float distance, size_t x, size_t y) {
int boosted = strength + BOOST;
int new_level = distance <= 1.0f ? boosted : boosted / sqrt(distance);
int cur_level = $lightmap[y][x];
return cur_level < new_level ? new_level : cur_level;
}
void LightRender::reset_light() {
$lightmap = $ambient;
}
void LightRender::clear_light_target(const Point &at) {
$paths.clear_target(at);
}
void LightRender::set_light_target(const Point &at, int value) {
$paths.set_target(at, value);
}
void LightRender::update_fow(Point at, LightSource source) {
for(matrix::circle it{$lightmap, at, source.radius}; it.next();) {
for(auto x = it.left; x < it.right; x++) {
$fow[it.y][x] = $lightmap[it.y][x];
}
}
}
void LightRender::path_light(Matrix &walls) {
$paths.compute_paths(walls);
}
}

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#pragma once
#include <array>
#include "dbc.hpp"
#include "algos/point.hpp"
#include <algorithm>
#include "algos/matrix.hpp"
#include "algos/pathing.hpp"
#include "game/components.hpp"
namespace lighting {
using components::LightSource;
// THESE ARE PERCENTAGES!
const int MIN = 20;
const int BOOST = 10;
class LightRender {
public:
size_t $width;
size_t $height;
Matrix $lightmap;
Matrix $ambient;
Pathing $paths;
matrix::Matrix $fow;
LightRender(Matrix& walls);
void reset_light();
void set_light_target(const Point &at, int value=0);
void clear_light_target(const Point &at);
void path_light(Matrix &walls);
void light_box(LightSource source, Point from, Point &min_out, Point &max_out);
int light_level(int level, float distance, size_t x, size_t y);
void render_light(LightSource source, Point at);
void render_square_light(LightSource source, Point at, PointList &has_light);
void update_fow(Point player_pos, LightSource source);
Matrix &lighting() { return $lightmap; }
Matrix &paths() { return $paths.paths(); }
};
}

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#include <fmt/core.h>
#include "graphics/palette.hpp"
#include "game/config.hpp"
#include "dbc.hpp"
namespace palette {
using std::string;
using nlohmann::json;
struct PaletteMgr {
std::unordered_map<string, sf::Color> palettes;
std::string config;
std::unordered_map<string, string> pending_refs;
bool initialized = false;
};
static PaletteMgr COLOR;
bool initialized() {
return COLOR.initialized;
}
void init(const string &json_file) {
if(!COLOR.initialized) {
COLOR.initialized = true;
COLOR.config = json_file;
auto config = settings::get(json_file);
json& colors = config.json();
for(auto [key, value_specs] : colors.items()) {
const string& base_key = key;
for(auto [value, rgba] : value_specs.items()) {
auto color_path = base_key + ":" + value;
dbc::check(!COLOR.palettes.contains(color_path),
$F("PALLETES config {} already has a color path {}", COLOR.config, color_path));
if(rgba.type() == json::value_t::string) {
COLOR.pending_refs.try_emplace(color_path, rgba);
} else {
uint8_t alpha = rgba.size() == 3 ? 255 : (uint8_t)rgba[3];
sf::Color color{rgba[0], rgba[1], rgba[2], alpha};
COLOR.palettes.try_emplace(color_path, color);
}
}
}
for(auto [color_path, ref] : COLOR.pending_refs) {
dbc::check(COLOR.palettes.contains(ref),
$F("In {} you have {} referring to {} but {} doesn't exist.",
COLOR.config, color_path, ref, ref));
dbc::check(!COLOR.palettes.contains(color_path),
$F("Color {} with ref {} is duplicated.", color_path, ref));
auto color = COLOR.palettes.at(ref);
COLOR.palettes.try_emplace(color_path, color);
}
}
}
sf::Color get(const string& key) {
dbc::check(COLOR.palettes.contains(key),
$F("COLOR {} is missing from {}", key, COLOR.config));
return COLOR.palettes.at(key);
}
sf::Color get(const string& key, const string& value) {
return get(key + ":" + value);
}
}

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#include <string>
#include <SFML/Graphics/Color.hpp>
namespace palette {
using std::string;
bool initialized();
void init(const std::string &config="palette");
sf::Color get(const string &key);
sf::Color get(const string &key, const string &value);
}

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#include "dbc.hpp"
#include "game/components.hpp"
#include "game/systems.hpp"
#include "graphics/animation.hpp"
#include "graphics/raycaster.hpp"
#include "graphics/shaders.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <fmt/core.h>
#include <memory>
#include <numbers>
using std::make_unique, std::shared_ptr;
union ColorConv {
struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} as_color;
RGBA as_int;
};
// from: https://permadi.com/1996/05/ray-casting-tutorial-19/
// Intensity = (kI/(d+do))*(N*L)
// rcr says: kI = intensity coefficient, d = distance, d0 = fudge term to prevent division by zero, N is surface, L is direction to light from surface
//
// That formula is just "Inverse-square law" (except they don't square, which is physically dubious), and "Lambertian reflectance" ("Diffuse reflection") which sounds fancy but is super standard. All the quoted terms have wikipedia articles
//
// Distance means distance to surface from light.
//
// Intensity = Object Intensity/Distance * Multiplier
//
/* It's hard to believe, but this is faster than any bitfiddling
* I could devise. Just use a union with a struct, do the math
* and I guess the compiler can handle it better than shifting
* bits around.
