Compare commits

36 Commits

Author SHA1 Message Date
d9957eead1 feat: Nav mesh generation 2025-10-06 18:23:47 +01:00
c4cf8f532b feat: World loading that's broken 2025-10-06 16:35:22 +01:00
8a360df98a feat: Hitbox drawing 2025-10-06 14:50:32 +01:00
3a84947750 feat: Basic level editing 2025-10-06 14:26:00 +01:00
3e527f473b feat: Fix loading 2025-10-06 11:31:35 +01:00
ab8301f475 feat (BROKEN): Save world code 2025-10-06 01:49:10 +01:00
08cbfaeb71 Merge remote-tracking branch 'origin' 2025-10-06 01:12:08 +01:00
2f52bb3097 feat: save world written 2025-10-06 01:10:44 +01:00
a9612b2d57 Fixed some warnings
Moved global width/height
2025-10-06 01:01:28 +01:00
139b14ed71 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-06 00:57:13 +01:00
c721839dfa Added animations
Added new assets for the player
Added lookups for assets
Initial sound testing
Re-enabled temp world drawing
2025-10-06 00:52:16 +01:00
24e9b472c3 use slab aabb for gunshots 2025-10-06 00:48:41 +01:00
b09bdc6209 map tiles 2025-10-06 00:38:10 +01:00
64a84e3a8d feat: different rooms added
feat: shooting bandit added
2025-10-05 23:36:50 +01:00
319bb441ed feat: Added basic shooting 2025-10-05 22:35:34 +01:00
3eb8683ce3 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-05 21:19:14 +01:00
eb3c81cd04 Added unproject
Broken and buggy font stuff
Fixed some typos
Fixed draw rect not using dim properly
2025-10-05 21:11:18 +01:00
635e7b1c1e feat: Initial bandit roaming 2025-10-05 21:05:29 +01:00
b8f47b8f61 feat: added npc poi for custom npcs 2025-10-05 18:28:58 +01:00
e20e537e97 feat: Player controller 2025-10-05 18:05:01 +01:00
98095c907f chore: removed nav printf 2025-10-05 16:53:56 +01:00
8dc0ac1d3e Merge remote-tracking branch 'origin' 2025-10-05 16:51:59 +01:00
222575b318 feat: People go walkies 2025-10-05 16:49:18 +01:00
9a46a802e0 add ignore 2025-10-05 16:12:23 +01:00
628a6c5ade raycast fin 2025-10-05 16:12:23 +01:00
c8dfcd857e raycast start 2025-10-05 16:11:47 +01:00
394366480b feat: Random npc walkabouts 2025-10-05 15:32:57 +01:00
8f148b6894 Merge remote-tracking branch 'origin' 2025-10-05 15:22:09 +01:00
7306c8fba4 chore: struct reorg 2025-10-05 15:21:23 +01:00
5cabf845b6 Added random number generator
Fixed typo in calculate camera
Removed some warning
2025-10-05 15:17:37 +01:00
1d70f3ae20 feat: Add player breaks 2025-10-05 14:47:54 +01:00
5d48ed9c19 Merge remote-tracking branch 'origin' 2025-10-05 14:46:04 +01:00
1f97d81133 feat: initial bandit and more npc tweaks 2025-10-05 14:42:19 +01:00
1757fc4b96 Added rect draw api
Added some new maths types
Updated shaders to use new D_Rect structure
Added rect buffers to frames
Misc cleanup
2025-10-05 14:27:05 +01:00
3b8c50a361 Added camera
Moved some math types
Added some more vector types
Did the camera matrix calulations
Updated shaders to take push constants
2025-10-05 02:40:59 +01:00
2c67896cf2 Made navmesh compile on Windows
Small updates to remove warnings
Testing nonuniform descriptor access in shader
2025-10-05 01:31:39 +01:00
71 changed files with 2329 additions and 35262 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
build/ build/
code/compile_commands.json code/compile_commands.json
code/.cache code/.cache
.vscode

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@@ -1,2 +1,3 @@
#include "impl/arena.c" #include "impl/arena.c"
#include "impl/string.c" #include "impl/string.c"
#include "impl/math.c"

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@@ -6,5 +6,6 @@
#include "macros.h" #include "macros.h"
#include "arena.h" #include "arena.h"
#include "string.h" #include "string.h"
#include "math.h"
#endif // LD_CORE_CORE_H_ #endif // LD_CORE_CORE_H_

