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SolarSystemGame.cpp
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438 lines (340 loc) · 14 KB
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//
// Created by SyperOlao on 19.03.2026.
//
#ifndef NOMINMAX
#define NOMINMAX
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include "SolarSystemGame.h"
#include <algorithm>
#include <cmath>
#include <format>
#include <string>
#include "Core/App/AppContext.h"
#include "Core/Audio/AudioSystem.h"
#include "Core/Graphics/Camera.h"
#include "Core/Graphics/Color.h"
#include "Core/Graphics/GraphicsDevice.h"
#include "Core/Graphics/Rendering/PrimitiveRenderer3D.h"
#include "Core/Input/InputSystem.h"
#include "Core/Input/Keyboard.h"
#include "Core/Input/RawInputHandler.h"
#include "Core/Platform/Window.h"
#include "Core/UI/BitmapFont.h"
#include "Game/Common/MiniGameNavigation.h"
#include "Game/SolarSystem/Entities/OrbitalBody.h"
#include <memory>
using DirectX::SimpleMath::Matrix;
using DirectX::SimpleMath::Vector3;
namespace {
constexpr float kMoveSpeed = 18.0f;
constexpr float kRotationSpeed = 1.8f;
constexpr float kMouseFpsSensitivity = 0.0035f;
constexpr float kMouseOrbitSensitivity = 0.0040f;
constexpr float kOrbitZoomSpeed = 25.0f;
constexpr float kOrbitMinRadius = 8.0f;
constexpr float kOrbitMaxRadius = 240.0f;
constexpr float kOrbitMinPitch = -1.35f;
constexpr float kOrbitMaxPitch = 1.35f;
constexpr int kOrbitSegments = 128;
POINT GetMouseClientPosition(HWND__ *const hwnd) {
POINT point{};
GetCursorPos(&point);
ScreenToClient(hwnd, &point);
return point;
}
}
void SolarSystemGame::Initialize(AppContext &context) {
if (!context.IsValid()) {
throw std::runtime_error("SolarSystemGame::Initialize received invalid AppContext.");
}
m_scene.Initialize();
m_spaceBackdrop.Initialize();
m_fpsCamera.SetPosition(Vector3(0.0f, 8.0f, -30.0f));
m_fpsCamera.SetRotation(0.0f, 0.15f);
m_settingsPanel.Initialize();
m_settingsPanel.SetBounds(RectF{20.0f, 170.0f, 360.0f, 470.0f});
m_orbitCamera.SetTarget(Vector3(0.0f, 0.0f, 0.0f));
m_orbitCamera.SetYawPitchRadius(m_orbitCameraYaw, m_orbitCameraPitch, m_orbitCameraRadius);
SetCameraMode(CameraMode::Orbit);
InitializeEngineAudio(context);
m_fpsAccumulator = 0.0f;
m_fpsFrames = 0;
m_displayFps = 0;
m_prevLeftMouseDown = RawInputHandler::Instance().IsLeftMouseDown();
m_initialized = true;
}
void SolarSystemGame::Update(AppContext &context, const float deltaTime) {
if (!m_initialized) {
return;
}
if (context.Input.System != nullptr
&& WasDebugReturnToMainMenuPressed(*context.Input.System)) {
RequestReturnToEngineMainMenu(context, "SolarSystemGame::P");
return;
}
UpdateFpsCounter(deltaTime);
HandleGlobalInput(context);
const auto &raw = RawInputHandler::Instance();
HWND__ *const hwnd = context.Platform.MainWindow->GetHandle();
const auto [x, y] = GetMouseClientPosition(hwnd);
MouseState mouse{};
mouse.X = static_cast<float>(x);
mouse.Y = static_cast<float>(y);
mouse.LeftDown = raw.IsLeftMouseDown();
mouse.LeftPressed = raw.IsLeftMouseDown() && !m_prevLeftMouseDown;
mouse.LeftReleased = !raw.IsLeftMouseDown() && m_prevLeftMouseDown;
if (const SolarSystemUiAction uiAction = m_settingsPanel.Update(mouse); uiAction == SolarSystemUiAction::SliderMoved && context.Audio.System != nullptr)
{
context.Audio.System->PlayOneShot("solar_ui_move", 0.45f);
}
m_prevLeftMouseDown = raw.IsLeftMouseDown();
const SolarSystemTuning tuning = m_settingsPanel.GetTuning();
m_scene.SetTuning(tuning);
UpdateEngineAudio(context, deltaTime);
if (const bool uiInteracting = m_settingsPanel.IsInteracting(); !uiInteracting) {
