- 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)
401 lines
19 KiB
C++
401 lines
19 KiB
C++
// HD-2D engine demo: meadow diorama with a WASD-controlled sprite.
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//
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// Controls: WASD/arrows move, Q/E rotate camera, right-drag orbit, wheel zoom,
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// R rain, O overcast, G fog, L lightning, [ / ] time of day -/+ 1 h,
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// F1 toggle tuning panel, F5 hot-reload shaders, F12 screenshot, T game UI showcase, Esc quit.
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//
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// Captures run hidden: --screenshot implies a hidden, input-ignoring window
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// rendering into an offscreen target (--show opts back into a visible window;
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// input is still ignored):
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// hd2d_demo --screenshot out.png [--frames 120] [--move x,y] [--pos x,z] [--show]
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// [--sun azimuthDeg,elevationDeg] [--yaw deg] [--dist units] [--size WxH] [--ui]
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// [--set name=value ...] e.g. --set godRays=4 --set dof=0
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// [--hour H] [--rain X] [--overcast X] [--fog X] [--lightning] [--pitch deg]
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// [--sprite-test] billboard feature row (atlas, flip, turn, alpha, flash, frames)
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// [--ui-demo] game UI showcase (also key T): dialogue, choices, toasts, menu, nameplate
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#include "DemoScene.h"
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#include "hd2d/DayCycle.h"
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#include "hd2d/DebugUI.h"
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#include "hd2d/Log.h"
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#include "hd2d/Renderer.h"
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#include "hd2d/Screenshot.h"
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#include "hd2d/UI.h"
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#include "hd2d/Window.h"
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <algorithm>
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include <cstring>
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#include <ctime>
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#include <string>
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#include <utility>
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#include <vector>
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#ifndef HD2D_ASSET_DIR
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#define HD2D_ASSET_DIR "assets"
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#endif
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namespace {
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struct Options {
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std::string screenshot;
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int frames = 120;
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glm::vec2 move{0.0f};
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bool hasPos = false, hasSun = false, hasYaw = false, ui = false, spriteTest = false, uiDemo = false, show = false;
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bool hasHour = false, hasPitch = false, lightning = false;
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std::vector<std::pair<std::string, float>> settings; // --set name=value
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glm::vec2 pos{0.0f}, sun{0.0f};
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float yaw = 0.0f, pitch = 0.0f, dist = 0.0f, rain = 0.0f, overcast = 0.0f, fog = 0.0f, hour = 12.0f;
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int width = 1600, height = 900;
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};
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bool parsePair(const char* s, float& a, float& b, char sep = ',') {
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char fmt[16];
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std::snprintf(fmt, sizeof fmt, "%%f%c%%f", sep);
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return std::sscanf(s, fmt, &a, &b) == 2;
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}
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Options parseArgs(int argc, char** argv) {
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Options o;
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for (int i = 1; i < argc; ++i) {
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auto next = [&]() -> const char* { return i + 1 < argc ? argv[++i] : ""; };
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if (!std::strcmp(argv[i], "--screenshot")) o.screenshot = next();
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else if (!std::strcmp(argv[i], "--frames")) o.frames = std::max(1, std::atoi(next()));
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else if (!std::strcmp(argv[i], "--move")) parsePair(next(), o.move.x, o.move.y);
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else if (!std::strcmp(argv[i], "--pos")) o.hasPos = parsePair(next(), o.pos.x, o.pos.y);
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else if (!std::strcmp(argv[i], "--sun")) o.hasSun = parsePair(next(), o.sun.x, o.sun.y);
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else if (!std::strcmp(argv[i], "--yaw")) o.hasYaw = true, o.yaw = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--dist")) o.dist = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--ui")) o.ui = true;
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else if (!std::strcmp(argv[i], "--show")) o.show = true;
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else if (!std::strcmp(argv[i], "--sprite-test")) o.spriteTest = true;
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else if (!std::strcmp(argv[i], "--ui-demo")) o.uiDemo = true;
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else if (!std::strcmp(argv[i], "--rain")) o.rain = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--overcast")) o.overcast = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--fog")) o.fog = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--lightning")) o.lightning = true;
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else if (!std::strcmp(argv[i], "--hour")) o.hasHour = true, o.hour = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--pitch")) o.hasPitch = true, o.pitch = float(std::atof(next()));
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else if (!std::strcmp(argv[i], "--set")) {
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std::string kv = next();
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auto eq = kv.find('=');
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if (eq != std::string::npos) o.settings.emplace_back(kv.substr(0, eq), float(std::atof(kv.c_str() + eq + 1)));
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}
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else if (!std::strcmp(argv[i], "--size")) {
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float w, h;
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if (parsePair(next(), w, h, 'x')) o.width = int(w), o.height = int(h);
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} else std::fprintf(stderr, "unknown argument: %s\n", argv[i]);
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}
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return o;
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}
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// Overrides a renderer setting by name (bools take 0/1). Returns false if unknown.