*/
inline RGBA lighting_calc(RGBA pixel, float dist, int level) {
ColorConv conv{.as_int=pixel};
if(conv.as_color.b < GLOW_LIMIT
&& conv.as_color.r < GLOW_LIMIT
&& conv.as_color.g < GLOW_LIMIT)
{
float intensity = (float(level) * PERCENT) / (dist + 1) * LIGHT_MULTIPLIER;
conv.as_color.r *= intensity;
conv.as_color.g *= intensity;
conv.as_color.b *= intensity;
}
return conv.as_int;
}
Raycaster::Raycaster(int x, int y, int width, int height) :
$view_texture(sf::Vector2u{(unsigned int)width, (unsigned int)height}),
$view_sprite($view_texture),
$width(width), $height(height),
$screen_pos_x(x),
$screen_pos_y(y),
$zbuffer(width)
{
$view_sprite.setPosition({float($screen_pos_x), float($screen_pos_y)});
$pixels = make_unique<RGBA[]>($width * $height);
$view_texture.setSmooth(false);
$camera.target_x = $pos_x;
$camera.target_y = $pos_y;
update_camera_aiming();
}
void Raycaster::position_camera(float player_x, float player_y) {
// x and y start position
$pos_x = player_x;
$pos_y = player_y;
$dir_x = 1;
$dir_y = 0;
$plane_x = 0;
$plane_y = 0.66;
update_camera_aiming();
}
void Raycaster::draw_pixel_buffer() {
$view_texture.update((uint8_t *)$pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0});
}
void Raycaster::apply_sprite_effect(shared_ptr<sf::Shader> effect, float width, float height) {
// BUG: should I use the clock in the animation?
effect->setUniform("u_time", $clock.getElapsedTime().asSeconds());
sf::Vector2f u_resolution{width, height};
effect->setUniform("u_resolution", u_resolution);
}
std::shared_ptr<sf::Shader> Raycaster::apply_lighting_effect(components::Position& sprite_pos, matrix::Matrix &lights) {
// BUG: this is applying it to all sprites, put bottle far away then another close to see
auto effect = $brightness;
float level = lights[sprite_pos.location.y][sprite_pos.location.x] * PERCENT;
// this boosts the brightness of anything we're aiming at
level += (aiming_at == sprite_pos.location) * AIMED_AT_BRIGHTNESS;
effect->setUniform("darkness", level);
return effect;
}
inline void step_animation(animation::Animation& anim, sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale, sf::IntRect& in_texture, sf::Vector2f& origin) {
anim.update();
anim.apply(sprite, in_texture);
anim.motion(sprite, position, scale);
sprite.setOrigin(origin);
sprite.setTextureRect(in_texture);
}
inline void set_scale_position(sf::Sprite& sprite, sf::Vector2f& position, sf::Vector2f& scale, sf::IntRect& in_texture, sf::Vector2f& origin) {
sprite.setScale(scale);
sprite.setPosition(position);
sprite.setOrigin(origin);
sprite.setTextureRect(in_texture);
}
void Raycaster::sprite_casting() {
auto& lights = $level.lights->lighting();
auto world = $level.world;
$level.collision->distance_sorted($sprite_order, {(size_t)$pos_x, (size_t)$pos_y}, RENDER_DISTANCE);
$sprites_to_render.clear();
// BUG: shaders are shared between sprites
// BUG: sprites seem to be shared too? Put a torch on the floor in a room then another to its left and only one is visible at a time.
// after sorting the sprites, do the projection
for(auto& rec : $sprite_order) {
if(!$sprites.contains(rec.entity)) continue;
auto& sprite_texture = $sprites.at(rec.entity);
int texture_width = float(sprite_texture.frame_size.x);
int texture_height = float(sprite_texture.frame_size.y);
int half_height = texture_height / 2;
auto sf_sprite = sprite_texture.sprite;
auto sprite_pos = world->get<components::Position>(rec.entity);
double sprite_x = double(sprite_pos.location.x) - rec.wiggle - $pos_x + 0.5;
double sprite_y = double(sprite_pos.location.y) - rec.wiggle - $pos_y + 0.5;
double inv_det = 1.0 / ($plane_x * $dir_y - $dir_x * $plane_y); // required for correct matrix multiplication
double transform_x = inv_det * ($dir_y * sprite_x - $dir_x * sprite_y);
//this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i])
double transform_y = inv_det * (-$plane_y * sprite_x + $plane_x * sprite_y);
int sprite_screen_x = int(($width / 2) * (1 + transform_x / transform_y));
// calculate the height of the sprite on screen
//using "transform_y" instead of the real distance prevents fisheye
int sprite_height = abs(int($height / transform_y));
if(sprite_height == 0) continue;
// calculate width the the sprite
// same as height of sprite, given that it's square
int sprite_width = abs(int($height / transform_y));
if(sprite_width == 0) continue;
int draw_start_x = -sprite_width / 2 + sprite_screen_x;
if(draw_start_x < 0) draw_start_x = 0;
int draw_end_x = sprite_width / 2 + sprite_screen_x;
if(draw_end_x > $width) draw_end_x = $width;
int stripe = draw_start_x;
for(; stripe < draw_end_x; stripe++) {
//the conditions in the if are:
//1) it's in front of camera plane so you don't see things behind you
//2) $zbuffer, with perpendicular distance
if(!(transform_y > 0 && transform_y < $zbuffer[stripe])) break;
}
int tex_x_end = int(texture_width * (stripe - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
if(draw_start_x < draw_end_x && transform_y > 0 && transform_y < $zbuffer[draw_start_x]) {
//calculate lowest and highest pixel to fill in current stripe
int draw_start_y = -sprite_height / 2 + $height / 2;
if(draw_start_y < 0) draw_start_y = 0;
int tex_x = int(texture_width * (draw_start_x - (-sprite_width / 2 + sprite_screen_x)) * texture_width / sprite_width) / texture_width;
int tex_render_width = tex_x_end - tex_x;
// avoid drawing sprites that are not visible (width < 0)
if(tex_render_width <= 0) continue;
float x = float(draw_start_x + $screen_pos_x);