switch (m_cameraMode) {
case CameraMode::Fps:
UpdateFpsCamera(context, deltaTime);
break;
case CameraMode::Orbit:
UpdateOrbitCamera(context, deltaTime);
break;
default:
break;
}
}
m_scene.Update(deltaTime);
RawInputHandler::Instance().ClearFrameDeltas();
}
void SolarSystemGame::Render(AppContext &context) {
if (!m_initialized) {
return;
}
const int width = context.Graphics.Device->GetWidth();
const int height = context.Graphics.Device->GetHeight();
if (width <= 0 || height <= 0) {
return;
}
const float aspectRatio = static_cast<float>(width) / static_cast<float>(height);
const Camera &activeCamera = GetActiveCamera();
const Matrix view = activeCamera.GetViewMatrix();
const Matrix projection = activeCamera.GetProjectionMatrix(aspectRatio);
PrimitiveRenderer3D &primitiveRenderer = context.GetPrimitiveRenderer3D();
m_spaceBackdrop.Render(primitiveRenderer, activeCamera, view, projection);
for (const auto &root: m_scene.GetRoots()) {
RenderOrbitRecursive(primitiveRenderer, *root, Matrix::Identity, view, projection);
}
for (const auto &root: m_scene.GetRoots()) {
RenderBodyRecursive(primitiveRenderer, *root, view, projection);
}
if (context.Ui.Font != nullptr) {
const std::string cameraLabel = (m_cameraMode == CameraMode::Fps) ? "FPS" : "ORBIT";
const std::string projectionLabel =
(activeCamera.GetProjectionMode() == ProjectionMode::PerspectiveFov)
? "FOV"
: "OFFCENTER";
constexpr float hudScale = 0.54f;
constexpr float helpScale = 0.40f;
const float x = 16.0f;
float y = 16.0f;
BitmapFont::DrawString(context.GetShapeRenderer2D(), x, y, std::format("FPS: {}", m_displayFps), Color(1, 1, 1, 1),
hudScale);
y += 18.0f;
BitmapFont::DrawString(context.GetShapeRenderer2D(), x, y, std::format("CAMERA: {}", cameraLabel), Color(1, 1, 1, 1),
hudScale);
y += 18.0f;
BitmapFont::DrawString(context.GetShapeRenderer2D(), x, y, std::format("PROJECTION: {}", projectionLabel),
Color(1, 1, 1, 1), hudScale);
y += 26.0f;
BitmapFont::DrawString(
context.GetShapeRenderer2D(),
x,
y,
"F1 FPS F2 ORBIT O PROJECTION TAB SETTINGS",
Color(0.86f, 0.90f, 1.0f, 1.0f),
helpScale
);
y += 15.0f;
BitmapFont::DrawString(
context.GetShapeRenderer2D(),
x,
y,
"FPS: WASD MOVE ARROWS LOOK RMB LOOK",
Color(0.70f, 0.78f, 0.90f, 1.0f),
helpScale
);
y += 15.0f;
BitmapFont::DrawString(
context.GetShapeRenderer2D(),
x,
y,
"ORBIT: RMB ROTATE W/S ZOOM ARROWS TILT",
Color(0.70f, 0.78f, 0.90f, 1.0f),
helpScale
);
}
m_settingsPanel.Render(context.GetShapeRenderer2D());
}
void SolarSystemGame::Shutdown(AppContext &context) {
ShutdownEngineAudio(context);
m_initialized = false;
}
void SolarSystemGame::UpdateFpsCounter(const float deltaTime) noexcept {
m_fpsAccumulator += deltaTime;
++m_fpsFrames;
if (m_fpsAccumulator >= 0.25f) {
m_displayFps = static_cast<int>(std::round(static_cast<float>(m_fpsFrames) / m_fpsAccumulator));
m_fpsAccumulator = 0.0f;
m_fpsFrames = 0;
}
}
void SolarSystemGame::HandleGlobalInput(AppContext &context) {
const Keyboard &keyboard = context.Input.System->GetKeyboard();
if (keyboard.WasVirtualKeyPressed(VK_F1)) {
SetCameraMode(CameraMode::Fps);
}
if (keyboard.WasVirtualKeyPressed(VK_F2)) {
SetCameraMode(CameraMode::Orbit);
}
if (keyboard.WasVirtualKeyPressed('O')) {
if (Camera &camera = GetActiveCamera(); camera.GetProjectionMode() == ProjectionMode::PerspectiveFov) {
camera.SetProjectionMode(ProjectionMode::PerspectiveOffCenter);
} else {
camera.SetProjectionMode(ProjectionMode::PerspectiveFov);
}
}
if (keyboard.WasKeyPressed(Key::Escape)) {
// Escape is semantic Back: close settings panel first, then return to engine MainMenuGame.