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bool applySetting(hd2d::RenderSettings& s, const std::string& name, float v) {
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struct Entry {
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const char* name;
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float* f;
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bool* b;
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} table[] = {
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{"volumetrics", nullptr, &s.volumetrics}, {"dof", nullptr, &s.dof},
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{"bloom", nullptr, &s.bloom}, {"reflections", nullptr, &s.reflections},
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{"fogDensity", &s.fogDensity, nullptr}, {"fogHeightFalloff", &s.fogHeightFalloff, nullptr},
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{"godRays", &s.godRayIntensity, nullptr}, {"shaftStrength", &s.shaftStrength, nullptr},
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{"shaftCoverage", &s.shaftCoverage, nullptr}, {"cookieStrength", &s.cookieStrength, nullptr},
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{"exposure", &s.exposure, nullptr}, {"bloomStrength", &s.bloomStrength, nullptr},
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{"tiltShift", &s.tiltShift, nullptr}, {"focusRange", &s.focusRange, nullptr},
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{"shaftScale", &s.shaftScale, nullptr}, {"occluderFade", nullptr, &s.occluderFade},
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{"ssao", nullptr, &s.ssao}, {"groundAO", nullptr, &s.groundOcclusion},
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{"ssaoRadius", &s.ssaoRadius, nullptr}, {"ssaoIntensity", &s.ssaoIntensity, nullptr},
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};
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for (Entry& e : table)
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if (name == e.name) {
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if (e.f) *e.f = v;
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else *e.b = v != 0.0f;
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return true;
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}
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return false;
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}
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std::string timestampedScreenshotPath() {
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std::time_t t = std::time(nullptr);
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char buf[64];
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std::strftime(buf, sizeof buf, "screenshots/hd2d_%Y%m%d_%H%M%S.png", std::localtime(&t));
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return buf;
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}
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// Game UI showcase (key T or --ui-demo): typewriter dialogue with a portrait
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// and choices, toasts, a menu, a status panel, a title, a themed ImGui window
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// and a nameplate above the player. The ImGui theme is restored on exit.
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struct UiShowcase {
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bool active = false;
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hd2d::ui::DialogueBox dialogue;
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hd2d::ui::Toasts toasts;
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hd2d::Texture portrait;
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ImGuiStyle savedStyle;
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float volume = 0.7f; // state for the themed "Options" window
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bool subtitles = true;
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int textSpeed = 1;
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char playerName[32] = "Traveller";
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void open() {
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if (!active) savedStyle = ImGui::GetStyle();
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hd2d::ui::applyTheme();
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active = true;
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glm::vec4 b = portrait.opaqueBounds(); // square crop of the sprite's head and shoulders
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float side = b.z - b.x;
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dialogue.start({{"Warden Elise",
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"Ah, a new face! Welcome to the meadow, traveller \xE2\x80\x94 the tall grass to the east hides "
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"all manner of curious creatures, and the caf\xC3\xA9 by the bridge sells the finest bait\xE2\x80\xA6 "
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"Will you take a field guide with you?",
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ImTextureID(portrait.id()), ImVec2(b.x, b.y), ImVec2(b.z, b.y + side)}},
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{"Yes, gladly.", "Not today.", "Tell me more first."});
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toasts.push("Field guide updated", IM_COL32(230, 190, 90, 255), 9.0f);
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toasts.push("New area: Sunlit Meadow", IM_COL32(120, 200, 160, 255), 9.0f);
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}
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void close() {
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dialogue.close();
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toasts.clear();
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ImGui::GetStyle() = savedStyle;
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active = false;
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}
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// Enter/Space advance, Up/Down pick a choice; Enter reopens a closed dialogue.