float y = float(draw_start_y + $screen_pos_y);
if(x < $screen_pos_x) dbc::log("X < rayview left bounds");
if(y < $screen_pos_y) dbc::log("Y < rayview top bounds");
if(x >= SCREEN_WIDTH) dbc::log("OUT OF BOUNDS X");
if(y >= $height) dbc::log("OUT OF BOUNDS Y");
float sprite_scale_w = float(sprite_width) / float(texture_width);
float sprite_scale_h = float(sprite_height) / float(texture_height);
int d = y * texture_height - $height * half_height + sprite_height * half_height;
int tex_y = ((d * texture_height) / sprite_height) / texture_height;
// BUG: this data could be put into the world
// as frame data, then just have a system that
// constantly applies this to any sprite that
// has an animation and is visible
sf::Vector2f origin{texture_width / 2.0f, texture_height / 2.0f};
sf::Vector2f scale{sprite_scale_w, sprite_scale_h};
sf::Vector2f position{x + origin.x * scale.x, y + origin.y * scale.y};
sf::IntRect in_texture{ {tex_x, tex_y}, {tex_render_width, texture_height}};
shared_ptr<sf::Shader> effect = System::sprite_effect(rec.entity);
if(effect) {
// has an effect, use that instead of lighting
apply_sprite_effect(effect, sprite_width, sprite_height);
} else {
// no effect applied in the system so apply lighting
effect = apply_lighting_effect(sprite_pos, lights);
}
auto anim = world->get_if<animation::Animation>(rec.entity);
if(anim != nullptr && anim->playing) {
step_animation(*anim, *sf_sprite, position, scale, in_texture, origin);
} else {
set_scale_position(*sf_sprite, position, scale, in_texture, origin);
}
$sprites_to_render.emplace_back(sf_sprite, effect);
}
}
}
void Raycaster::cast_rays() {
constexpr static const int texture_width = TEXTURE_WIDTH;
constexpr static const int texture_height = TEXTURE_HEIGHT;
double perp_wall_dist;
auto& lights = $level.lights->lighting();
// WALL CASTING
for(int x = 0; x < $width; x++) {
// calculate ray position and direction
double cameraX = 2 * x / double($width) - 1; // x-coord in camera space
double ray_dir_x = $dir_x + $plane_x * cameraX;
double ray_dir_y = $dir_y + $plane_y * cameraX;
// which box of the map we're in
int map_x = int($pos_x);
int map_y = int($pos_y);
// length of ray from one x or y-side to next x or y-side
double delta_dist_x = std::abs(1.0 / ray_dir_x);
double delta_dist_y = std::abs(1.0 / ray_dir_y);
int step_x = 0;
int step_y = 0;
int hit = 0;
int side = 0;
// length of ray from current pos to next x or y-side
double side_dist_x;
double side_dist_y;
if(ray_dir_x < 0) {
step_x = -1;
side_dist_x = ($pos_x - map_x) * delta_dist_x;
} else {
step_x = 1;
side_dist_x = (map_x + 1.0 - $pos_x) * delta_dist_x;
}
if(ray_dir_y < 0) {
step_y = -1;
side_dist_y = ($pos_y - map_y) * delta_dist_y;
} else {
step_y = 1;
side_dist_y = (map_y + 1.0 - $pos_y) * delta_dist_y;
}
// perform DDA
while(hit == 0) {
if(side_dist_x < side_dist_y) {
side_dist_x += delta_dist_x;
map_x += step_x;
side = 0;
} else {
side_dist_y += delta_dist_y;
map_y += step_y;
side = 1;
}
if($walls[map_y][map_x] == 1) hit = 1;
}
if(side == 0) {
perp_wall_dist = (side_dist_x - delta_dist_x);
} else {
perp_wall_dist = (side_dist_y - delta_dist_y);
}
int line_height = int($height / perp_wall_dist);
int draw_start = -line_height / 2 + $height / 2 + $pitch;
if(draw_start < 0) draw_start = 0;
int draw_end = line_height / 2 + $height / 2 + $pitch;
if(draw_end >= $height) draw_end = $height - 1;
// BUG: I thought I got rid of this
auto texture = textures::get_surface($tiles[map_y][map_x]);
// calculate value of wall_x
double wall_x; // where exactly the wall was hit
if(side == 0) {
wall_x = $pos_y + perp_wall_dist * ray_dir_y;
} else {
wall_x = $pos_x + perp_wall_dist * ray_dir_x;
}
wall_x -= floor(wall_x);
// x coorindate on the texture
int tex_x = int(wall_x * double(texture_width));
if(side == 0 && ray_dir_x > 0) tex_x = texture_width - tex_x - 1;
if(side == 1 && ray_dir_y < 0) tex_x = texture_width - tex_x - 1;
// LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster
// How much to increase the texture coordinate per screen pixel
double step = 1.0 * texture_height / line_height;
// Starting texture coordinate
double tex_pos = (draw_start - $pitch - $height / 2 + line_height / 2) * step;
for(int y = draw_start; y < draw_end; y++) {
int tex_y = (int)tex_pos & (texture_height - 1);
tex_pos += step;
RGBA pixel = texture[texture_height * tex_y + tex_x];
int light_level = lights[map_y][map_x];
$pixels[pixcoord(x, y)] = lighting_calc(pixel, perp_wall_dist, light_level);
}
// SET THE ZBUFFER FOR THE SPRITE CASTING
$zbuffer[x] = perp_wall_dist;
}
}
void Raycaster::draw_ceiling_floor() {
// BUG: this should come from the texture's config
constexpr const int texture_width = TEXTURE_WIDTH;
constexpr const int texture_height = TEXTURE_HEIGHT;
auto &lights = $level.lights->lighting();
size_t surface_i = 0;
const RGBA *floor_texture = textures::get_surface(surface_i);
const RGBA *ceiling_texture = textures::get_ceiling(surface_i);
for(int y = $height / 2 + 1; y < $height; ++y) {
// rayDir for leftmost ray (x=0) and rightmost (x = w)
float ray_dir_x0 = $dir_x - $plane_x;
float ray_dir_y0 = $dir_y - $plane_y;
float ray_dir_x1 = $dir_x + $plane_x;
float ray_dir_y1 = $dir_y + $plane_y;
// current y position compared to the horizon
int p = y - $height / 2;
// vertical position of the camera
// 0.5 will the camera at the center horizon. For a
// different value you need a separate loop for ceiling
// and floor since they're no longer symmetrical.
