2025-10-03 14:30:36 +01:00
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#include <stdio.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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2025-10-05 16:49:18 +01:00
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#include <SDL3/SDL_keycode.h>
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2025-10-03 14:30:36 +01:00
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2025-10-04 17:24:30 +01:00
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#define STB_IMAGE_IMPLEMENTATION 1
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#include <stb_image.h>
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2025-10-05 21:11:18 +01:00
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#define STB_RECT_PACK_IMPLEMENTATION 1
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#include <stb_rect_pack.h>
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#define STB_TRUETYPE_IMPLEMENTATION 1
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#include <stb_truetype.h>
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2025-10-04 00:46:26 +01:00
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#include "core/core.h"
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2025-10-04 14:57:09 +01:00
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#include "core/types.h"
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2025-10-04 00:46:26 +01:00
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#include "os/core.h"
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2025-10-03 20:04:40 +01:00
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#include "vulkan/core.h"
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2025-10-05 14:27:05 +01:00
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#include "draw/core.h"
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2025-10-04 17:24:30 +01:00
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#include "game/core.h"
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2025-10-03 20:04:40 +01:00
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2025-10-05 14:42:19 +01:00
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#include "game/impl/world.c"
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2025-10-05 00:25:37 +01:00
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#include "game/impl/npc.c"
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2025-10-05 21:05:29 +01:00
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#include "game/impl/bandit.c"
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2025-10-05 00:25:37 +01:00
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#include "game/testnavmesh.h"
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2025-10-03 20:04:40 +01:00
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2025-10-04 17:36:47 +01:00
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int main(int argc, char **argv)
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{
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2025-10-06 01:01:28 +01:00
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(void) argc;
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(void) argv;
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2025-10-04 15:53:55 +01:00
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2025-10-06 00:52:16 +01:00
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
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2025-10-04 15:53:55 +01:00
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{
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2025-10-03 14:30:36 +01:00
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printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
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return 1;
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}
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SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
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2025-10-04 15:53:55 +01:00
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if (!window)
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{
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2025-10-03 14:30:36 +01:00
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printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
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return 1;
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}
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2025-10-06 00:52:16 +01:00
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SDL_AudioStream *austream;
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Str8 audio_data;
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M_TempScope(0, 0) {
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SDL_AudioSpec spec;
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spec.format = SDL_AUDIO_S16LE;
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spec.channels = 2;
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spec.freq = 44100;
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austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
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if (!austream) {
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printf("Failed to open audio stream (%s)\n", SDL_GetError());
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}
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Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
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Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
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SDL_AudioSpec wav_spec;
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U32 count;
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SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
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audio_data.count = count;
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}
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2025-10-03 20:04:40 +01:00
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Vk_Setup(window);
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2025-10-04 21:42:04 +01:00
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G_State *game = 0;
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{
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M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
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game = M_ArenaPush(arena, G_State);
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2025-10-04 17:24:30 +01:00
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2025-10-06 00:52:16 +01:00
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game->arena = arena;
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2025-10-05 21:11:18 +01:00
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game->draw.arena = arena;
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2025-10-04 21:42:04 +01:00
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G_ImagesLoad(game);
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G_PipelinesLoad(game);
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2025-10-06 00:52:16 +01:00
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G_AudioLoad(game);
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2025-10-04 21:42:04 +01:00