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void input(hd2d::Window& w) {
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if (dialogue.isOpen()) {
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if (w.keyPressed(GLFW_KEY_UP) || w.keyPressed(GLFW_KEY_W)) dialogue.moveChoice(-1);
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if (w.keyPressed(GLFW_KEY_DOWN) || w.keyPressed(GLFW_KEY_S)) dialogue.moveChoice(1);
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if ((w.keyPressed(GLFW_KEY_ENTER) || w.keyPressed(GLFW_KEY_SPACE)) && dialogue.advance()) {
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static const char* answers[] = {"Received a field guide", "Maybe next time", "Ask again with T"};
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int c = dialogue.choice();
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if (c >= 0) toasts.push(answers[c]);
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}
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} else if (w.keyPressed(GLFW_KEY_ENTER)) {
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open();
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}
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}
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void draw(glm::vec2 viewport, const hd2d::Camera& cam, glm::vec3 playerPos, float dt) {
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namespace ui = hd2d::ui;
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const ImVec2 vp(viewport.x, viewport.y);
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const float s = ui::scaleFor(vp);
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ImDrawList* dl = ImGui::GetForegroundDrawList();
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dialogue.update(dt);
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toasts.update(dt);
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ui::titleText(dl, ImVec2(vp.x * 0.5f, vp.y * 0.25f), "Meadow Tales", ui::kTitleSize * s);
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ui::menu(dl, ImVec2(vp.x * 0.13f, vp.y * 0.42f), {"Items", "Party", "Field Guide", "Settings", "Quit"}, 2,
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"Menu", s);
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// Status panel with progress bars (top right).
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ImVec2 p0(vp.x - 380.0f * s - 40.0f * s, 40.0f * s), p1(vp.x - 40.0f * s, 40.0f * s + 150.0f * s);
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ui::panel(dl, p0, p1);
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ui::text(dl, ui::fonts().name, ui::kNameSize * s, ImVec2(p0.x + 28.0f * s, p0.y + 20.0f * s), ui::kGold,
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"Traveller");
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ui::text(dl, ui::fonts().small, ui::kSmallSize * s, ImVec2(p1.x - 110.0f * s, p0.y + 22.0f * s),
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ui::kTextMuted, "Lv. 12");
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const char* labels[] = {"HP", "SP"};
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const ImU32 colors[] = {IM_COL32(110, 190, 90, 255), IM_COL32(80, 150, 230, 255)};
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const float values[] = {0.82f, 0.45f};
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for (int i = 0; i < 2; ++i) {
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float y = p0.y + (68.0f + 38.0f * float(i)) * s;
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ui::text(dl, ui::fonts().small, ui::kSmallSize * s, ImVec2(p0.x + 28.0f * s, y - 4.0f * s), ui::kTextColor,
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labels[i]);
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ui::progressBar(dl, ImVec2(p0.x + 80.0f * s, y + 2.0f * s), ImVec2(p1.x - 28.0f * s, y + 16.0f * s),
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values[i], colors[i]);
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}
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glm::vec2 head;
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if (cam.worldToScreen(playerPos + glm::vec3(0.0f, 1.45f, 0.0f), viewport, head))
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ui::nameplate(dl, ImVec2(head.x, head.y), "Traveller", ui::kGold, s);
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// Standard widgets with applyTheme() and the game's small font.
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ImGui::PushFont(ui::fonts().small);
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ImGui::SetNextWindowPos(ImVec2(vp.x - 40.0f * s, vp.y * 0.36f), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
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ImGui::Begin("Options", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
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ImGui::PushItemWidth(200.0f * s);
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ImGui::SliderFloat("Volume", &volume, 0.0f, 1.0f);
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ImGui::Checkbox("Subtitles", &subtitles);
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ImGui::Combo("Text speed", &textSpeed, "Slow\0Normal\0Fast\0");
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ImGui::InputText("Name", playerName, sizeof playerName);
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ImGui::Button("Apply");
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ImGui::PopItemWidth();
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ImGui::End();
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ImGui::PopFont();
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dialogue.draw(vp);
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toasts.draw(vp);
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}
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};
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// Owns every GL object so they are destroyed while the context still exists.
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int run(hd2d::Window& window, const Options& opt) {
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const bool capture = !opt.screenshot.empty();
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hd2d::Renderer renderer;
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if (!renderer.init(std::string(HD2D_ASSET_DIR) + "/shaders", window.width(), window.height())) return 1;
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hd2d::OffscreenTarget offscreen; // hidden captures render here instead of the backbuffer
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if (!window.visible()) {
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if (!offscreen.create(window.width(), window.height())) return 1;
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renderer.setOutputFramebuffer(offscreen.fbo());
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}
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for (const auto& [name, value] : opt.settings)
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if (!applySetting(renderer.settings, name, value)) HD2D_ERR("unknown setting '%s'", name.c_str());
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DemoScene demo;
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demo.spriteTest = opt.spriteTest;
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if (!demo.load(HD2D_ASSET_DIR)) {
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HD2D_ERR("failed to load demo assets from %s", HD2D_ASSET_DIR);
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return 1;
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}
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if (opt.hasPos) demo.placePlayer(opt.pos);
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if (opt.hasSun) {
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demo.scene.sun.azimuth = glm::radians(opt.sun.x);
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demo.scene.sun.elevation = glm::radians(opt.sun.y);
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}
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// Weather targets; captures start already at them.