float pos_z = 0.5 * $height;
// horizontal distance from the camera to the floor for the current row
// 0.5 is the z position exactly in the middle between floor and ceiling
// See NOTE in Lode's code for more.
float row_distance = pos_z / p;
// calculate the real world step vector we have to add for each x (parallel to camera plane)
// adding step by step avoids multiplications with a wight in the inner loop
float floor_step_x = row_distance * (ray_dir_x1 - ray_dir_x0) / $width;
float floor_step_y = row_distance * (ray_dir_y1 - ray_dir_y0) / $width;
// real world coordinates of the leftmost column.
// This will be updated as we step to the right
float floor_x = $pos_x + row_distance * ray_dir_x0;
float floor_y = $pos_y + row_distance * ray_dir_y0;
for(int x = 0; x < $width; ++x) {
// the cell coord is simply taken from the int parts of
// floor_x and floor_y.
int cell_x = int(floor_x);
int cell_y = int(floor_y);
// get the texture coordinate from the fractional part
int tx = int(texture_width * (floor_x - cell_x)) & (texture_width - 1);
int ty = int(texture_width * (floor_y - cell_y)) & (texture_height - 1);
floor_x += floor_step_x;
floor_y += floor_step_y;
// now get the pixel from the texture
RGBA color;
// this uses the previous ty/tx fractional parts of
// floor_x cell_x to find the texture x/y. How?
int map_x = int(floor_x);
int map_y = int(floor_y);
if(!matrix::inbounds(lights, map_x, map_y)) continue;
int light_level = lights[map_y][map_x];
size_t new_surface_i = $tiles[map_y][map_x];
if(new_surface_i != surface_i) {
surface_i = new_surface_i;
floor_texture = textures::get_surface(surface_i);
ceiling_texture = textures::get_ceiling(surface_i);
}
// NOTE: use map_x/y to get the floor, ceiling texture.
// FLOOR
color = floor_texture[texture_width * ty + tx];
$pixels[pixcoord(x, y)] = lighting_calc(color, row_distance, light_level);
// CEILING
color = ceiling_texture[texture_width * ty + tx];
$pixels[pixcoord(x, $height - y - 1)] = lighting_calc(color, row_distance, light_level);
}
}
}
void Raycaster::update() {
draw_ceiling_floor();
cast_rays();
draw_pixel_buffer();
sprite_casting();
}
// BUG: if target is a rendertarget then I can say it has to be the viewport only, then I can get rid of $screen_pos_x/y
void Raycaster::render(sf::RenderTarget& target) {
target.draw($view_sprite);
for(auto [sprite, effect] : $sprites_to_render) {
target.draw(*sprite, effect.get());
}
}
void Raycaster::update_sprite(DinkyECS::Entity ent, components::Sprite& sprite) {
auto sprite_txt = textures::get_sprite(sprite.name);
$sprites.insert_or_assign(ent, sprite_txt);
}
void Raycaster::update_level(GameDB::Level& level) {
$sprites.clear();
$sprite_order.clear();
$level = level;
$tiles = $level.map->tiles();
$walls = $level.map->walls();
$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
// player doesn't need a sprite
if($level.player != ent) {
update_sprite(ent, sprite);
}
});
}
void Raycaster::init_shaders() {
$brightness = shaders::get("rayview_sprites");
}
Point Raycaster::plan_move(int dir, bool strafe) {
$camera.t = 0.0;
if(strafe) {
$camera.target_x = $pos_x + int(-$dir_y * 1.5 * dir);
$camera.target_y = $pos_y + int($dir_x * 1.5 * dir);
} else {
$camera.target_x = $pos_x + int($dir_x * 1.5 * dir);
$camera.target_y = $pos_y + int($dir_y * 1.5 * dir);
}
return {size_t($camera.target_x), size_t($camera.target_y)};
}
void Raycaster::plan_rotate(int dir, float amount) {
$camera.t = 0.0;
double angle_dir = std::numbers::pi * amount * float(dir);
$camera.target_dir_x = $dir_x * cos(angle_dir) - $dir_y * sin(angle_dir);
$camera.target_dir_y = $dir_x * sin(angle_dir) + $dir_y * cos(angle_dir);
$camera.target_plane_x = $plane_x * cos(angle_dir) - $plane_y * sin(angle_dir);
$camera.target_plane_y = $plane_x * sin(angle_dir) + $plane_y * cos(angle_dir);
}
bool Raycaster::play_rotate() {
$camera.t += $camera.rot_speed;
$dir_x = std::lerp($dir_x, $camera.target_dir_x, $camera.t);
$dir_y = std::lerp($dir_y, $camera.target_dir_y, $camera.t);
$plane_x = std::lerp($plane_x, $camera.target_plane_x, $camera.t);
$plane_y = std::lerp($plane_y, $camera.target_plane_y, $camera.t);
update_camera_aiming();
return $camera.t >= 1.0;
}
bool Raycaster::play_move() {
$camera.t += $camera.move_speed;
$pos_x = std::lerp($pos_x, $camera.target_x, $camera.t);
$pos_y = std::lerp($pos_y, $camera.target_y, $camera.t);
update_camera_aiming();
return $camera.t >= 1.0;
}
void Raycaster::abort_plan() {
$camera.target_x = $pos_x;
$camera.target_y = $pos_y;
update_camera_aiming();
}
bool Raycaster::is_target(DinkyECS::Entity entity) {
(void)entity;
return false;
}
void Raycaster::update_camera_aiming() {
aiming_at = { size_t($pos_x + $dir_x), size_t($pos_y + $dir_y) };
camera_at = { size_t($camera.target_x), size_t($camera.target_y) };
