307 lines
10 KiB
C++
307 lines
10 KiB
C++
#include "renderer.hpp"
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#include <format>
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#include <raylib.h>
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#include <raymath.h>
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#include "config.hpp"
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#include "klotski.hpp"
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#include "mass_springs.hpp"
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auto OrbitCamera3D::Update(const Mass ¤t_mass) -> void {
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Vector2 mouse = GetMousePosition();
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if (mouse.x >= WIDTH && mouse.y >= MENU_HEIGHT) {
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
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dragging = true;
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last_mouse = mouse;
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} else if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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panning = true;
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target_lock = false;
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last_mouse = mouse;
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}
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}
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if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
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dragging = false;
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
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panning = false;
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}
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if (IsKeyPressed(KEY_L)) {
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target_lock = !target_lock;
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}
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if (dragging) {
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Vector2 dx = Vector2Subtract(mouse, last_mouse);
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last_mouse = mouse;
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angle_x -= dx.x * ROT_SPEED / 200.0;
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angle_y += dx.y * ROT_SPEED / 200.0;
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angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
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}
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if (panning) {
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Vector2 dx = Vector2Subtract(mouse, last_mouse);
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last_mouse = mouse;
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// float speed = PAN_SPEED;
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float speed;
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if (IsKeyDown(KEY_LEFT_SHIFT)) {
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speed = distance * PAN_SPEED / 1000.0 * PAN_MULTIPLIER;
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} else {
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speed = distance * PAN_SPEED / 1000.0;
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}
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Vector3 forward =
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Vector3Normalize(Vector3Subtract(camera.target, camera.position));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
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Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
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Vector3 offset = Vector3Add(Vector3Scale(right, -dx.x * speed),
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Vector3Scale(up, dx.y * speed));
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target = Vector3Add(target, offset);
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}
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if (target_lock) {
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target = current_mass.position;
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}
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if (mouse.x >= WIDTH && mouse.y >= MENU_HEIGHT) {
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float wheel = GetMouseWheelMove();
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if (IsKeyDown(KEY_LEFT_SHIFT)) {
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distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
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} else {
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distance -= wheel * ZOOM_SPEED;
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}
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}
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distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
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// Spherical coordinates
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float x = cos(angle_y) * sin(angle_x) * distance;
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float y = sin(angle_y) * distance;
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float z = cos(angle_y) * cos(angle_x) * distance;
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camera.position = Vector3Add(target, Vector3(x, y, z));
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camera.target = target;
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}
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auto Renderer::UpdateWinningStates(const MassSpringSystem &masssprings,
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const WinCondition win_condition) -> void {
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winning_states.clear();
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winning_states.reserve(masssprings.masses.size());
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for (const auto &[state, mass] : masssprings.masses) {
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if (win_condition(state)) {
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winning_states.insert(state);
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}
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}
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std::cout << "Found " << winning_states.size() << " winning states."
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<< std::endl;
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}
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auto Renderer::AddWinningState(const State &state,
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const WinCondition win_condition) -> void {
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if (win_condition(state)) {
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winning_states.insert(state);
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}
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}
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auto Renderer::UpdateCamera(const MassSpringSystem &masssprings,
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const State ¤t) -> void {
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const Mass &c = masssprings.masses.at(current.state);
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camera.Update(c);
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}
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auto Renderer::DrawMassSprings(const MassSpringSystem &masssprings,
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const State ¤t) -> void {
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BeginTextureMode(render_target);
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ClearBackground(RAYWHITE);
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BeginMode3D(camera.camera);
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// Draw springs
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for (const auto &[states, spring] : masssprings.springs) {
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const Mass a = spring.massA;
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const Mass b = spring.massB;
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DrawLine3D(a.position, b.position, EDGE_COLOR);
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}
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// Draw masses (high performance impact)
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for (const auto &[state, mass] : masssprings.masses) {
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if (state == current.state) {
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DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE,
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RED);
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} else if (winning_states.contains(state)) {
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if (mark_solutions) {
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DrawCube(mass.position, 4 * VERTEX_SIZE, 4 * VERTEX_SIZE,
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4 * VERTEX_SIZE, BLUE);
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}
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if (connect_solutions) {
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DrawLine3D(mass.position, masssprings.masses.at(current.state).position,
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PURPLE);
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}
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} else if (masssprings.masses.size() <= DRAW_VERTICES_LIMIT) {
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DrawCube(mass.position, VERTEX_SIZE, VERTEX_SIZE, VERTEX_SIZE,
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VERTEX_COLOR);
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}
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}
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// DrawGrid(10, 1.0);
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// DrawSphere(camera.target, VERTEX_SIZE, ORANGE);
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EndMode3D();
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DrawLine(0, 0, WIDTH, 0, BLACK);
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DrawLine(0, 0, 0, HEIGHT, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawKlotski(const State &state, int hov_x, int hov_y, int sel_x,
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int sel_y) -> void {
