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rays.zig
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158 lines (123 loc) · 5.74 KB
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const std = @import("std");
const delve = @import("delve");
const app = delve.app;
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
var camera: delve.graphics.camera.Camera = undefined;
var material_frustum: delve.platform.graphics.Material = undefined;
var material_cube: delve.platform.graphics.Material = undefined;
var material_highlight: delve.platform.graphics.Material = undefined;
var material_hitpoint: delve.platform.graphics.Material = undefined;
var frustum_mesh: delve.graphics.mesh.Mesh = undefined;
var cube_mesh: delve.graphics.mesh.Mesh = undefined;
var hit_mesh: delve.graphics.mesh.Mesh = undefined;
var ray_mesh: delve.graphics.mesh.Mesh = undefined;
var time: f32 = 0.0;
pub fn main() !void {
const example = delve.modules.Module{
.name = "rays_example",
.init_fn = on_init,
.tick_fn = on_tick,
.draw_fn = on_draw,
.cleanup_fn = on_cleanup,
};
// Pick the allocator to use depending on platform
const builtin = @import("builtin");
if (builtin.os.tag == .wasi or builtin.os.tag == .emscripten) {
// Web builds hack: use the C allocator to avoid OOM errors
// See https://github.com/ziglang/zig/issues/19072
try delve.init(std.heap.c_allocator);
} else {
// Using the default allocator will let us detect memory leaks
try delve.init(delve.mem.createDefaultAllocator());
}
try delve.modules.registerModule(example);
try delve.module.fps_counter.registerModule();
try app.start(app.AppConfig{ .title = "Delve Framework - Ray Collision Example" });
}
pub fn on_init() !void {
const shader = try delve.platform.graphics.Shader.initFromBuiltin(.{ .vertex_attributes = delve.graphics.mesh.getShaderAttributes() }, delve.shaders.default_mesh);
// Create some materials
material_frustum = try delve.platform.graphics.Material.init(.{
.shader = shader,
.own_shader = true,
.texture_0 = delve.platform.graphics.createSolidTexture(0x66FFFFFF),
.cull_mode = .NONE,
.depth_write_enabled = false,
.blend_mode = .BLEND,
});
material_cube = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.tex_white,
});
material_highlight = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.createSolidTexture(0xFF0000CC),
});
material_hitpoint = try delve.platform.graphics.Material.init(.{
.shader = shader,
.texture_0 = delve.platform.graphics.createSolidTexture(0xFFFF0000),
});
// create our two cameras - one for the real camera, and another just to get a smaller frustum from
camera = delve.graphics.camera.Camera.initThirdPerson(90.0, 0.01, 100.0, 5.0, delve.math.Vec3.up);
// set initial camera position
camera.position = delve.math.Vec3.new(0, 30, 32);
camera.pitch_angle = -50.0;
cube_mesh = delve.graphics.mesh.createCube(delve.math.Vec3.new(0, 0, 0), delve.math.Vec3.new(1, 1, 1), delve.colors.white, material_cube) catch {
delve.debug.fatal("Could not create cube mesh!", .{});
return;
};
hit_mesh = delve.graphics.mesh.createCube(delve.math.Vec3.new(0, 0, 0), delve.math.Vec3.new(0.5, 0.5, 0.5), delve.colors.white, material_cube) catch {
delve.debug.fatal("Could not create cube mesh!", .{});
return;
};
ray_mesh = delve.graphics.mesh.createCube(delve.math.Vec3.new(50, 0, 0), delve.math.Vec3.new(100, 0.1, 0.1), delve.colors.red, material_cube) catch {
delve.debug.fatal("Could not create cube mesh!", .{});
return;
};
// set a bg color
delve.platform.graphics.setClearColor(delve.colors.examples_bg_dark);
// capture mouse
delve.platform.app.captureMouse(true);
}
pub fn on_tick(delta: f32) void {
if (delve.platform.input.isKeyJustPressed(.ESCAPE))
delve.platform.app.exit();
time += delta;
camera.runSimpleCamera(8 * delta, 120 * delta, true);
}
pub fn on_draw() void {
const view_mats = camera.update();
const ray_start = delve.math.Vec3.new(0, 0, 0);
var ray_dir = delve.math.Vec3.new(1.0, 0.0, 0.0);
ray_dir = ray_dir.rotate(time * 10.0, delve.math.Vec3.up);
const ray = delve.spatial.Ray.init(ray_start, ray_dir);
for (0..10) |x| {
for (0..10) |z| {
const x_f: f32 = @floatFromInt(x);
const z_f: f32 = @floatFromInt(z);
const x_offset = std.math.sin((time + z_f) * 5.0) * 0.2;
const cube_pos = delve.math.Vec3.new(x_f + x_offset, 0, z_f).scale(5.0).sub(delve.math.Vec3.new(25, 0, 25));
const cube_model_matrix = delve.math.Mat4.translate(cube_pos).mul(delve.math.Mat4.rotate(time * 20.0, delve.math.Vec3.new(1.0, 1.0, 0.0))).mul(delve.math.Mat4.scale(delve.math.Vec3.new(2.0, 1.0, 1.0)));
const bounds = delve.spatial.OrientedBoundingBox.init(delve.math.Vec3.zero, delve.math.Vec3.new(1, 1, 1), cube_model_matrix);
const rayhit = ray.intersectOrientedBoundingBox(bounds);
if (rayhit != null) {
cube_mesh.drawWithMaterial(material_highlight, view_mats, cube_model_matrix);
const hit_model_matrix = delve.math.Mat4.translate(rayhit.?.hit_pos);
hit_mesh.drawWithMaterial(material_hitpoint, view_mats, hit_model_matrix);
} else {
cube_mesh.draw(view_mats, cube_model_matrix);
}
}
}
ray_mesh.draw(view_mats, delve.math.Mat4.rotate(time * 10.0, delve.math.Vec3.up));
}
pub fn on_cleanup() !void {
material_frustum.deinit();
material_cube.deinit();
material_highlight.deinit();
material_hitpoint.deinit();
frustum_mesh.deinit();
cube_mesh.deinit();
hit_mesh.deinit();
ray_mesh.deinit();
}