}

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#pragma once
#include "algos/matrix.hpp"
#include "algos/spatialmap.hpp"
#include "game/level.hpp"
#include "graphics/textures.hpp"
#include <SFML/System/Clock.hpp>
using matrix::Matrix;
using RGBA = uint32_t;
struct CameraLOL {
double t = 0.0;
double move_speed = 0.1;
double rot_speed = 0.06;
double target_x = 0.0;
double target_y = 0.0;
double target_dir_x = 0.0;
double target_dir_y = 0.0;
double target_plane_x = 0.0;
double target_plane_y = 0.0;
};
using SpriteRender = std::pair<std::shared_ptr<sf::Sprite>, std::shared_ptr<sf::Shader>>;
struct Raycaster {
sf::Texture $view_texture;
sf::Sprite $view_sprite;
int $width;
int $height;
int $screen_pos_x;
int $screen_pos_y;
std::vector<double> $zbuffer; // width
int $pitch=0;
sf::Clock $clock;
std::shared_ptr<sf::Shader> $brightness = nullptr;
double $pos_x = 0;
double $pos_y = 0;
// initial direction vector
double $dir_x = 1;
double $dir_y = 0;
// the 2d raycaster version of camera plane
double $plane_x = 0.0;
double $plane_y = 0.66;
Point aiming_at{0,0};
Point camera_at{0,0};
CameraLOL $camera;
std::unique_ptr<RGBA[]> $pixels = nullptr;
std::unordered_map<DinkyECS::Entity, textures::SpriteTexture> $sprites;
// BUG: this can be way better I think
std::vector<SpriteRender> $sprites_to_render;
SortedEntities $sprite_order;
GameDB::Level $level;
Matrix $tiles;
Matrix $walls;
Raycaster(int x, int y, int width, int height);
void cast_rays();
void draw_ceiling_floor();
void draw_pixel_buffer();
void sprite_casting();
void update();
void render(sf::RenderTarget& target);
void sort_sprites(std::vector<int>& order, std::vector<double>& dist, int amount);
void set_position(int x, int y);
inline size_t pixcoord(int x, int y) {
return ((y) * $width) + (x);
}
void update_level(GameDB::Level& level);
void update_sprite(DinkyECS::Entity ent, components::Sprite& sprite);
void init_shaders();
void position_camera(float player_x, float player_y);
Point plan_move(int dir, bool strafe);
void plan_rotate(int dir, float amount);
bool play_rotate();
bool play_move();
void abort_plan();
bool is_target(DinkyECS::Entity entity);
void update_camera_aiming();
// BUG: these should go away when Bug #42 is solved
void apply_sprite_effect(std::shared_ptr<sf::Shader> effect, float width, float height);
std::shared_ptr<sf::Shader> apply_lighting_effect(components::Position& sprite_pos, matrix::Matrix &lights);
};

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#include "graphics/scene.hpp"
#include "graphics/animation.hpp"
#include "graphics/shaders.hpp"
#include <fmt/core.h>
#include "dbc.hpp"
const bool DEBUG=false;
namespace scene {
Element Engine::config_scene_element(nlohmann::json& config, bool duped) {
std::string sprite_name = config["sprite"];
auto st = textures::get_sprite(sprite_name, duped);
float scale_x = config["scale_x"];
float scale_y = config["scale_y"];
float x = config["x"];
float y = config["y"];
bool flipped = config["flipped"];
// BUG: put the .json file to load as a default/optional arg
auto anim = animation::load("./assets/animation.json", sprite_name);
anim.play();
anim.transform.flipped = flipped;
std::string cell = config["cell"];
std::string name = config["name"];
bool at_mid = config["at_mid"];
sf::Text text(*$ui.$font, "", 60);
return {name, st, anim, cell, {scale_x, scale_y}, {x, y}, at_mid, flipped, nullptr, text};
}
Engine::Engine(components::AnimatedScene& scene) :
$scene(scene)
{
for(auto& config : $scene.actors) {
auto element = config_scene_element(config, false);
dbc::check(!$actor_name_ids.contains(element.name),
$F("actors key {} already exists", element.name));
$actors.push_back(element);
$actor_name_ids.try_emplace(element.name, $actors.size() - 1);
}
for(auto& fixture : $scene.fixtures) {
auto element = config_scene_element(fixture, true);
$fixtures.push_back(element);
}
for(auto& line : $scene.layout) {
$layout.append(line);
}
}
void Engine::init() {
$ui.position(0,0, BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT);
$ui.set<guecs::Background>($ui.MAIN, {$ui.$parser, guecs::THEME.TRANSPARENT});
auto& background = $ui.get<guecs::Background>($ui.MAIN);
background.set_sprite($scene.background, true);
$ui.layout($layout);
for(auto& actor : $actors) {
actor.pos = position_sprite(actor.st, actor.cell,
actor.scale, actor.at_mid, actor.pos.x, actor.pos.y);
}
for(auto& fixture : $fixtures) {
fixture.pos = position_sprite(fixture.st, fixture.cell,
fixture.scale, fixture.at_mid, fixture.pos.x, fixture.pos.y);
}
}
void Engine::apply_effect(const std::string& actor, const std::string& shader) {
auto& element = actor_config(actor);
element.effect = shaders::get(shader);
}
void Engine::attach_text(const std::string& actor, const std::string& text) {