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BeginTextureMode(klotski_target);
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ClearBackground(RAYWHITE);
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// Draw Board
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const int board_width = WIDTH - 2 * BOARD_PADDING;
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const int board_height = HEIGHT - 2 * BOARD_PADDING;
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float block_size;
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float x_offset = 0.0;
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float y_offset = 0.0;
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if (state.width > state.height) {
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block_size =
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static_cast<float>(board_width) / state.width - 2 * BLOCK_PADDING;
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y_offset = (board_height - block_size * state.height -
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BLOCK_PADDING * 2 * state.height) /
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2.0;
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} else {
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block_size =
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static_cast<float>(board_height) / state.height - 2 * BLOCK_PADDING;
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x_offset = (board_width - block_size * state.width -
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BLOCK_PADDING * 2 * state.width) /
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2.0;
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}
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DrawRectangle(0, 0, WIDTH, HEIGHT, RAYWHITE);
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DrawRectangle(x_offset, y_offset,
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board_width - 2 * x_offset + 2 * BOARD_PADDING,
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board_height - 2 * y_offset + 2 * BOARD_PADDING,
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state.restricted ? DARKGRAY : LIGHTGRAY);
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for (int x = 0; x < state.width; ++x) {
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for (int y = 0; y < state.height; ++y) {
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DrawRectangle(x_offset + BOARD_PADDING + x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + x * block_size,
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y_offset + BOARD_PADDING + y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + y * block_size,
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block_size, block_size, WHITE);
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}
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}
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// Draw Blocks
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for (Block block : state) {
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Color c = BLOCK_COLOR;
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if (block.Covers(sel_x, sel_y)) {
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c = HL_BLOCK_COLOR;
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}
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if (block.target) {
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if (block.Covers(sel_x, sel_y)) {
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c = HL_TARGET_BLOCK_COLOR;
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} else {
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c = TARGET_BLOCK_COLOR;
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}
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}
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DrawRectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.y * block_size,
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block.width * block_size + block.width * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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block.height * block_size + block.height * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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c);
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if (block.Covers(hov_x, hov_y)) {
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DrawRectangleLinesEx(
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Rectangle(x_offset + BOARD_PADDING + block.x * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.x * block_size,
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y_offset + BOARD_PADDING + block.y * BLOCK_PADDING * 2 +
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BLOCK_PADDING + block.y * block_size,
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block.width * block_size + block.width * 2 * BLOCK_PADDING -
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2 * BLOCK_PADDING,
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block.height * block_size +
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block.height * 2 * BLOCK_PADDING - 2 * BLOCK_PADDING),
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2.0, BLACK);
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}
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}
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DrawLine(0, 0, WIDTH, 0, BLACK);
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DrawLine(WIDTH - 1, 0, WIDTH - 1, HEIGHT, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawMenu(const MassSpringSystem &masssprings, int current_preset)
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-> void {
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BeginTextureMode(menu_target);
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ClearBackground(RAYWHITE);
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float btn_width =
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static_cast<float>(WIDTH * 2 - (MENU_COLS * MENU_PAD + MENU_PAD)) /
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MENU_COLS;
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float btn_height =
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static_cast<float>(MENU_HEIGHT - (MENU_ROWS * MENU_PAD + MENU_PAD)) /
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MENU_ROWS;
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auto draw_btn = [&](int x, int y, std::string text, Color color) {
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int posx = MENU_PAD + x * (MENU_PAD + btn_width);
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int posy = MENU_PAD + y * (MENU_PAD + btn_height);
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DrawRectangle(posx, posy, btn_width, btn_height, Fade(color, 0.5));
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DrawRectangleLines(posx, posy, btn_width, btn_height, color);
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DrawText(text.data(), posx + MENU_PAD, posy + MENU_PAD,
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btn_height - 2 * MENU_PAD, WHITE);
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};
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draw_btn(0, 0,
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std::format("States: {}, Transitions: {}, Winning: {}",
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masssprings.masses.size(), masssprings.springs.size(),
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winning_states.size()),
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DARKGREEN);
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draw_btn(
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0, 1,
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std::format("Camera Distance (SHIFT for Fast Zoom): {}", camera.distance),
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DARKGREEN);
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draw_btn(
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0, 2,
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std::format("Lock Camera to Current State (L): {}", camera.target_lock),
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DARKGREEN);
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draw_btn(1, 0, std::format("Reset Board State (R)"), DARKBLUE);
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draw_btn(1, 1, std::format("Preset (M/N): {}", current_preset), DARKBLUE);
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draw_btn(1, 2, std::format("Print Board State to Console (P)"), DARKBLUE);
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draw_btn(2, 0,
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std::format("Mark (I): {} / Connect (O): {}", mark_solutions,
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connect_solutions),
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DARKPURPLE);
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draw_btn(2, 1, std::format("Solve Board Closure (C)"), DARKPURPLE);
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draw_btn(2, 2, std::format("Clear Graph (G)"), DARKPURPLE);
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// DrawLine(0, menu_height - 1, width * 2, menu_height - 1, BLACK);
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EndTextureMode();
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}
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auto Renderer::DrawTextures() -> void {
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BeginDrawing();
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DrawTextureRec(menu_target.texture,
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Rectangle(0, 0, (float)(WIDTH * 2), -(float)MENU_HEIGHT),
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Vector2(0, 0), WHITE);
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DrawTextureRec(klotski_target.texture,
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Rectangle(0, 0, (float)WIDTH, -(float)HEIGHT),
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Vector2(0, MENU_HEIGHT), WHITE);
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DrawTextureRec(render_target.texture,
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Rectangle(0, 0, (float)WIDTH, -(float)HEIGHT),
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Vector2(WIDTH, MENU_HEIGHT), WHITE);
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DrawFPS(WIDTH + 10, MENU_HEIGHT + 10);
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EndDrawing();
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}
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