raycast start
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101
code/first.c
101
code/first.c
@@ -19,9 +19,10 @@
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#include "game/impl/npc.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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@@ -58,43 +59,43 @@ 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 = 2;
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NPC *npc1 = &world->npcs[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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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 = 87;
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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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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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NPC *npc1 = &world->npcs[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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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 = 87;
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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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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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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->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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}
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bool running = true;
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@@ -110,17 +111,17 @@ int main(int argc, char **argv) {
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{
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running = false;
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}
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ProcessEvents(&e, game->world);
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ProcessEvents(&e, game->world);
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}
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UpdateWorld(1.0/60.0, game->world);
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UpdateWorld(1.0 / 60.0, game->world);
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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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@@ -132,27 +133,27 @@ 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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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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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_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_End(&game->draw, frame);
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