X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=ld42_outofspace;a=blobdiff_plain;f=src%2Fgamescr.cc;h=3eec73850974095685e50b26589ba70b2255afa4;hp=d0fae08c0a0b769f94f688193200644e1fac0776;hb=8ac9e0e139b1f523c333ed2c33b81291f54def09;hpb=061bf9f7e4836820fe3dd3a57d0ef19abb5c7e46 diff --git a/src/gamescr.cc b/src/gamescr.cc index d0fae08..3eec738 100644 --- a/src/gamescr.cc +++ b/src/gamescr.cc @@ -11,9 +11,7 @@ /* NOTES: * - whistle hhgg music - * - colliding particles merge * - select objects and center camera on them - * - tesselate only where necessary */ struct Particle { @@ -22,6 +20,8 @@ struct Particle { Vec2 pos; Vec2 vel; + float vis_height; + Particle *next, *prev; }; @@ -66,35 +66,42 @@ struct QuadMesh { #define CONTRIB_THRES 0.005 #define CONTRIB_RANGE(m) sqrt((m) / CONTRIB_THRES) +/* gravitational strength */ +#define GRAV_STR 16.0f + +static int pos_to_grid_x_noclamp(float x); +static int pos_to_grid_y_noclamp(float y); static int pos_to_grid(float x, float y); static Vec2 grid_to_pos(int gx, int gy); static void calc_contrib_bounds(const Vec2 &pos, float mass, Rect *rect); static void add_influence(const Vec2 &pos, float mass, float radius, const Rect &cbox); +static Vec2 calc_field_grad(int gidx); + static void destroy_quadmesh(QuadMesh *m); static void draw_quadmesh(const QuadMesh *m, unsigned int prim = GL_QUADS); static void gen_quad_plane(QuadMesh *mesh, float width, float height, int usub, int vsub); static void spawn_particle(const Vec2 &pos, const Vec2 &vel, float mass); -static void add_particle(Particle *p, int grid_idx); -static void remove_particle(Particle *p, int grid_idx); +static void add_particle(Particle *p); +static void remove_particle(Particle *p); static Particle *alloc_particle(); void free_particle(Particle *p); +static bool pause; + static float grid[GRID_SIZE * GRID_SIZE]; static Particle *grid_part[GRID_SIZE * GRID_SIZE]; static Texture *grid_tex; -#define NUM_PARTICLE_LISTS 16 -static Particle *plist[NUM_PARTICLE_LISTS]; -#define GRID_IDX_PLIST(idx) ((idx) * NUM_PARTICLE_LISTS / (GRID_SIZE * GRID_SIZE)) +static Particle *plist; static std::vector emitters; static Texture *gvis_tex; // texture tile for visualizing a grid static unsigned int field_sdr; -static int tess_level = 32; +static int tess_level = 64; static float field_scale = 16.0f; static QuadMesh field_mesh; @@ -102,11 +109,14 @@ static QuadMesh field_mesh; static Mesh *pmesh; static unsigned int particle_sdr; +static Vec2 cam_pos; static float cam_theta; static float cam_dist = 100.0f; -static Vec2 *targ_pos; +static Vec2 *targ_pos = &cam_pos; static Mat4 view_matrix, proj_matrix; +static bool wireframe; + // emitter placement data (filled by event handlers, completed in update) static bool emit_place_pending; static Vec2 emit_place_pos; @@ -170,6 +180,66 @@ void GameScreen::destroy() static void simstep() { + if(pause) return; + + // move existing particles + Particle *p = plist; + while(p) { + // calculate the field gradient at the particle position + int gidx = pos_to_grid(p->pos.x, p->pos.y); + Vec2 grad = calc_field_grad(gidx) * GRAV_STR; + + p->vel += grad * SIM_DT; + p->pos += p->vel * SIM_DT; + + // if it moved outside of the simulation field, remove it + int gx = pos_to_grid_x_noclamp(p->pos.x); + int gy = pos_to_grid_y_noclamp(p->pos.y); + if(gx < 0 || gx >= GRID_SIZE || gy < 0 || gy >= GRID_SIZE) { + Particle *next = p->next; + grid_part[gidx] = 0; + remove_particle(p); + free_particle(p); + p = next; + continue; + } + + // find the grid cell it's moving to + int gidx_next = pos_to_grid(p->pos.x, p->pos.y); + p->vis_height = 0.0f;//-grid[gidx_next] * field_scale; + + if(gidx_next == gidx) { + p = p->next; + continue; + } + + Particle *destp = grid_part[gidx_next]; + if(destp) { + assert(destp != p); + // another particle at the destination, merge them + destp->vel += p->vel; + destp->mass += p->mass; + destp->radius = MASS_TO_RADIUS(destp->mass); + + // ... and remove it + grid_part[gidx] = 0; + Particle *next = p->next; + remove_particle(p); + free_particle(p); + p = next; + } else { + // destination is empty, go there + if(gidx != gidx_next) { + grid_part[gidx] = 0; + grid_part[gidx_next] = p; + } + + p = p->next; + } + } + + // TODO destroy particles which left the simulation field + // spawn particles int num_emitters = emitters.size(); for(int i=0; ipos, p->mass, &cbox); - add_influence(p->pos, p->mass, p->radius, cbox); - p = p->next; - } + p = plist; + while(p) { + Rect cbox; + calc_contrib_bounds(p->pos, p->mass, &cbox); + add_influence(p->pos, p->mass, p->radius, cbox); + p = p->next; } // update texture @@ -245,8 +312,8 @@ static void update() Emitter *em = new Emitter; em->pos = emit_place_pos; em->mass = 100; - em->rate = 1; - em->chunk = 0.05 * em->mass; + em->rate = 10; + em->chunk = 0.001 * em->mass; em->angle = -1; em->spread = 0; em->spawn_pending = 0; @@ -295,11 +362,17 @@ void GameScreen::draw() glMatrixMode(GL_MODELVIEW); glLoadMatrixf(view_matrix[0]); - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_CULL_FACE); - // draw gravitational field - glEnable(GL_TEXTURE_2D); + if(wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + + float amb[] = {0.5, 0.5, 0.5, 1.