if (m_settingsPanel.IsOpen()) {
m_settingsPanel.Toggle();
return;
}
RequestReturnToEngineMainMenu(context, "SolarSystemGame::Escape");
}
if (keyboard.WasKeyPressed(Key::Tab)) {
m_settingsPanel.Toggle();
}
}
void SolarSystemGame::UpdateFpsCamera(const AppContext &context, const float deltaTime) {
const Keyboard &keyboard = context.Input.System->GetKeyboard();
if (keyboard.IsKeyDown(Key::W)) m_fpsCamera.MoveForward(kMoveSpeed * deltaTime);
if (keyboard.IsKeyDown(Key::S)) m_fpsCamera.MoveForward(-kMoveSpeed * deltaTime);
if (keyboard.IsKeyDown(Key::D)) m_fpsCamera.MoveRight(kMoveSpeed * deltaTime);
if (keyboard.IsKeyDown(Key::A)) m_fpsCamera.MoveRight(-kMoveSpeed * deltaTime);
float yawDelta = 0.0f;
float pitchDelta = 0.0f;
if (const auto &raw = RawInputHandler::Instance(); raw.IsRightMouseDown()) {
yawDelta += static_cast<float>(raw.GetMouseDeltaX()) * kMouseFpsSensitivity;
pitchDelta -= static_cast<float>(raw.GetMouseDeltaY()) * kMouseFpsSensitivity;
}
if (keyboard.IsKeyDown(Key::Left)) yawDelta -= kRotationSpeed * deltaTime;
if (keyboard.IsKeyDown(Key::Right)) yawDelta += kRotationSpeed * deltaTime;
if (keyboard.IsKeyDown(Key::Up)) pitchDelta += kRotationSpeed * deltaTime;
if (keyboard.IsKeyDown(Key::Down)) pitchDelta -= kRotationSpeed * deltaTime;
m_fpsCamera.AddRotation(yawDelta, pitchDelta);
}
void SolarSystemGame::UpdateOrbitCamera(const AppContext &context, const float deltaTime) {
const Keyboard &keyboard = context.Input.System->GetKeyboard();
if (const auto &raw = RawInputHandler::Instance(); raw.IsRightMouseDown()) {
m_orbitCameraYaw += static_cast<float>(raw.GetMouseDeltaX()) * kMouseOrbitSensitivity;
m_orbitCameraPitch -= static_cast<float>(raw.GetMouseDeltaY()) * kMouseOrbitSensitivity;
}
if (keyboard.IsKeyDown(Key::Left)) m_orbitCameraYaw -= 1.5f * deltaTime;
if (keyboard.IsKeyDown(Key::Right)) m_orbitCameraYaw += 1.5f * deltaTime;
if (keyboard.IsKeyDown(Key::Up)) m_orbitCameraPitch += 1.1f * deltaTime;
if (keyboard.IsKeyDown(Key::Down)) m_orbitCameraPitch -= 1.1f * deltaTime;
if (keyboard.IsKeyDown(Key::W)) m_orbitCameraRadius -= kOrbitZoomSpeed * deltaTime;
if (keyboard.IsKeyDown(Key::S)) m_orbitCameraRadius += kOrbitZoomSpeed * deltaTime;
m_orbitCameraPitch = std::clamp(m_orbitCameraPitch, kOrbitMinPitch, kOrbitMaxPitch);
m_orbitCameraRadius = std::clamp(m_orbitCameraRadius, kOrbitMinRadius, kOrbitMaxRadius);
m_orbitCamera.SetYawPitchRadius(m_orbitCameraYaw, m_orbitCameraPitch, m_orbitCameraRadius);
}
void SolarSystemGame::InitializeEngineAudio(const AppContext& context)
{
if (context.Audio.System == nullptr)
{
throw std::runtime_error("SolarSystemGame::InitializeEngineAudio requires a valid AudioSystem.");
}
m_engineAudio.Initialize(*context.Audio.System);
