Merge branch 'main' of yibble.dev:bulmanator/ld58
This commit is contained in:
124
code/first.c
124
code/first.c
@@ -1,6 +1,7 @@
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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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#include <SDL3/SDL_keycode.h>
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#define STB_IMAGE_IMPLEMENTATION 1
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#include <stb_image.h>
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@@ -23,11 +24,13 @@
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#include "game/impl/world.c"
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#include "game/impl/npc.c"
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#include "game/impl/bandit.c"
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#include "game/testnavmesh.h"
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int main(int argc, char **argv) {
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(void) argc;
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(void) argv;
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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@@ -65,35 +68,52 @@ int main(int argc, char **argv) {
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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camera->farp = 1000.0f;
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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World *world = M_ArenaPush(arena, World);
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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 1;
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for(U32 i = 0; i < world->npcCount; i++) {
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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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npc1->collision.size.x = 1;
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npc1->collision.size.y = 1;
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->currentNavNode = 0;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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}
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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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badman->collision.size.x = 10;
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badman->collision.size.y = 10;
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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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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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}
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bool running = true;
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World world = {
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.npcCount = 2,
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.npcs = {
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{
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.collision = {{10, 10}, {10, 10}},
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.name = S("Matt"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 5,
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.currentNavNode = 87
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},{
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.collision = {{15, 15}, {10, 10}},
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.name = S("James"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 10,
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.currentNavNode = 0
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}
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},
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.navMesh = &TestNavMesh,
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.npcPOI = {100},
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.player = {.pos = {0,0}}
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};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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@@ -106,36 +126,21 @@ int main(int argc, char **argv) {
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{
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running = false;
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}
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else if (e.type == SDL_EVENT_KEY_DOWN) {
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if (e.key.key == SDLK_W) {
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game->camera.p.y -= 0.2f;
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}
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if (e.key.key == SDLK_S) {
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game->camera.p.y += 0.2f;
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}
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if (e.key.key == SDLK_A) {
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game->camera.p.x -= 0.2f;
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}
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if (e.key.key == SDLK_D) {
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game->camera.p.x += 0.2f;
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}
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}
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ProcessEvents(&e, &world);
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ProcessEvents(&e, game->world);
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}
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UpdateWorld(1.0f / 60.0f, &world);
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UpdateWorld(1.0f / 60.0f, game->world);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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game->draw.window_width = w;
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalculateCamera(&game->camera, (F32) w / (F32) h);
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G_CalculateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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@@ -147,24 +152,29 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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rendering_info.layerCount = 1;
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D){0, 0, w, h};
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rendering_info.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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rendering_info.pColorAttachments = &colour_attachment;
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vk.CmdBeginRendering(cmd, &rendering_info);
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_End(&game->draw, frame);
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vk.CmdEndRendering(cmd);
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