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2025-10-05 02:40:59 +01:00
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G_Camera *camera = &game->camera;
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2025-10-04 23:46:13 +01:00
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2025-10-05 14:27:05 +01:00
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camera->x = V3F(1, 0, 0);
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camera->y = V3F(0, 1, 0);
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camera->z = V3F(0, 0, 1);
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camera->p = V3F(0, 0, 48);
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2025-10-04 23:46:13 +01:00
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2025-10-05 02:40:59 +01:00
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camera->fov = 60.0f;
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2025-10-04 21:42:04 +01:00
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2025-10-05 02:40:59 +01:00
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camera->nearp = 0.01f;
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2025-10-04 17:36:47 +01:00
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camera->farp = 1000.0f;
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2025-10-04 21:42:04 +01:00
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2025-10-05 14:27:05 +01:00
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game->draw.camera = camera;
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2025-10-06 14:26:00 +01:00
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World *world = M_ArenaPush(arena, World);//LoadWorld(arena);
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2025-10-05 15:21:23 +01:00
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game->world = world;
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2025-10-06 01:10:44 +01:00
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world->arena = arena;
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2025-10-06 14:26:00 +01:00
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world->navMesh = &TestNavMesh;
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2025-10-05 15:32:57 +01:00
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world->random = Random_Seed(29237489723847);
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2025-10-05 23:36:50 +01:00
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world->npcCount = 2;
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2025-10-05 21:19:14 +01:00
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for(U32 i = 0; i < world->npcCount; i++) {
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2025-10-05 16:49:18 +01:00
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NPC *npc1 = &world->npcs[i];
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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2025-10-05 21:05:29 +01:00
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npc1->collision.size.x = 1;
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2025-10-05 22:35:34 +01:00
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npc1->collision.size.y = 2;
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2025-10-05 16:49:18 +01:00
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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2025-10-05 23:36:50 +01:00
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npc1->currentArea = i;
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2025-10-05 16:49:18 +01:00
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npc1->waitTime = 0;
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2025-10-05 23:36:50 +01:00
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npc1->maxWaitTime = 5;
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2025-10-05 16:49:18 +01:00
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npc1->currentNavNode = 0;
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}
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2025-10-05 15:21:23 +01:00
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2025-10-05 21:05:29 +01:00
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Bandit *badman = &world->bandit;
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badman->collision.pos.x = 15;
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badman->collision.pos.y = 15;
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2025-10-05 23:36:50 +01:00
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badman->collision.size.x = 1;
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badman->collision.size.y = 2;
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2025-10-05 21:05:29 +01:00
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badman->name = S("Leroy Brown");
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badman->mode = BANDIT_WAITING;
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badman->waitTime = 0;
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badman->maxWaitTime = 2;
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badman->poiCount = 2;
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badman->pointsOfInterest[0] = 937;
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badman->pointsOfInterest[1] = 12;
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2025-10-04 17:36:47 +01:00
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world->npcPOI[0] = 100;
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2025-10-05 22:35:34 +01:00
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world->player.world = world;
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2025-10-04 17:36:47 +01:00
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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2025-10-05 21:05:29 +01:00
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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2025-10-05 23:36:50 +01:00
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world->player.currentArea = 0;
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2025-10-06 14:26:00 +01:00
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for(int i =0; i< 4200; i++) {
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world->map[i] = map[i];
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}
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world->tileTypes[0].rotation=0;
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world->tileTypes[0].collision=false;
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world->tileTypes[0].tile=D_ImageHandle(&game->draw, S("tile_dirt_0"));
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world->tileTypes[1].rotation=0,
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world->tileTypes[1].collision=false,
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world->tileTypes[1].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[2].rotation=0;
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world->tileTypes[2].collision=false;
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world->tileTypes[2].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[3].rotation=PI_F32/2;
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world->tileTypes[3].collision=false;
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world->tileTypes[3].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[4].rotation=PI_F32;
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world->tileTypes[4].collision=false;