auto& element = actor_config(actor);
element.text.setPosition(element.pos);
element.text.setScale(element.scale);
element.text.setFillColor(sf::Color::Red);
element.text.setOutlineThickness(2.0f);
element.text.setOutlineColor(sf::Color::Black);
element.text.setString(text);
}
bool Engine::mouse(float x, float y, guecs::Modifiers mods) {
return $ui.mouse(x, y, mods);
}
void Engine::render(sf::RenderTexture& view) {
$ui.render(view);
for(auto& fixture : $fixtures) {
view.draw(*fixture.st.sprite, fixture.effect.get());
}
for(auto& actor : $actors) {
view.draw(*actor.st.sprite, actor.effect.get());
if(actor.anim.playing) view.draw(actor.text);
}
$camera.render(view);
if(DEBUG) $ui.debug_layout(view);
}
Element& Engine::actor_config(const std::string& actor) {
dbc::check($actor_name_ids.contains(actor), $F("scene does not contain actor {}", actor));
return $actors.at($actor_name_ids.at(actor));
}
void Engine::move_actor(const std::string& actor, const std::string& cell_name) {
auto& config = actor_config(actor);
config.cell = cell_name;
config.pos = position_sprite(config.st, config.cell, config.scale, config.at_mid);
}
void Engine::animate_actor(const std::string& actor, const std::string& form) {
auto& config = actor_config(actor);
config.anim.set_form(form);
if(!config.anim.playing) {
config.anim.play();
}
}
inline void this_is_stupid_refactor(std::vector<Element>& elements) {
for(auto& element : elements) {
if(element.anim.playing) {
element.anim.update();
element.anim.motion(*element.st.sprite, element.pos, element.scale);
element.anim.apply(*element.st.sprite);
if(element.effect != nullptr) element.anim.apply_effect(element.effect);
}
}
}
void Engine::update() {
this_is_stupid_refactor($fixtures);
this_is_stupid_refactor($actors);
}
sf::Vector2f Engine::position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff, float y_diff) {
auto& cell = $ui.cell_for(cell_name);
float x = float(at_mid ? cell.mid_x : cell.x);
float y = float(at_mid ? cell.mid_y : cell.y);
sf::Vector2f pos{x + x_diff, y + y_diff};
st.sprite->setPosition(pos);
st.sprite->setScale(scale);
return pos;
}
void Engine::zoom(float mid_x, float mid_y, const std::string& style, float scale) {
$camera.style(style);
$camera.scale(scale);
$camera.move(mid_x, mid_y);
$camera.play();
}
void Engine::zoom(const std::string &actor, const std::string& style, float scale) {
auto& config = actor_config(actor);
auto bounds = config.st.sprite->getGlobalBounds();
float mid_x = config.pos.x + bounds.size.x / 2.0f;
float mid_y = config.pos.y + bounds.size.y / 2.0f;
zoom(mid_x, mid_y, style, scale);
}
void Engine::set_end_cb(std::function<void()> cb) {
for(auto& actor : $actors) {
actor.anim.onLoop = [&,cb](auto& seq, auto& tr) -> bool {
seq.current = tr.toggled ? seq.frame_count - 1 : 0;
cb();
actor.effect = nullptr;
return tr.looped;
};
}
}
void Engine::reset(sf::RenderTexture& view) {
$camera.reset(view);
}
}

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#pragma once
#include <memory>
#include <unordered_map>
#include "graphics/textures.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <guecs/ui.hpp>
#include "graphics/camera.hpp"
#include <functional>
#include "graphics/animation.hpp"
#include "game/components.hpp"
namespace scene {
using std::shared_ptr;
using namespace textures;
struct Element {
std::string name;
textures::SpriteTexture st;
animation::Animation anim;
std::string cell;
sf::Vector2f scale{1.0f, 1.0f};
sf::Vector2f pos{0.0f, 0.0f};
bool at_mid=false;
bool flipped=false;
std::shared_ptr<sf::Shader> effect = nullptr;
sf::Text text;
};
struct Engine {
sf::Clock $clock;
guecs::UI $ui;
components::AnimatedScene& $scene;
std::string $layout;
std::unordered_map<std::string, int> $actor_name_ids;
std::vector<Element> $fixtures;
std::vector<Element> $actors;
cinematic::Camera $camera{{BOSS_VIEW_WIDTH, BOSS_VIEW_HEIGHT}, "scene"};
Engine(components::AnimatedScene& scene);
void init();
void render(sf::RenderTexture& view);
void update();
bool mouse(float x, float y, guecs::Modifiers mods);
void attach_text(const std::string& actor, const std::string& text);
Element config_scene_element(nlohmann::json& config, bool duped);
sf::Vector2f position_sprite(textures::SpriteTexture& st, const std::string& cell_name, sf::Vector2f scale, bool at_mid, float x_diff=0.0f, float y_diff=0.0f);
void move_actor(const std::string& actor, const std::string& cell_name);
void animate_actor(const std::string& actor, const std::string& form);
void apply_effect(const std::string& actor, const std::string& shader);
Element& actor_config(const std::string& actor);
void zoom(const std::string& actor, const std::string& style, float scale=0.9f);
