Files
Vibe-HD-2D/demo/DemoScene.h
Gabrieal Jimmy 83a1f16806 Sprite sheets, atlases, game UI, time of day, weather presets, headless captures
- BillboardInstance: per-instance uv sub-rect, feet anchor, turn, dithered alpha, flash;
  BillboardBatch::sharedTexture; Texture createEmpty/update/cellUV/cellAnchor/nearest
- SpriteAtlas: fixed-cell runtime atlas with gutters
- hd2d::ui: Octopath-style panels, fonts (Cinzel, EB Garamond), dialogue box with
  typewriter + portraits + choices, menus, nameplates, toasts, ImGui theme
- DayCycle (dawn/day/dusk/night keyframes, sun + moon arcs), Weather overcast/mist/
  lightning, night-aware presets, stars and moon in the sky
- Hidden-window offscreen captures (Window visible=false, Renderer output FBO,
  OffscreenTarget); --screenshot never opens a window
- Camera::worldToScreen; CMake usable via add_subdirectory (HD2D_BUILD_DEMO,
  HD2D_ENGINE_ASSET_DIR)
2026-10-02 15:05:23 -05:00

70 lines
2.6 KiB
C++

#pragma once
#include "hd2d/Camera.h"
#include "hd2d/Scene.h"
#include "hd2d/SpriteAtlas.h"
#include "hd2d/Weather.h"
#include <array>
#include <random>
#include <string>
#include <vector>
// Meadow diorama: terraced grass, a cliff ridge with steps, a pond crossed by
// a stone bridge with burning braziers, 3D trees/bushes/rocks, weather and a
// WASD-controlled pixel-art player sprite.
class DemoScene {
public:
bool load(const std::string& assetDir);
// `move`: x = screen right, y = screen up (camera-relative), length <= 1.
void update(float dt, float time, glm::vec2 move, const hd2d::Camera& camera);
void placePlayer(glm::vec2 xz);
hd2d::Scene scene;
glm::vec3 playerPos{0.0f};
hd2d::Weather weather; // call weather.update() each frame before rendering
// Billboard feature test (`--sprite-test`; set before load()): a row of
// atlas / sprite-sheet sprites behind the player exercising sub-rect
// frames, flip, turn, alpha dither and flash. Labels are world-space
// points (sprite tops) for the caller to draw.
bool spriteTest = false;
struct Label {
glm::vec3 pos;
const char* text;
};
std::vector<Label> labels;
private:
struct Obstacle {
glm::vec2 pos;
float radius;
};
bool buildSpriteTest(const std::string& assetDir);
void updateSpriteTest(float time, const hd2d::Camera& camera);
void buildTerrain();
void scatterProps();
bool walkable(glm::vec2 from, glm::vec2 to) const;
bool occupied(glm::vec2 p, float r) const;
float groundHeight(glm::vec2 p) const; // terrain or bridge deck
hd2d::Terrain terrain_;
hd2d::Water water_;
hd2d::ParticleSystem particles_;
hd2d::BillboardBatch tallGrass_, tufts_, flowers_, player_; // pixel-art sprites
hd2d::ModelLibrary models_; // 3D scenery
std::array<hd2d::ModelBatch, 2> oaks_, pines_, bushes_, rocks_; // two model variants each
hd2d::ModelBatch bridge_;
hd2d::GroundOcclusion groundAO_;
std::vector<Obstacle> obstacles_;
std::vector<unsigned char> tallGrassMask_;
std::mt19937 rng_{42};
float playerSpeed_ = 4.2f;
float walkPhase_ = 0.0f;
hd2d::SpriteAtlas atlas_; // sprite test: runtime-packed cells
hd2d::BillboardBatch atlasSprites_; // uses atlas_.texture() via sharedTexture
hd2d::BillboardBatch sheetSprites_; // own texture: a 2x1 sheet read with Texture::cellUV
int atlasSlots_[3] = {-1, -1, -1}; // hero, flowers, tuft
int sheetFeetRows_[2] = {0, 0}; // per sheet cell, from the cell top
float stepTimer_ = 0.0f;
float facing_ = 0.0f;
};