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demo.weather.setRain(opt.rain);
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demo.weather.setOvercast(opt.overcast);
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demo.weather.setFog(opt.fog);
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demo.weather.setLightning(opt.lightning);
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demo.weather.snap();
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// Time of day: off (the scene's own look) until --hour, [ / ] or the hour slider.
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hd2d::DayCycle dayCycle;
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bool useDayCycle = opt.hasHour;
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float hour = opt.hasHour ? opt.hour : 12.0f;
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hd2d::DebugUI ui;
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if (!ui.init(window)) return 1;
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bool showUI = capture ? opt.ui : true;
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if (capture) ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_NoMouse | ImGuiConfigFlags_NoKeyboard;
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// Game UI fonts (ImGui's default font stays the default for the panels above).
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const auto viewportOf = [&] { return ImVec2(float(window.width()), float(window.height())); };
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hd2d::ui::loadFonts(std::string(HD2D_ASSET_DIR) + "/fonts", hd2d::ui::scaleFor(viewportOf()));
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UiShowcase showcase;
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showcase.portrait.load(std::string(HD2D_ASSET_DIR) + "/sprites/test_sprite.png", false, true);
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if (opt.uiDemo) showcase.open();
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hd2d::Camera cam;
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if (opt.hasYaw) cam.yaw = glm::radians(opt.yaw);
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if (opt.hasPitch) cam.pitch = glm::radians(opt.pitch);
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if (opt.dist > 0.0f) cam.distance = opt.dist;
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cam.target = demo.playerPos + glm::vec3(0, 0.7f, 0);
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using clock = std::chrono::steady_clock;
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auto last = clock::now();
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float time = 0.0f;
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int frame = 0;
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while (window.pollEvents()) {
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auto now = clock::now();
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float dt = std::min(std::chrono::duration<float>(now - last).count(), 0.05f);
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last = now;
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if (capture) dt = 1.0f / 60.0f; // deterministic captures
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time += dt;
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if (window.resized()) {
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renderer.resize(window.width(), window.height());
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if (offscreen.fbo()) offscreen.resize(window.width(), window.height());
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hd2d::ui::loadFonts(std::string(HD2D_ASSET_DIR) + "/fonts", hd2d::ui::scaleFor(viewportOf()));
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}
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glm::vec2 move = opt.move;
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if (!capture && !ui.wantsKeyboard()) { // captures ignore the user's input
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if (window.keyDown(GLFW_KEY_W) || window.keyDown(GLFW_KEY_UP)) move.y += 1.0f;
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if (window.keyDown(GLFW_KEY_S) || window.keyDown(GLFW_KEY_DOWN)) move.y -= 1.0f;
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if (window.keyDown(GLFW_KEY_D) || window.keyDown(GLFW_KEY_RIGHT)) move.x += 1.0f;
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if (window.keyDown(GLFW_KEY_A) || window.keyDown(GLFW_KEY_LEFT)) move.x -= 1.0f;
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if (window.keyDown(GLFW_KEY_Q)) cam.yaw -= dt * 1.2f;
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if (window.keyDown(GLFW_KEY_E)) cam.yaw += dt * 1.2f;
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if (window.keyPressed(GLFW_KEY_F1)) showUI = !showUI;
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if (window.keyPressed(GLFW_KEY_F5)) renderer.reloadShaders();
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if (window.keyPressed(GLFW_KEY_R)) demo.weather.setRain(demo.weather.targetRain() > 0.0f ? 0.0f : 1.0f);
