aw refactor, start writing depth buffer

This commit is contained in:
Josh Deprez 2021-09-09 11:24:56 +10:00
parent cdc9337df5
commit 4c7b447a01
3 changed files with 76 additions and 28 deletions

47
engine/depth.go Normal file
View file

@ -0,0 +1,47 @@
package engine
import (
"log"
"github.com/hajimehoshi/ebiten/v2"
)
const screenShaderSrc = `package main
var ScreenSize vec2
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return imageSrc0UnsafeAt(texCoord)
}
`
const depthShaderSrc = `package main
var ScreenSize vec2
func Fragment(position vec4, texCoord vec2, color vec4) vec4 {
return imageSrc0UnsafeAt(texCoord)
}
`
var depthShader, screenShader *ebiten.Shader
func init() {
ds, err := ebiten.NewShader([]byte(depthShaderSrc))
if err != nil {
log.Fatalf("Compiling depth shader: %v", err)
}
depthShader = ds
ss, err := ebiten.NewShader([]byte(screenShaderSrc))
if err != nil {
log.Fatalf("Compiling screen shader: %v", err)
}
screenShader = ss
}
type DepthBuffer struct {
Buffer *ebiten.Image
}

View file

@ -32,7 +32,7 @@ type Awakeman struct {
camera *engine.Camera camera *engine.Camera
toast *engine.DebugToast toast *engine.DebugToast
vx, vy, vz float64 vel geom.Float3
facingLeft bool facingLeft bool
coyoteTimer int coyoteTimer int
jumpBuffer int jumpBuffer int
@ -49,7 +49,7 @@ func (aw *Awakeman) Update() error {
// TODO: better cheat for noclip // TODO: better cheat for noclip
if inpututil.IsKeyJustPressed(ebiten.KeyN) { if inpututil.IsKeyJustPressed(ebiten.KeyN) {
aw.noclip = !aw.noclip aw.noclip = !aw.noclip
aw.vx, aw.vy, aw.vz = 0, 0, 0 aw.vel = geom.Float3{}
if aw.toast != nil { if aw.toast != nil {
if aw.noclip { if aw.noclip {
aw.toast.Toast("noclip enabled") aw.toast.Toast("noclip enabled")
@ -111,6 +111,7 @@ func (aw *Awakeman) realUpdate() error {
// Fell below some threshold? // Fell below some threshold?
if aw.Sprite.Actor.Pos.Y > respawnY { if aw.Sprite.Actor.Pos.Y > respawnY {
aw.Sprite.Actor.Pos = aw.spawnPoint aw.Sprite.Actor.Pos = aw.spawnPoint
aw.vel = geom.Float3{}
} }
// High-school physics time! Under constant acceleration: // High-school physics time! Under constant acceleration:
@ -123,24 +124,24 @@ func (aw *Awakeman) realUpdate() error {
// and // and
// s = (v_0 + v) / 2. // s = (v_0 + v) / 2.
// Capture current v_0 to use later. // Capture current v_0 to use later.
ux, uy, uz := aw.vx, aw.vy, aw.vz v0 := aw.vel
// Has traction? // Has traction?
if aw.vy >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(geom.Pt3(0, 1, 0))) { if aw.vel.Y >= 0 && aw.Sprite.Actor.CollidesAt(aw.Sprite.Actor.Pos.Add(geom.Pt3(0, 1, 0))) {
// Not falling. // Not falling.
// Instantly decelerate (AW absorbs all kinetic E in legs, or something) // Instantly decelerate (AW absorbs all kinetic E in legs, or something)
if aw.jumpBuffer > 0 { if aw.jumpBuffer > 0 {
// Tried to jump recently -- so jump // Tried to jump recently -- so jump
aw.vy = jumpVelocity aw.vel.Y = jumpVelocity
aw.jumpBuffer = 0 aw.jumpBuffer = 0
} else { } else {
// Can jump now or soon. // Can jump now or soon.
aw.vy = 0 aw.vel.Y = 0
aw.coyoteTimer = coyoteTime aw.coyoteTimer = coyoteTime
} }
} else { } else {
// Falling. v = v_0 + a, and a = gravity + airResistance(v_0) // Falling. v = v_0 + a, and a = gravity + airResistance(v_0)
aw.vy += gravity + airResistance*aw.vy aw.vel.Y += gravity + airResistance*aw.vel.Y
if aw.coyoteTimer > 0 { if aw.coyoteTimer > 0 {
aw.coyoteTimer-- aw.coyoteTimer--
} }
@ -156,46 +157,46 @@ func (aw *Awakeman) realUpdate() error {
// On ground or recently on ground? // On ground or recently on ground?
if aw.coyoteTimer > 0 { if aw.coyoteTimer > 0 {
// Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick). // Jump. One frame of v = jumpVelocity (ignoring any gravity already applied this tick).
aw.vy = jumpVelocity aw.vel.Y = jumpVelocity
} else { } else {
// Buffer the jump in case aw hits the ground soon. // Buffer the jump in case aw hits the ground soon.
aw.jumpBuffer = jumpBufferTime aw.jumpBuffer = jumpBufferTime
} }
} }
// Left, right, away, toward // Left, right, away, toward
aw.vx, aw.vz = 0, 0 aw.vel.X, aw.vel.Z = 0, 0
switch { switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft): case ebiten.IsKeyPressed(ebiten.KeyLeft):
aw.vx = -runVelocity aw.vel.X = -runVelocity
case ebiten.IsKeyPressed(ebiten.KeyRight): case ebiten.IsKeyPressed(ebiten.KeyRight):
aw.vx = runVelocity aw.vel.X = runVelocity
} }
switch { switch {
case ebiten.IsKeyPressed(ebiten.KeyUp): case ebiten.IsKeyPressed(ebiten.KeyUp):
aw.vz = -runVelocity aw.vel.Z = -runVelocity
case ebiten.IsKeyPressed(ebiten.KeyDown): case ebiten.IsKeyPressed(ebiten.KeyDown):
aw.vz = runVelocity aw.vel.Z = runVelocity
} }
// Animations and velocity correction // Animations and velocity correction
switch { switch {
case aw.vx != 0 && aw.vz != 0: // Diagonal case aw.vel.X != 0 && aw.vel.Z != 0: // Diagonal
aw.Sprite.SetAnim(aw.anims["run_vert"]) aw.Sprite.SetAnim(aw.anims["run_vert"])
// Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big // Pythagorean theorem; |vx| = |vz|, so the hypotenuse is √2 too big
// if we want to run at runVelocity always // if we want to run at runVelocity always
aw.vx /= sqrt2 aw.vel.X /= sqrt2
aw.vz /= sqrt2 aw.vel.Z /= sqrt2
case aw.vx == 0 && aw.vz != 0: // Vertical case aw.vel.X == 0 && aw.vel.Z != 0: // Vertical
aw.Sprite.SetAnim(aw.anims["run_vert"]) aw.Sprite.SetAnim(aw.anims["run_vert"])
// vz == 0 for all remaining cases // vz == 0 for all remaining cases
case aw.vx < 0: // Left case aw.vel.X < 0: // Left
aw.Sprite.SetAnim(aw.anims["run_left"]) aw.Sprite.SetAnim(aw.anims["run_left"])
aw.facingLeft = true aw.facingLeft = true
case aw.vx > 0: // Right case aw.vel.X > 0: // Right
aw.Sprite.SetAnim(aw.anims["run_right"]) aw.Sprite.SetAnim(aw.anims["run_right"])
aw.facingLeft = false aw.facingLeft = false
default: // aw.vx == 0; Idle default: // aw.velocity.X == 0; Idle
aw.Sprite.SetAnim(aw.anims["idle_right"]) aw.Sprite.SetAnim(aw.anims["idle_right"])
if aw.facingLeft { if aw.facingLeft {
aw.Sprite.SetAnim(aw.anims["idle_left"]) aw.Sprite.SetAnim(aw.anims["idle_left"])
@ -203,19 +204,19 @@ func (aw *Awakeman) realUpdate() error {
} }
// s = (v_0 + v) / 2. // s = (v_0 + v) / 2.
aw.Sprite.Actor.MoveX((ux+aw.vx)/2, nil) aw.Sprite.Actor.MoveX((v0.X+aw.vel.X)/2, nil)
// For Y, on collision from going upwards, bounce a little bit. // For Y, on collision from going upwards, bounce a little bit.
// Does not apply to X because controls override it anyway. // Does not apply to X because controls override it anyway.
aw.Sprite.Actor.MoveY((uy+aw.vy)/2, func() { aw.Sprite.Actor.MoveY((v0.Y+aw.vel.Y)/2, func() {
if aw.vy > 0 { if aw.vel.Y > 0 {
return return
} }
aw.vy *= restitution aw.vel.Y *= restitution
if math.Abs(aw.vy) < ε { if math.Abs(aw.vel.Y) < ε {
aw.vy = 0 aw.vel.Y = 0
} }
}) })
aw.Sprite.Actor.MoveZ((uz+aw.vz)/2, nil) aw.Sprite.Actor.MoveZ((v0.Z+aw.vel.Z)/2, nil)
return nil return nil
} }

View file

@ -263,7 +263,7 @@ func Level1() *engine.Scene {
Sprite: engine.Sprite{ Sprite: engine.Sprite{
Actor: engine.Actor{ Actor: engine.Actor{
CollisionDomain: "level_1", CollisionDomain: "level_1",
Pos: geom.Pt3(100, -32, 100), Pos: geom.Pt3(100, -64, 100),
Size: geom.Pt3(8, 16, 2), Size: geom.Pt3(8, 16, 2),
}, },
DrawOffset: image.Pt(-1, 0), DrawOffset: image.Pt(-1, 0),