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world->tileTypes[4].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[5].rotation=-PI_F32/2;
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world->tileTypes[5].collision=false;
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world->tileTypes[5].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[6].rotation=0;
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world->tileTypes[6].collision=false;
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world->tileTypes[6].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[7].rotation=PI_F32/2;
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world->tileTypes[7].collision=false;
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world->tileTypes[7].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[8].rotation=-PI_F32;
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world->tileTypes[8].collision=false;
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world->tileTypes[8].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[9].rotation=-PI_F32/2;
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world->tileTypes[9].collision=false;
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world->tileTypes[9].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[10].rotation=0;
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world->tileTypes[10].collision=false;
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world->tileTypes[10].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[11].rotation=PI_F32/2;
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world->tileTypes[11].collision=false;
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world->tileTypes[11].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[12].rotation=-PI_F32/2;
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world->tileTypes[12].collision=false;
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world->tileTypes[12].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[13].rotation=PI_F32;
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world->tileTypes[13].collision=false;
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world->tileTypes[13].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[14].rotation=0;
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world->tileTypes[14].collision=false;
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world->tileTypes[14].tile=D_ImageHandle(&game->draw, S("tile_dirt_1"));
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world->propTypes[0].assetHandle=D_ImageHandle(&game->draw, S("rug0"));
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world->propTypes[0].scale=1;
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world->propTypes[1].assetHandle=D_ImageHandle(&game->draw, S("rug1"));
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world->propTypes[1].scale=1;
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world->propTypes[2].assetHandle=D_ImageHandle(&game->draw, S("skull"));
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world->propTypes[2].scale=1;
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world->propTypes[3].assetHandle=D_ImageHandle(&game->draw, S("table"));
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world->propTypes[3].scale=1;
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world->propTypes[4].assetHandle=D_ImageHandle(&game->draw, S("barrel"));
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world->propTypes[4].scale=1;
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world->propTypes[5].assetHandle=D_ImageHandle(&game->draw, S("can"));
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world->propTypes[5].scale=1;
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world->propTypes[6].assetHandle=D_ImageHandle(&game->draw, S("candle"));
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world->propTypes[6].scale=1;
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world->propTypes[7].assetHandle=D_ImageHandle(&game->draw, S("clock"));
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world->propTypes[7].scale=1;
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world->propTypes[8].assetHandle=D_ImageHandle(&game->draw, S("log_pile"));
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world->propTypes[8].scale=1;
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world->propTypes[9].assetHandle=D_ImageHandle(&game->draw, S("nightstand"));
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world->propTypes[9].scale=1;
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world->propTypes[10].assetHandle=D_ImageHandle(&game->draw, S("pool_table"));
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world->propTypes[10].scale=1;
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world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("saloon_ext"));
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world->propTypes[11].scale=6.875f;
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world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("saloon_int"));
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world->propTypes[12].scale=6.875f;
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2025-10-05 14:27:05 +01:00
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}
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2025-10-06 14:26:00 +01:00
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game->editor.enabled = true;
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game->editor.mode = G_EDITOR_MODE_TILE;
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2025-10-04 21:42:04 +01:00
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2025-10-06 00:52:16 +01:00
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D_Animation animation;
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{
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U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
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D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
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}
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2025-10-03 14:30:36 +01:00
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bool running = true;
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2025-10-05 01:31:39 +01:00
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2025-10-05 02:40:59 +01:00
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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2025-10-06 01:01:28 +01:00
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const int width = 1280;
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const int height = 720;
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2025-10-04 15:53:55 +01:00
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while (running)
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{
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2025-10-03 14:30:36 +01:00
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SDL_Event e;
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2025-10-04 15:53:55 +01:00
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while (SDL_PollEvent(&e))
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{
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if (e.type == SDL_EVENT_QUIT)
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{
