raycast start

This commit is contained in:
2025-10-04 17:36:47 +01:00
parent 1d70f3ae20
commit fd7162259b
5 changed files with 97 additions and 70 deletions

View File

@@ -19,9 +19,10 @@
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/testnavmesh.h" #include "game/testnavmesh.h"
int main(int argc, char **argv) { int main(int argc, char **argv)
(void) argc; {
(void) argv; (void)argc;
(void)argv;
if (!SDL_Init(SDL_INIT_VIDEO)) if (!SDL_Init(SDL_INIT_VIDEO))
{ {
@@ -58,42 +59,37 @@ int main(int argc, char **argv) {
camera->fov = 60.0f; camera->fov = 60.0f;
camera->nearp = 0.01f; camera->nearp = 0.01f;
camera->farp = 1000.0f; camera->farp = 1000.0f;
game->draw.camera = camera; game->draw.camera = camera;
} }
Vk_Buffer rbo = { 0 }; Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4); rbo.size = KB(4);
rbo.host_visible = true; rbo.host_visible = true;
Vk_BufferCreate(&rbo); Vk_BufferCreate(&rbo);
bool running = true; bool running = true;
World world = { World world = {
.npcCount = 2, .npcCount = 2,
.npcs = { .npcs = {
{ {.collision = {{10, 10}, {10, 10}},
.collision = {{10, 10}, {10, 10}}, .name = S("Matt"),
.name = S("Matt"), .mode = NPC_ACTION_WAITING,
.mode = NPC_ACTION_WAITING, .waitTime = 0,
.waitTime = 0, .maxWaitTime = 5,
.maxWaitTime = 5, .currentNavNode = 87},
.currentNavNode = 87 {.collision = {{15, 15}, {10, 10}},
},{ .name = S("James"),
.collision = {{15, 15}, {10, 10}}, .mode = NPC_ACTION_WAITING,
.name = S("James"), .waitTime = 0,
.mode = NPC_ACTION_WAITING, .maxWaitTime = 10,
.waitTime = 0, .currentNavNode = 0}},
.maxWaitTime = 10, .navMesh = &TestNavMesh,
.currentNavNode = 0 .npcPOI = {100},
} .player = {.pos = {0, 0}}};
},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0,0}}
};
printf("%zu size in bytes\n", sizeof(TestNavMesh)); printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -106,17 +102,17 @@ int main(int argc, char **argv) {
{ {
running = false; running = false;
} }
ProcessEvents(&e, &world); ProcessEvents(&e, &world);
} }
UpdateWorld(1.0/60.0, &world); UpdateWorld(1.0 / 60.0, &world);
int w, h; int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h); SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w; game->draw.window_width = w;
game->draw.window_height = h; game->draw.window_height = h;
G_CalulateCamera(&game->camera, (F32) w / (F32) h); G_CalulateCamera(&game->camera, (F32)w / (F32)h);
Vk_Frame *frame = Vk_FrameBegin(window); Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd; VkCommandBuffer cmd = frame->cmd;
@@ -128,27 +124,27 @@ int main(int argc, char **argv) {
clear_colour.color.float32[3] = 1.0f; clear_colour.color.float32[3] = 1.0f;
VkRenderingAttachmentInfo colour_attachment = {0}; VkRenderingAttachmentInfo colour_attachment = {0};
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour; colour_attachment.clearValue = clear_colour;
VkRenderingInfo rendering_info = {0}; VkRenderingInfo rendering_info = {0};
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h }; rendering_info.renderArea = (VkRect2D){0, 0, w, h};
rendering_info.layerCount = 1; rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1; rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &colour_attachment; rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info); vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS); D_Begin(&game->draw, frame, D_MAX_RECTS);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1); D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f); D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
D_End(&game->draw, frame); D_End(&game->draw, frame);

View File

@@ -3,15 +3,14 @@
#include "../core/types.h" #include "../core/types.h"
#include "../core/macros.h" #include "../core/macros.h"
typedef struct AABB AABB; typedef struct AABB AABB;
struct AABB { struct AABB
{
V2f pos; V2f pos;
V2f size; V2f size;
}; };
function bool AABB_Collide(AABB a, AABB b); function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v); function bool AABB_Point(AABB a, V2f v);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_H_

View File

@@ -1,15 +1,35 @@
#include "game/aabb.h" #include "game/aabb.h"
#include "core/types.h" #include "core/types.h"
bool AABB_Collide(AABB a, AABB b) { bool AABB_Collide(AABB a, AABB b)
{
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x; bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y; bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
return collision_x && collision_y; return collision_x && collision_y;
} }
bool AABB_Point(AABB a, V2f v) { bool AABB_Point(AABB a, V2f v)
{
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x; bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y; bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y; return collision_x && collision_y;
} }
bool AABB_Slab(V2f origin, V2f point, AABB a)
{
V2f start = a.pos;
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
V2f direction = {origin.x - point.x, origin.y - point.y};
// x
F32 tLow = (start.x - origin.x) / direction.x;
F32 tHigh = (finish.x - origin.x) / direction.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.x - origin.x) / direction.x;
tHigh = (finish.x - origin.x) / direction.x;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= max(0.0, tMin);
}

View File

@@ -4,23 +4,34 @@
void PlayerUpdate(SDL_Event *event, Player *player) void PlayerUpdate(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
switch(key.key) { SDL_MouseButtonEvent mouseBtn = event->button;
case SDLK_W: { switch (key.key)
player->pos.y += 10; {
break; case SDLK_W:
} {
case SDLK_A: { player->pos.y += 10;
player->pos.x -= 10; break;
break; }
} case SDLK_A:
case SDLK_D: { {
player->pos.x += 10; player->pos.x -= 10;
break; break;
} }
case SDLK_S: { case SDLK_D:
player->pos.y -= 10; {
break; player->pos.x += 10;
} break;
} }
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
} }

View File

@@ -10,6 +10,7 @@ typedef struct Player Player;
struct Player struct Player
{ {
V2f pos; V2f pos;
U32 bulletsLoaded;
}; };
function void PlayerUpdate(SDL_Event *event, Player *player); function void PlayerUpdate(SDL_Event *event, Player *player);