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if (window.keyPressed(GLFW_KEY_O))
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demo.weather.setOvercast(demo.weather.targetOvercast() > 0.0f ? 0.0f : 1.0f);
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if (window.keyPressed(GLFW_KEY_G)) demo.weather.setFog(demo.weather.targetFog() > 0.0f ? 0.0f : 1.0f);
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if (window.keyPressed(GLFW_KEY_L)) demo.weather.setLightning(!demo.weather.lightning());
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if (window.keyPressed(GLFW_KEY_LEFT_BRACKET)) hour = std::fmod(hour + 23.0f, 24.0f), useDayCycle = true;
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if (window.keyPressed(GLFW_KEY_RIGHT_BRACKET)) hour = std::fmod(hour + 1.0f, 24.0f), useDayCycle = true;
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if (window.keyPressed(GLFW_KEY_ESCAPE)) window.requestClose();
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if (window.keyPressed(GLFW_KEY_T)) showcase.active ? showcase.close() : showcase.open();
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if (showcase.active) showcase.input(window);
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if (showcase.dialogue.isOpen()) move = opt.move; // no walking while talking
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}
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if (!capture && !ui.wantsMouse()) {
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cam.distance = std::clamp(cam.distance * std::pow(0.9f, window.scrollDelta()), 8.0f, 45.0f);
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if (window.mouseDown(GLFW_MOUSE_BUTTON_RIGHT)) {
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glm::vec2 d = window.mouseDelta();
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cam.yaw += d.x * 0.005f;
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cam.pitch = std::clamp(cam.pitch + d.y * 0.004f, 0.2f, 1.35f);
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}
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}
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demo.update(dt, time, move, cam);
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glm::vec3 desired = demo.playerPos + glm::vec3(0, 0.7f, 0);
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cam.target += (desired - cam.target) * (capture ? 1.0f : std::min(1.0f, dt * 6.0f));
|
|
|
|
if (useDayCycle) demo.weather.setClearLook(dayCycle.look(hour));
|
|
demo.weather.update(dt, demo.scene, renderer.settings);
|
|
renderer.render(demo.scene, cam, time);
|
|
|
|
if (showUI || opt.spriteTest || showcase.active) {
|
|
ui.beginFrame();
|
|
if (showUI) {
|
|
hd2d::DebugUI::renderSettingsPanel(renderer.settings, demo.scene, renderer.gpuFrameMs());
|
|
const float prevHour = hour;
|
|
hd2d::DebugUI::weatherPanel(demo.weather, &dayCycle, &hour);
|
|
if (hour != prevHour) useDayCycle = true;
|
|
ImGui::SetNextWindowPos(ImVec2(float(window.width()) - 12.0f, 12.0f), ImGuiCond_FirstUseEver,
|
|
ImVec2(1.0f, 0.0f));
|
|
ImGui::SetNextWindowBgAlpha(0.5f);
|
|
ImGui::Begin("Controls", nullptr, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar);
|
|
ImGui::TextUnformatted("WASD move | Q/E rotate | RMB orbit | wheel zoom");
|
|
ImGui::TextUnformatted("R rain | O overcast | G fog | L lightning | [ ] hour -/+");
|
|
ImGui::TextUnformatted("F1 panel | F5 reload shaders | F12 screenshot");
|
|
ImGui::Text("player %.1f %.1f %.1f", demo.playerPos.x, demo.playerPos.y, demo.playerPos.z);
|
|
ImGui::End();
|
|
}
|
|
// Sprite test captions, projected with Camera::worldToScreen.
|
|
ImDrawList* dl = ImGui::GetForegroundDrawList();
|
|
const glm::vec2 viewport(float(window.width()), float(window.height()));
|
|
for (const DemoScene::Label& l : demo.labels) {
|
|
glm::vec2 px;
|
|
if (!cam.worldToScreen(l.pos, viewport, px)) continue;
|
|
ImVec2 ts = ImGui::CalcTextSize(l.text);
|
|
dl->AddText(ImVec2(px.x - ts.x * 0.5f, px.y - ts.y), IM_COL32(255, 255, 255, 255), l.text);
|
|
}
|
|
if (showcase.active) showcase.draw(viewport, cam, demo.playerPos, dt);
|
|
ui.endFrame();
|
|
}
|
|
|
|
++frame;
|
|
if (!capture && window.keyPressed(GLFW_KEY_F12))
|
|
hd2d::saveScreenshot(timestampedScreenshotPath(), window.width(), window.height());
|
|
if (capture && frame >= opt.frames) {
|
|
hd2d::saveScreenshot(opt.screenshot, window.width(), window.height(), renderer.outputFramebuffer());
|
|
HD2D_LOG("player at %.2f %.2f %.2f, GPU %.2f ms", demo.playerPos.x, demo.playerPos.y, demo.playerPos.z,
|
|
renderer.gpuFrameMs());
|
|
break;
|
|
}
|
|
window.swapBuffers();
|
|
}
|
|
ui.shutdown();
|
|
return 0;
|
|
}
|
|
|
|
} // namespace
|
|
|
|
int main(int argc, char** argv) {
|
|
Options opt = parseArgs(argc, argv);
|
|
hd2d::Window window;
|
|
// Captures use a fixed-size (floating) window so screenshots are reproducible,
|
|
// hidden unless --show so they never pop up or take the user's input.
|
|
const bool capture = !opt.screenshot.empty();
|
|
if (!window.create(opt.width, opt.height, "HD-2D Engine Demo", true, !capture, !capture || opt.show)) return 1;
|
|
int rc = run(window, opt);
|
|
window.destroy();
|
|
return rc;
|
|
}
|