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running = false;
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}
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2025-10-05 22:35:34 +01:00
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V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
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V2F(e.button.x, e.button.y),
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2025-10-06 01:01:28 +01:00
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V2F((F32) width, (F32) height)
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2025-10-05 22:35:34 +01:00
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));
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game->world->mouseProjected = V2F(projection.x, projection.y);
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2025-10-06 14:26:00 +01:00
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if(e.type==SDL_EVENT_MOUSE_MOTION) {
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game->editor.cursor = V2F(projection.x, projection.y);
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}
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if (!game->editor.enabled) {
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ProcessEvents(&e, game->world);
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} else {
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if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
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switch(game->editor.mode){
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case G_EDITOR_MODE_TILE: {
|
|
|
|
|
F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
|
|
|
|
|
F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
|
|
|
|
|
game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case G_EDITOR_MODE_PROP: {
|
|
|
|
|
game->world->props[game->world->propCount].propType = game->editor.currentAsset;
|
|
|
|
|
game->world->props[game->world->propCount].area = game->editor.currentLevel;
|
|
|
|
|
game->world->props[game->world->propCount].pos = game->editor.cursor;
|
|
|
|
|
game->world->propCount++;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (e.type == SDL_EVENT_KEY_DOWN) {
|
|
|
|
|
switch(e.key.key) {
|
|
|
|
|
case SDLK_F10: {
|
|
|
|
|
game->editor.enabled = !game->editor.enabled;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_RIGHT: {
|
|
|
|
|
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_LEFT: {
|
|
|
|
|
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_A: {
|
|
|
|
|
game->camera.p.x -= 5;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_D: {
|
|
|
|
|
game->camera.p.x += 5;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_W: {
|
|
|
|
|
game->camera.p.y -= 5;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_S: {
|
|
|
|
|
game->camera.p.y += 5;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_UP: {
|
|
|
|
|
game->editor.currentLevel++;
|
|
|
|
|
game->world->player.currentArea++;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_DOWN: {
|
|
|
|
|
game->editor.currentLevel--;
|
|
|
|
|
game->world->player.currentArea--;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case SDLK_SPACE: {
|
|
|
|
|
game->editor.mode = (game->editor.mode + 1) % 4;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2025-10-03 14:30:36 +01:00
|
|
|
}
|
2025-10-05 15:17:37 +01:00
|
|
|
|
2025-10-06 14:26:00 +01:00
|
|
|
if(!game->editor.enabled) {
|
|
|
|
|
UpdateWorld(1.0f / 60.0f, game->world);
|
|
|
|
|
game->camera.p.x = game->world->player.pos.x;
|
|
|
|
|
game->camera.p.y = game->world->player.pos.y;
|
|
|
|
|
}
|
|
|
|
|
D_AnimationUpdate(&animation, 1.0f / 250.0f);
|
2025-10-03 20:04:40 +01:00
|
|
|
|
|
|
|
|
int w, h;
|
|
|
|
|
SDL_GetWindowSizeInPixels(window, &w, &h);
|
|
|
|
|
|
2025-10-04 17:36:47 +01:00
|
|
|
game->draw.window_width = w;
|
2025-10-05 14:27:05 +01:00
|
|
|
game->draw.window_height = h;
|
|
|
|
|
|
2025-10-04 17:36:47 +01:00
|
|
|
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
2025-10-05 02:40:59 +01:00
|
|
|
|
2025-10-03 20:04:40 +01:00
|
|
|
Vk_Frame *frame = Vk_FrameBegin(window);
|
|
|
|
|
VkCommandBuffer cmd = frame->cmd;
|
|
|
|
|
|
|
|
|
|
VkClearValue clear_colour;
|
|
|
|
|
clear_colour.color.float32[0] = 1.0f;
|
|
|
|
|
clear_colour.color.float32[1] = 0.0f;
|
|
|
|
|
clear_colour.color.float32[2] = 0.0f;
|
|
|
|
|
clear_colour.color.float32[3] = 1.0f;
|
|
|
|
|
|
2025-10-04 15:53:55 +01:00
|
|
|
VkRenderingAttachmentInfo colour_attachment = {0};
|
2025-10-04 17:36:47 +01:00
|
|
|
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
|
|
|
|
colour_attachment.imageView = vk.swapchain.views[frame->image];
|
2025-10-03 20:04:40 +01:00
|
|
|
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
2025-10-04 17:36:47 +01:00
|
|
|
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
|
|
|
|
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
|
|
|
|
colour_attachment.clearValue = clear_colour;
|
2025-10-04 15:53:55 +01:00
|
|
|
|
|
|
|
|
VkRenderingInfo rendering_info = {0};
|
2025-10-04 17:36:47 +01:00
|
|
|
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
|
|
|
|
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
|
|
|
|
|
rendering_info.layerCount = 1;
|
2025-10-03 20:04:40 +01:00
|
|
|
rendering_info.colorAttachmentCount = 1;
|
2025-10-04 17:36:47 +01:00
|
|
|
rendering_info.pColorAttachments = &colour_attachment;
|
2025-10-03 20:04:40 +01:00
|
|
|
|
|
|
|
|
vk.CmdBeginRendering(cmd, &rendering_info);
|
|
|
|
|
|
2025-10-05 14:27:05 +01:00
|
|
|
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
2025-10-04 21:42:04 +01:00
|
|
|
|
2025-10-06 14:26:00 +01:00
|
|
|
RenderWorld(game->world, &game->draw);
|
2025-10-06 00:52:16 +01:00
|
|
|
|
|
|
|
|
R2f aframe = D_AnimationFrame(&animation);
|
|
|
|
|
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
|
2025-10-04 21:42:04 +01:00
|
|
|
|
2025-10-06 14:26:00 +01:00
|
|
|
if(game->editor.enabled) {
|
|
|
|
|
G_Editor editor = game->editor;
|
|
|
|
|
F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
|
|
|
|
|
F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
|
|
|
|
|
switch(game->editor.mode) {
|
|
|
|
|
case G_EDITOR_MODE_TILE: {
|
|
|
|
|
World_Tile asset = game->world->tileTypes[editor.currentAsset];
|
|
|
|
|
D_Rect(&game->draw, tilex, tiley, .texture=asset.tile, .angle=asset.rotation);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case G_EDITOR_MODE_PROP: {
|
|
|
|
|
World_PropType prop = game->world->propTypes[editor.currentAsset];
|
|
|
|
|
D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=prop.assetHandle, .scale=prop.scale);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case G_EDITOR_MODE_HITBOX: {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case G_EDITOR_MODE_POI: {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2025-10-05 14:27:05 +01:00
|
|
|
D_End(&game->draw, frame);
|
2025-10-04 21:42:04 +01:00
|
|
|
|
2025-10-03 20:04:40 +01:00
|
|
|
vk.CmdEndRendering(cmd);
|
|
|
|
|
|
|
|
|
|
Vk_FrameEnd();
|
2025-10-03 14:30:36 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDL_DestroyWindow(window);
|
|
|
|
|
SDL_Quit();
|
|
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
2025-10-03 20:04:40 +01:00
|
|
|
|
2025-10-04 00:46:26 +01:00
|
|
|
#include "core/core.c"
|
|
|
|
|
#include "os/core.c"
|
2025-10-03 20:04:40 +01:00
|
|
|
#include "vulkan/core.c"
|
2025-10-05 14:27:05 +01:00
|
|
|
#include "draw/core.c"
|
2025-10-04 17:24:30 +01:00
|
|
|
#include "game/core.c"
|