void zoom(float mid_x, float mid_y, const std::string& style, float scale);
void reset(sf::RenderTexture& view);
void set_end_cb(std::function<void()> cb);
};
}

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#include "graphics/shaders.hpp"
#include <SFML/Graphics/Image.hpp>
#include "dbc.hpp"
#include <fmt/core.h>
#include "game/config.hpp"
#include "constants.hpp"
#include <memory>
namespace shaders {
using std::shared_ptr, std::make_shared;
static ShaderManager SMGR;
static bool INITIALIZED = false;
static int VERSION = 0;
inline void configure_shader_defaults(std::shared_ptr<sf::Shader> ptr) {
ptr->setUniform("source", sf::Shader::CurrentTexture);
}
bool load_shader(std::string name, nlohmann::json& settings) {
std::string file_name = settings["file_name"];
auto ptr = std::make_shared<sf::Shader>();
bool good = ptr->loadFromFile(file_name, sf::Shader::Type::Fragment);
if(good) {
configure_shader_defaults(ptr);
SMGR.shaders.try_emplace(name, name, file_name, ptr);
}
return good;
}
void init() {
if(!INITIALIZED) {
dbc::check(sf::Shader::isAvailable(), "no shaders?!");
INITIALIZED = true;
auto config = settings::get("shaders");
bool good = load_shader("ERROR", config["ERROR"]);
dbc::check(good, "Failed to load ERROR shader. Look in assets/shaders.json");
for(auto& [name, settings] : config.json().items()) {
if(name == "ERROR") continue;
dbc::check(!SMGR.shaders.contains(name),
$F("shader name '{}' duplicated in assets/shaders.json", name));
good = load_shader(name, settings);
if(!good) {
dbc::log($F("failed to load shader {}", name));
SMGR.shaders.insert_or_assign(name, SMGR.shaders.at("ERROR"));
}
}
}
}
std::shared_ptr<sf::Shader> get(const std::string& name) {
dbc::check(INITIALIZED, "you forgot to shaders::init()");
dbc::check(SMGR.shaders.contains(name),
$F("shader name '{}' not in assets/shaders.json", name));
auto& rec = SMGR.shaders.at(name);
return rec.ptr;
}
int reload() {
VERSION++;
INITIALIZED = false;
SMGR.shaders.clear();
init();
return VERSION;
}
bool updated(int my_version) {
return my_version != VERSION;
}
int version() {
return VERSION;
}
};

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#pragma once
#include <cstdint>
#include <vector>
#include <string>
#include <SFML/Graphics.hpp>
#include <unordered_map>
#include <memory>
#include "algos/matrix.hpp"
#include <nlohmann/json.hpp>
namespace shaders {
struct Record {
std::string name;
std::string file_name;
std::shared_ptr<sf::Shader> ptr = nullptr;
};
struct ShaderManager {
std::unordered_map<std::string, Record> shaders;
};
std::shared_ptr<sf::Shader> get(const std::string& name);
void init();
bool load_shader(std::string& name, nlohmann::json& settings);
bool updated(int my_version);
int reload();
int version();
}

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#include "graphics/textures.hpp"
#include <SFML/Graphics/Image.hpp>
#include "dbc.hpp"
#include <fmt/core.h>
#include "game/config.hpp"
#include "constants.hpp"
#include <memory>
#include <filesystem>
namespace textures {
using std::shared_ptr, std::make_shared, nlohmann::json, std::string;
namespace fs = std::filesystem;
static TextureManager TMGR;
static bool initialized = false;
static bool failure = false;
void load_sprite_textures(SpriteTextureMap &mapping, json &config, bool smooth) {
for(auto& [name, settings] : config.items()) {
const string& path = settings["path"];
dbc::check(fs::exists(path), $F("texture at {} doesn't exist", path));
auto texture = make_shared<sf::Texture>(path);
texture->setSmooth(smooth);
auto sprite = make_shared<sf::Sprite>(*texture);
int width = settings["frame_width"];
int height = settings["frame_height"];
dbc::check(width % 2 == 0 && height % 2 == 0,
$F("sprite {}:{} has invalid frame size {}:{}",
path, name, width, height));
sf::Vector2i frame_size{width, height};
sprite->setTextureRect({{0,0}, frame_size});
dbc::check(!mapping.contains(name),
$F("duplicate sprite/icon name {}", (string)name));
mapping.try_emplace(name, sprite, texture, frame_size);
}
}
void load_sprites() {
auto sprites = settings::get("config");
bool smooth = sprites["graphics"]["smooth_textures"];
load_sprite_textures(TMGR.sprite_textures, sprites["sprites"], smooth);
auto icons = settings::get("assets/icons.json");
load_sprite_textures(TMGR.icon_textures, icons.json(), smooth);
}
inline void resize_shit(size_t size) {
TMGR.surfaces.resize(size);
TMGR.ceilings.resize(size);
TMGR.map_tile_set.resize(size);
TMGR.ambient_light.resize(size);
}
void load_tiles() {
auto assets = settings::get("tiles");
auto &tiles = assets.json();
resize_shit(tiles.size());
for(auto &el : tiles.items()) {
auto &config = el.value();
const string& texture_fname = config["texture"];
// BUG: if the tiles.json ids aren't exactly in order this fails, but do I need this?