}
void SolarSystemGame::UpdateEngineAudio(const AppContext& context, const float deltaTime)
{
if (context.Audio.System == nullptr)
{
return;
}
m_engineAudio.Update(*context.Audio.System, IsEngineMovementInputActive(context), deltaTime);
}
void SolarSystemGame::ShutdownEngineAudio(const AppContext &context) noexcept {
if (context.Audio.System == nullptr)
{
return;
}
m_engineAudio.Shutdown(*context.Audio.System);
}
bool SolarSystemGame::IsEngineMovementInputActive(const AppContext &context) const noexcept {
if (m_settingsPanel.IsInteracting()) {
return false;
}
const Keyboard &keyboard = context.Input.System->GetKeyboard();
return keyboard.IsKeyDown(Key::W)
|| keyboard.IsKeyDown(Key::A)
|| keyboard.IsKeyDown(Key::S)
|| keyboard.IsKeyDown(Key::D);
}
void SolarSystemGame::SetCameraMode(const CameraMode mode) noexcept {
m_cameraMode = mode;
}
Camera &SolarSystemGame::GetActiveCamera() noexcept {
return (m_cameraMode == CameraMode::Fps)
? static_cast<Camera &>(m_fpsCamera)
: static_cast<Camera &>(m_orbitCamera);
}
const Camera &SolarSystemGame::GetActiveCamera() const noexcept {
return (m_cameraMode == CameraMode::Fps)
? static_cast<const Camera &>(m_fpsCamera)
: static_cast<const Camera &>(m_orbitCamera);
}
void SolarSystemGame::RenderOrbitRecursive(
PrimitiveRenderer3D &primitiveRenderer,
const OrbitalBody &body,
const Matrix &parentWorld,
const Matrix &view,
const Matrix &projection) {
if (body.HasOrbit && body.ShowOrbit) {
std::vector<Vector3> orbitPoints;
orbitPoints.reserve(kOrbitSegments + 1);
for (int i = 0; i <= kOrbitSegments; ++i) {
const float t = static_cast<float>(i) / static_cast<float>(kOrbitSegments);
const float meanAnomaly = DirectX::XM_2PI * t + body.Orbit.Phase;
const Vector3 local = OrbitMath::CalculateLocalPosition(body.Orbit, meanAnomaly);
const Vector3 world = Vector3::Transform(local, parentWorld);
orbitPoints.push_back(world);
}
primitiveRenderer.DrawOrbit(orbitPoints, view, projection, body.OrbitColor);
}
const Matrix currentWorld = body.GetWorldMatrix();
for (const auto &child: body.GetChildren()) {
RenderOrbitRecursive(primitiveRenderer, *child, currentWorld, view, projection);
}
}
void SolarSystemGame::RenderBodyRecursive(
PrimitiveRenderer3D &primitiveRenderer,
const OrbitalBody &body,
const Matrix &view,
const Matrix &projection) {
switch (body.MeshType) {
case BodyMeshType::Sphere:
primitiveRenderer.DrawSphere(body.GetWorldMatrix(), view, projection, body.BaseColor);
break;
case BodyMeshType::Box:
primitiveRenderer.DrawBox(body.GetWorldMatrix(), view, projection, body.BaseColor);
break;
}
for (const auto &child: body.GetChildren()) {
RenderBodyRecursive(primitiveRenderer, *child, view, projection);
}
}