remade all the quad logic and added game logic to the enemies

This commit is contained in:
Luna 2025-06-10 21:18:22 +02:00
parent 7c4ec2e616
commit 19bd0e616a

View file

@ -33,6 +33,8 @@ struct bounding_box
float accY; float accY;
}; };
struct uniform struct uniform
{ {
glm::mat4 view; glm::mat4 view;
@ -43,6 +45,13 @@ struct push
glm::mat4 transform; glm::mat4 transform;
}; };
struct quad
{
bounding_box box;
std::vector<vertex> vertices;
push trans;
};
bounding_box player; bounding_box player;
float velocityX = 1.0f; float velocityX = 1.0f;
float velocityY = 0.50f; float velocityY = 0.50f;
@ -207,7 +216,7 @@ void simple_physics()
} }
} }
void simple_physics_step(float t, bounding_box &box, std::vector<bounding_box> &boxes) void simple_physics_step(float t, bounding_box &box, std::vector<quad> &boxes)
{ {
box.y += box.velocityY * t + 0.5 * box.accY * (t * t); box.y += box.velocityY * t + 0.5 * box.accY * (t * t);
box.velocityY += box.accY * t; box.velocityY += box.accY * t;
@ -217,11 +226,11 @@ void simple_physics_step(float t, bounding_box &box, std::vector<bounding_box> &
for (auto &b: boxes) for (auto &b: boxes)
{ {
b.y += b.velocityY * t + 0.5 * b.accY * (t * t); b.box.y += b.box.velocityY * t + 0.5 * b.box.accY * (t * t);
b.velocityY += b.accY * t; b.box.velocityY += b.box.accY * t;
b.x += b.velocityX * t + 0.5 * b.accX * (t * t); b.box.x += b.box.velocityX * t + 0.5 * b.box.accX * (t * t);
b.velocityX += b.accX * 0.002; b.box.velocityX += b.box.accX * 0.002;
} }
bool collision_x = box.x + box.width / 2 >= 1.0f || box.x - box.width / 2 <= -1.0f; bool collision_x = box.x + box.width / 2 >= 1.0f || box.x - box.width / 2 <= -1.0f;
@ -598,19 +607,20 @@ int main()
framebuffer_extension.height, 1); framebuffer_extension.height, 1);
framebuffers.push_back(device.createFramebuffer(framebuffer_info)); framebuffers.push_back(device.createFramebuffer(framebuffer_info));
} }
quad play{};
std::vector<vertex> vertices = { play.box = player;
play.vertices = {
{{-0.1f, -0.1f}, {1.0f, 0.0f, 0.0f}}, {{-0.1f, -0.1f}, {1.0f, 0.0f, 0.0f}},
{{0.0f, -0.1f}, {1.0f, 0.0f, 0.0f}}, {{0.0f, -0.1f}, {1.0f, 0.0f, 0.0f}},
{{0.0f, 0.1f}, {0.0f, 1.0f, 0.0f}}, {{0.0f, 0.1f}, {0.0f, 1.0f, 0.0f}},
{{-0.1f, 0.1f}, {0.0f, 0.0f, 1.0f}} {{-0.1f, 0.1f}, {0.0f, 0.0f, 1.0f}}
}; };
vertices = convert_quad_to_triangles(vertices); play.vertices = convert_quad_to_triangles(play.vertices);
auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertices[0]) * 100); auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertex) * 6 * 100);
vk::DeviceMemory vertex_buffer_memory = ret.first; vk::DeviceMemory vertex_memory = ret.first;
vk::Buffer vertex_buffer = ret.second; vk::Buffer vertex_buffer = ret.second;
char *data = (char *)device.mapMemory(vertex_buffer_memory, 0, sizeof(vertices[0]) * 100); char *vertex_data = (char *)device.mapMemory(vertex_memory, 0, sizeof(vertex) * 6 * 100); // 100 quads
memcpy(data, vertices.data(), sizeof(vertices[0]) * vertices.size()); memcpy(vertex_data, play.vertices.data(), sizeof(play.vertices[0]) * play.vertices.size());
vk::CommandPoolCreateInfo command_pool_info = {}; vk::CommandPoolCreateInfo command_pool_info = {};
@ -663,7 +673,7 @@ int main()
player.height = 0.2f; player.height = 0.2f;
player.width = 0.2f; player.width = 0.2f;
//velocityX = 0.008f; //velocityX = 0.008f;
std::vector<vertex> render_vertices = vertices;
float angle = 0.0f; float angle = 0.0f;
float vel2 = 0.005f; float vel2 = 0.005f;
//std::thread phy_thread(simple_physics); //std::thread phy_thread(simple_physics);
@ -672,10 +682,11 @@ int main()
player.accY = 1.3f; player.accY = 1.3f;
player.x = -0.8; player.x = -0.8;
player.y = -0.5; player.y = -0.5;
std::vector<bounding_box> enemies; std::vector<quad> enemies;
while(!glfwWindowShouldClose(window)) while(!glfwWindowShouldClose(window))
{ {
glfwPollEvents(); glfwPollEvents();
std::vector<vertex> render_vertices = play.vertices;