size_t surface_i = config["id"];
dbc::check(!TMGR.name_to_id.contains(el.key()),
$F("duplicate key in textures {}",
(string)el.key()));
TMGR.name_to_id.insert_or_assign(el.key(), surface_i);
if(surface_i >= tiles.size()) {
resize_shit(surface_i + 1);
}
TMGR.map_tile_set[surface_i] = config["display"];
TMGR.ambient_light[surface_i] = config["light"];
TMGR.surfaces[surface_i] = load_image(texture_fname);
// NOTE: ceilings defaults to 0 which is floor texture so only need to update
if(config.contains("ceiling")) {
const string& name = config["ceiling"];
dbc::check(tiles.contains(name), $F("invalid ceiling name {} in tile config {}", name, (string)el.key()));
auto& ceiling = tiles[name];
TMGR.ceilings[surface_i] = ceiling["id"];
}
}
}
void load_map_tiles() {
auto config = settings::get("map_tiles");
json& tiles = config.json();
for(auto tile : tiles) {
sf::Vector2i coords{tile["x"], tile["y"]};
dbc::check(coords.x % ICONGEN_MAP_TILE_DIM == 0, "x coordinates wrong in map");
dbc::check(coords.y % ICONGEN_MAP_TILE_DIM == 0, "y coordinates wrong in map");
sf::IntRect square{coords, {ICONGEN_MAP_TILE_DIM, ICONGEN_MAP_TILE_DIM}};
sf::Sprite sprite{TMGR.map_sprite_sheet, square};
wchar_t display = tile["display"];
dbc::check(!TMGR.map_sprites.contains(display),
$F("duplicate tile display {} in map_tiles.json", int(display)));
TMGR.map_sprites.try_emplace(display, sprite);
}
}
void init() {
dbc::check(!failure, "YOU HAD A CATASTROPHIC TEXTURES FAILURE, FIX IT");
try {
if(!initialized) {
load_tiles();
load_sprites();
load_map_tiles();
initialized = true;
}
} catch(...) {
failure = true;
throw;
}
}
SpriteTexture& get(const string& name, SpriteTextureMap& mapping) {
dbc::check(initialized, "you forgot to call textures::init()");
dbc::check(mapping.contains(name),
$F("!!!!! textures do not contain {} sprite", name));
auto& result = mapping.at(name);
dbc::check(result.sprite != nullptr,
$F("bad sprite from textures::get named {}", name));
dbc::check(result.texture != nullptr,
$F("bad texture from textures::get named {}", name));
return result;
}
SpriteTexture get_sprite(const string& name, bool duped) {
auto& st = get(name, TMGR.sprite_textures);
if(duped) {
st.sprite = make_shared<sf::Sprite>(*st.sprite);
}
return st;
}
SpriteTexture get_icon(const string& name) {
return get(name, TMGR.icon_textures);
}
sf::Image load_image(const string& filename) {
sf::Image texture;
bool good = texture.loadFromFile(filename);
dbc::check(good, $F("failed to load {}", filename));
return texture;
}
std::vector<int>& get_ambient_light() {
return TMGR.ambient_light;
}
std::vector<wchar_t>& get_map_tile_set() {
return TMGR.map_tile_set;
}
const uint32_t* get_surface(size_t num) {
return (const uint32_t *)TMGR.surfaces[num].getPixelsPtr();
}
sf::Image& get_surface_img(size_t num) {
return TMGR.surfaces[num];
}
const uint32_t* get_ceiling(size_t num) {
size_t ceiling_num = TMGR.ceilings[num];
return (const uint32_t *)TMGR.surfaces[ceiling_num].getPixelsPtr();
}
size_t get_id(const string& name) {
dbc::check(TMGR.name_to_id.contains(name),
$F("there is no texture named {} in tiles.json", name));
return TMGR.name_to_id.at(name);
}
sf::Sprite& get_map_sprite(wchar_t display) {
dbc::check(TMGR.map_sprites.contains(display),
$F("map_sprites.json doesn't have {} sprite", int(display)));
return TMGR.map_sprites.at(display);
}
size_t door_for_wall(size_t wall_id) {
size_t plain_door_id = textures::get_id("door_plain");
return plain_door_id;
}
};

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#pragma once
#include <cstdint>
#include <vector>
#include <string>
#include <SFML/Graphics/Sprite.hpp>
#include <SFML/Graphics/Image.hpp>
#include <SFML/Graphics/Texture.hpp>
#include <unordered_map>
#include <memory>
#include "algos/matrix.hpp"
namespace textures {
struct SpriteTexture {
std::shared_ptr<sf::Sprite> sprite = nullptr;
std::shared_ptr<sf::Texture> texture = nullptr;
sf::Vector2i frame_size;
};
using SpriteTextureMap = std::unordered_map<std::string, SpriteTexture>;
struct TextureManager {
std::vector<sf::Image> surfaces;
std::vector<size_t> ceilings;
std::vector<wchar_t> map_tile_set;
std::vector<int> ambient_light;
SpriteTextureMap sprite_textures;
SpriteTextureMap icon_textures;
std::unordered_map<std::string, size_t> name_to_id;
std::unordered_map<wchar_t, sf::Sprite> map_sprites;
sf::Texture map_sprite_sheet{"./assets/map_tiles.png"};
};
void init();
SpriteTexture get_sprite(const std::string& name, bool duped=false);
SpriteTexture get_icon(const std::string& name);
sf::Image load_image(const std::string& filename);
std::vector<int>& get_ambient_light();
std::vector<wchar_t>& get_map_tile_set();
const uint32_t* get_surface(size_t num);
sf::Image& get_surface_img(size_t num);
const uint32_t* get_ceiling(size_t num);
sf::Sprite& get_map_sprite(wchar_t display);
size_t get_id(const std::string& name);
size_t door_for_wall(size_t wall_id);
}