improved enemy implementation

This commit is contained in:
Luna 2025-06-10 14:45:47 +02:00
parent 949e03c9c5
commit 7c4ec2e616
4 changed files with 47 additions and 16 deletions

View file

@ -34,6 +34,11 @@ struct bounding_box
}; };
struct uniform struct uniform
{
glm::mat4 view;
};
struct push
{ {
glm::mat4 transform; glm::mat4 transform;
}; };
@ -202,15 +207,24 @@ 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<bounding_box> &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;
box.x += box.velocityX * t + 0.5 * box.accX * (t * t); box.x += box.velocityX * t + 0.5 * box.accX * (t * t);
box.velocityX += box.accX * 0.002; box.velocityX += box.accX * 0.002;
for (auto &b: boxes)
{
b.y += b.velocityY * t + 0.5 * b.accY * (t * t);
b.velocityY += b.accY * t;
b.x += b.velocityX * t + 0.5 * b.accX * (t * t);
b.velocityX += b.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;
//bool collision_y = box.y + box.height / 2 >=1.0f || box.y - box.height / 2 <= -1.0f;
bool collision_top_y = box.y - box.height / 2 <= -1.0f; bool collision_top_y = box.y - box.height / 2 <= -1.0f;
bool collision_bottom_y = box.y + box.height / 2 >=1.0f; bool collision_bottom_y = box.y + box.height / 2 >=1.0f;
if (collision_x) if (collision_x)
@ -269,8 +283,8 @@ void keyboard_handle(GLFWwindow *window, int key, int scancode, int action, int
bounding_box spawn_enemy(std::mt19937 rng) bounding_box spawn_enemy(std::mt19937 rng)
{ {
std::uniform_real_distribution<float> dist(0.05, 0.3); std::uniform_real_distribution<float> dist(0.05, 0.3);
std::uniform_real_distribution<float> y_dist(-0.7, -0.5); std::uniform_real_distribution<float> y_dist(0.7, 0.5);
std::uniform_real_distribution<float> vel_dist(-1.0, -0.5);// TODO: Shader for enemies std::uniform_real_distribution<float> vel_dist(-1.0, -0.5);
bounding_box ret{0}; bounding_box ret{0};
ret.height = dist(rng); ret.height = dist(rng);
ret.width = dist(rng); ret.width = dist(rng);
@ -504,13 +518,17 @@ int main()
vk::DescriptorSetLayoutCreateInfo descriptor_layout_info(vk::DescriptorSetLayoutCreateFlags(), 1, &descriptor_binding); vk::DescriptorSetLayoutCreateInfo descriptor_layout_info(vk::DescriptorSetLayoutCreateFlags(), 1, &descriptor_binding);
vk::DescriptorSetLayout descriptor_layout = device.createDescriptorSetLayout(descriptor_layout_info); vk::DescriptorSetLayout descriptor_layout = device.createDescriptorSetLayout(descriptor_layout_info);
vk::PushConstantRange push_constant(vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push));
vk::PipelineLayoutCreateInfo layout_info = {}; vk::PipelineLayoutCreateInfo layout_info = {};
layout_info.setLayoutCount = 1; layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = &descriptor_layout; layout_info.pSetLayouts = &descriptor_layout;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = &push_constant;
vk::PipelineLayout pipeline_layout = device.createPipelineLayout(layout_info); vk::PipelineLayout pipeline_layout = device.createPipelineLayout(layout_info);
uniform u{}; uniform u{};
u.transform = glm::mat4(1.0f); u.view = glm::mat4(1.0f);
auto rec = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eUniformBuffer, sizeof(uniform)); auto rec = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eUniformBuffer, sizeof(uniform));
vk::DeviceMemory uniform_buffer_data = rec.first; vk::DeviceMemory uniform_buffer_data = rec.first;
vk::Buffer uniform_buffer = rec.second; vk::Buffer uniform_buffer = rec.second;
@ -588,10 +606,10 @@ int main()
{{-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); vertices = convert_quad_to_triangles(vertices);
auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertices[0]) * vertices.size()); auto ret = create_buffer(device, selected_physical_device, vk::BufferUsageFlagBits::eVertexBuffer, sizeof(vertices[0]) * 100);
vk::DeviceMemory vertex_buffer_memory = ret.first; vk::DeviceMemory vertex_buffer_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]) * vertices.size()); char *data = (char *)device.mapMemory(vertex_buffer_memory, 0, sizeof(vertices[0]) * 100);
memcpy(data, vertices.data(), sizeof(vertices[0]) * vertices.size()); memcpy(data, vertices.data(), sizeof(vertices[0]) * vertices.size());
@ -674,17 +692,20 @@ int main()
if (enemies.empty()) if (enemies.empty())
{ {
bounding_box enemy = spawn_enemy(rng); bounding_box enemy = spawn_enemy(rng);
add_quad_to_vertices(vertices, bounding_box_to_vertices(enemy)); add_quad_to_vertices(render_vertices, bounding_box_to_vertices(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); simple_physics_step(std::chrono::duration_cast<std::chrono::duration<float>>(time_elapsed).count(), player, enemies);
before = clock::now(); before = clock::now();
u.transform = move({player.x, player.y}); push first_transform{};
memcpy(uniform_data, &u, sizeof(uniform)); first_transform.transform = move({player.x, player.y});
push second_transform{};
second_transform.transform = move({enemies[0].x, enemies[0].y});
//memcpy(uniform_data, &u, sizeof(uniform));
angle -= 1.0f; angle -= 1.0f;
memcpy(data, render_vertices.data(), sizeof(vertices[0]) * vertices.size()); memcpy(data, render_vertices.data(), sizeof(vertices[0]) * render_vertices.size());
vk::CommandBufferBeginInfo begin_info = {}; vk::CommandBufferBeginInfo begin_info = {};
@ -700,7 +721,10 @@ 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].draw(vertices.size(), 1, 0, 0); command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &first_transform);
command_buffers[0].draw(6, 1, 0, 0);
command_buffers[0].pushConstants(pipeline_layout, vk::ShaderStageFlags(vk::ShaderStageFlagBits::eVertex), 0, sizeof(push), &second_transform);
command_buffers[0].draw(6, 1, 6, 0);
command_buffers[0].endRenderPass(); command_buffers[0].endRenderPass();
if (vkEndCommandBuffer(command_buffers[0]) != VK_SUCCESS) if (vkEndCommandBuffer(command_buffers[0]) != VK_SUCCESS)
{ {
@ -732,12 +756,15 @@ int main()
} }
thread = false; thread = false;
//phy_thread.join(); //phy_thread.join();
device.unmapMemory(uniform_buffer_data);
device.unmapMemory(vertex_buffer_memory); device.unmapMemory(vertex_buffer_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.freeMemory(vertex_buffer_memory); device.freeMemory(vertex_buffer_memory);
device.freeMemory(uniform_buffer_data);
for (auto &framebuffer: framebuffers) for (auto &framebuffer: framebuffers)
{ {
device.destroyFramebuffer(framebuffer); device.destroyFramebuffer(framebuffer);

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@ -3,9 +3,13 @@
// x -> -1 (left) 1(right) // x -> -1 (left) 1(right)
// y -> -1 (top) 1(bottom) // y -> -1 (top) 1(bottom)
layout(binding = 0) uniform un{ layout( push_constant ) uniform push{
mat4 transform; mat4 transform;
} trans; }trans;
layout(binding = 0) uniform un{
mat4 view;
} view;
layout(location = 0) in vec2 in_position; layout(location = 0) in vec2 in_position;
layout(location = 1) in vec3 in_color; layout(location = 1) in vec3 in_color;