auto res_wait = device.waitForFences(next_frame_fence, VK_TRUE, UINT64_MAX); auto res_wait = device.waitForFences(next_frame_fence, VK_TRUE, UINT64_MAX);
if (res_wait != vk::Result::eSuccess) if (res_wait != vk::Result::eSuccess)
throw std::runtime_error("failed waiting!"); throw std::runtime_error("failed waiting!");
@ -691,21 +702,31 @@ int main()
vkResetCommandBuffer(command_buffers[0], 0); vkResetCommandBuffer(command_buffers[0], 0);
if (enemies.empty()) if (enemies.empty())
{ {
bounding_box enemy = spawn_enemy(rng); quad enemy{};
add_quad_to_vertices(render_vertices, bounding_box_to_vertices(enemy)); std::mt19937 rng2(dev());
enemy.box = spawn_enemy(rng2);
enemy.vertices = bounding_box_to_vertices(enemy.box);
enemy.trans.transform = glm::mat4{1.0f};
enemies.push_back(enemy); enemies.push_back(enemy);
} }
auto time_elapsed = clock::now() - before; auto time_elapsed = clock::now() - before;
simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), player, enemies); simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), player, enemies);
before = clock::now(); before = clock::now();
push first_transform{}; play.trans.transform = move({player.x, player.y});
first_transform.transform = move({player.x, player.y}); for (auto &e: enemies)
push second_transform{}; {
second_transform.transform = move({enemies[0].x, enemies[0].y}); if (e.box.x <= -1.0f)
{
enemies.clear();
break;
}
e.trans.transform = move({e.box.x, e.box.y});
add_quad_to_vertices(render_vertices, e.vertices);
}
//memcpy(uniform_data, &u, sizeof(uniform)); //memcpy(uniform_data, &u, sizeof(uniform));
angle -= 1.0f; angle -= 1.0f;
memcpy(data, render_vertices.data(), sizeof(vertices[0]) * render_vertices.size()); memcpy(vertex_data, render_vertices.data(), sizeof(render_vertices[0]) * render_vertices.size());
vk::CommandBufferBeginInfo begin_info = {}; vk::CommandBufferBeginInfo begin_info = {};
@ -721,10 +742,16 @@ int main()
//command_buffers[0].setScissor(0, scissor); //command_buffers[0].setScissor(0, scissor);
command_buffers[0].bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_sets, nullptr); command_buffers[0].bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline_layout, 0, descriptor_sets, nullptr);
command_buffers[0].bindVertexBuffers(0, 1, &vertex_buffer, &offset); command_buffers[0].bindVertexBuffers(0, 1, &vertex_buffer, &offset);
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &first_transform); command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &play.trans);
command_buffers[0].draw(6, 1, 0, 0); command_buffers[0].draw(6, 1, 0, 0);
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &second_transform); uint32_t offset_vertex = 6;
command_buffers[0].draw(6, 1, 6, 0); for (auto &e: enemies)
{
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &e.trans);
command_buffers[0].draw(6, 1, offset_vertex, 0);
offset_vertex += 6;
}
command_buffers[0].endRenderPass(); command_buffers[0].endRenderPass();
if (vkEndCommandBuffer(command_buffers[0]) != VK_SUCCESS) if (vkEndCommandBuffer(command_buffers[0]) != VK_SUCCESS)
{ {
@ -757,13 +784,13 @@ int main()
thread = false; thread = false;
//phy_thread.join(); //phy_thread.join();
device.unmapMemory(uniform_buffer_data); device.unmapMemory(uniform_buffer_data);
device.unmapMemory(vertex_buffer_memory); device.unmapMemory(vertex_memory);
device.waitIdle(); device.waitIdle();
device.destroyDescriptorPool(descriptor_pool); device.destroyDescriptorPool(descriptor_pool);
device.destroyDescriptorSetLayout(descriptor_layout); device.destroyDescriptorSetLayout(descriptor_layout);
device.destroyBuffer(vertex_buffer); device.destroyBuffer(vertex_buffer);
device.destroyBuffer(uniform_buffer); device.destroyBuffer(uniform_buffer);
device.freeMemory(vertex_buffer_memory); device.freeMemory(vertex_memory);
device.freeMemory(uniform_buffer_data); device.freeMemory(uniform_buffer_data);
for (auto &framebuffer: framebuffers) for (auto &framebuffer: framebuffers)
{ {