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb); + } else { + float amb[] = {0.01, 0.01, 0.01, 1.0}; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, amb); + } + bind_texture(gvis_tex, 0); bind_texture(grid_tex, 1); @@ -307,29 +380,29 @@ void GameScreen::draw() glPatchParameteri(GL_PATCH_VERTICES, 4); draw_quadmesh(&field_mesh, GL_PATCHES); + if(wireframe) { + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + } + // draw particles glUseProgram(particle_sdr); - for(int i=0; ipos.x, p->pos.y); + Particle *p = plist; + while(p) { + int gidx = pos_to_grid(p->pos.x, p->pos.y); - glPushMatrix(); - glTranslatef(p->pos.x, -grid[gidx] * field_scale, p->pos.y); - glScalef(p->radius, p->radius, p->radius); + glPushMatrix(); + glTranslatef(p->pos.x, p->vis_height, p->pos.y); + glScalef(p->radius, p->radius, p->radius); - pmesh->draw(); + pmesh->draw(); - glPopMatrix(); - p = p->next; - } + glPopMatrix(); + p = p->next; } glUseProgram(0); - glPopAttrib(); - assert(glGetError() == GL_NO_ERROR); } @@ -380,6 +453,14 @@ void GameScreen::keyboard(int key, bool pressed) set_uniform_float(field_sdr, "field_scale", field_scale); break; + case 'w': + wireframe = !wireframe; + break; + + case ' ': + pause = !pause; + break; + default: break; } @@ -401,6 +482,13 @@ void GameScreen::mmotion(int x, int y) prev_x = x; prev_y = y; + if(game_bnstate(0)) { + float pan_speed = pow(cam_dist, 1.5) * 0.00035; // magic + Vec2 dir = rotate(Vec2(dx, dy) * pan_speed, deg_to_rad(cam_theta)); + cam_pos.x -= dir.x; + cam_pos.y -= dir.y; + } + if(game_bnstate(2)) { cam_theta += dx * 0.5; } @@ -413,11 +501,20 @@ void GameScreen::mwheel(int dir, int x, int y) if(cam_dist > MAX_CAM_DIST) cam_dist = MAX_CAM_DIST; } +static int pos_to_grid_x_noclamp(float x) +{ + return ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; +} + +static int pos_to_grid_y_noclamp(float y) +{ + return ((y / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; +} static int pos_to_grid(float x, float y) { - int gx = ((x / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; - int gy = ((y / (float)FIELD_SIZE) + 0.5f) * (float)GRID_SIZE; + int gx = pos_to_grid_x_noclamp(x); + int gy = pos_to_grid_y_noclamp(y); if(gx < 0) gx = 0; if(gx >= GRID_SIZE) gx = GRID_SIZE - 1; @@ -480,6 +577,24 @@ static void add_influence(const Vec2 &pos, float mass, float radius, const Rect } } +static Vec2 calc_field_grad(int gidx) +{ + int gx = GRID_X(gidx); + int gy = GRID_Y(gidx); + + int nidx = ((gx + 1 >= GRID_SIZE ? gx : gx + 1) << GRID_BITS) | gy; + int pidx = ((gx > 0 ? gx - 1 : gx) << GRID_BITS) | gy; + float dfdx = grid[nidx] - grid[pidx]; + + nidx = (gx << GRID_BITS) | (gy + 1 >= GRID_SIZE ? gy : gy + 1); + pidx = (gx << GRID_BITS) | (gy > 0 ? gy - 1 : gy); + float dfdy = grid[nidx] - grid[pidx]; + + return Vec2(dfdx, dfdy); +} + + +// ---- quad mesh operations ---- static void destroy_quadmesh(QuadMesh *m) { @@ -549,9 +664,9 @@ static void gen_quad_plane(QuadMesh *m, float width, float height, int usub, int int idx = i * vverts + j; *iptr++ = idx; - *iptr++ = idx + vverts; - *iptr++ = idx + vverts + 1; *iptr++ = idx + 1; + *iptr++ = idx + vverts + 1; + *iptr++ = idx + vverts; } v += dv; @@ -594,32 +709,34 @@ static void spawn_particle(const Vec2 &pos, const Vec2 &vel, float mass) p->radius = MASS_TO_RADIUS(mass); grid_part[gidx] = p; - add_particle(p, gidx); + add_particle(p); } } -static void add_particle(Particle *p, int grid_idx) +static void add_particle(Particle *p) { - int listidx = GRID_IDX_PLIST(grid_idx); - p->next = plist[listidx]; + if(plist) plist->prev = p; + + p->next = plist; p->prev = 0; - plist[listidx] = p; + plist = p; } -static void remove_particle(Particle *p, int grid_idx) +static void remove_particle(Particle *p) { - Particle *prev = p->prev; - Particle *next = p->next; - - p->prev = p->next = 0; - if(next) next->prev = prev; + assert(plist->prev == 0); - if(prev) { - prev->next = next; - } else { - int listidx = GRID_IDX_PLIST(grid_idx); - plist[listidx] = next; + if(plist == p) { + assert(p->prev == 0); + plist = p->next; + } + if(p->prev) { + p->prev->next = p->next; } + if(p->next) { + p->next->prev = p->prev; + } + p->prev = p->next = 0; } // particle allocator