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#include <math.h>
V2f V2F(F32 x, F32 y) {
V2f result = { x, y };
return result;
}
function V2f V2f_Scale(V2f x, F32 scale) {
return V2F(x.x * scale, x.y * scale);
}
V2f NormaliseV2F(V2f x) {
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
if(magnitude > 0.0){
F32 inverse = 1.0f/magnitude;
return V2F(x.x*inverse, x.y*inverse);
}
return x;
}
V3f V3F(F32 x, F32 y, F32 z) {
V3f result = { x, y, z };
return result;
}
V4f V4F(F32 x, F32 y, F32 z, F32 w) {
V4f result = { x, y, z, w };
return result;
}
R2f R2F(V2f min, V2f max) {
R2f result = { min, max };
return result;
}
V3f V3f_Neg(V3f x) {
V3f result = { -x.x, -x.y, -x.z };
return result;
}
V3f V3f_Scale(V3f x, F32 s) {
V3f result = { s * x.x, s * x.y, s * x.z };
return result;
}
V3f V3f_Sub(V3f a, V3f b) {
V3f result = { a.x - b.x, a.y - b.y, a.z - b.z };
return result;
}
F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result;
}
F32 V4f_Dot(V4f a, V4f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w);
return result;
}
Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, x.y, x.z, 0,
y.x, y.y, y.z, 0,
z.x, z.y, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z) {
Mat4x4F result = {
x.x, y.x, z.x, 0,
x.y, y.y, z.y, 0,
x.z, y.z, z.z, 0,
0, 0, 0, 1
};
return result;
}
Mat4x4F M4x4F_Mul(Mat4x4F a, Mat4x4F b) {
Mat4x4F result;
for (U32 r = 0; r < 4; ++r) {
for (U32 c = 0; c < 4; ++c) {
result.m[r][c] =
(a.m[r][0] * b.m[0][c]) + (a.m[r][1] * b.m[1][c]) +
(a.m[r][2] * b.m[2][c]) + (a.m[r][3] * b.m[3][c]);
}
}
return result;
}
V4f M4x4F_VMul4(Mat4x4F m, V4f v) {
V4f result;
result.x = V4f_Dot(m.r[0], v);
result.y = V4f_Dot(m.r[1], v);
result.z = V4f_Dot(m.r[2], v);
result.w = V4f_Dot(m.r[3], v);
return result;
}
V3f M4x4F_VMul3(Mat4x4F m, V3f v) {
V4f tx;
tx.xyz = v;
tx.w = 1.0f;
V3f result = M4x4F_VMul4(m, tx).xyz;
return result;
}
Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp) {
F32 focal_length = 1.0f / tanf(0.5f * (PI_F32 * (fov / 360.0f)));
F32 a = focal_length;
F32 b = focal_length * aspect;
F32 c = -(nearp + farp) / (farp - nearp);
F32 d = -(2.0f * nearp * farp) / (farp - nearp);
Mat4x4FInv result = {
// fwd
{
a, 0, 0, 0,
0, b, 0, 0,
0, 0, c, d,
0, 0, -1, 0
},
// inv
{
(1 / a), 0, 0, 0,
0, (1 / b), 0, 0,
0, 0, 0, -1,
0, 0, (1/ d), (c / d)
}
};
return result;
}
Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
Mat4x4FInv result;
// Construct orthonomal basis from axes
//
result.fwd = M4x4F_Rows(x, y, z);
V3f txp = V3f_Neg(M4x4F_VMul3(result.fwd, p));
// Translate by txp
//
result.fwd.r[0].w += txp.x;
result.fwd.r[1].w += txp.y;
result.fwd.r[2].w += txp.z;
// Calculate inverse axes
//
V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
// Calculate inverse position
//
V3f ip;
ip.x = (txp.x * ix.x) + (txp.y * iy.x) + (txp.z * iz.x);
ip.y = (txp.x * ix.y) + (txp.y * iy.y) + (txp.z * iz.y);
ip.z = (txp.x * ix.z) + (txp.y * iy.z) + (txp.z * iz.z);
result.inv = M4x4F_Columns(ix, iy, iz);
// Translate by ip
//
result.inv.r[0].w -= ip.x;
result.inv.r[1].w -= ip.y;
result.inv.r[2].w -= ip.z;
return result;
}
// Random
Random Random_Seed(U64 seed) {
Random result = { seed };
return result;
}
U64 Random_Next(Random *rnd) {
U64 result = rnd->state;
result ^= (result << 13);
result ^= (result >> 7);
result ^= (result << 17);
rnd->state = result;
return result;
}
F32 Random_F32(Random *rnd, F32 min, F32 max) {
F32 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
F64 Random_F64(Random *rnd, F64 min, F64 max) {
F64 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
U32 Random_U32(Random *rnd, U32 min, U32 max) {
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
return result;
}
F32 Random_Unilateral(Random *rnd) {
F32 result = Random_Next(rnd) / (F32) U64_MAX;
return result;
}
F32 Random_Bilateral(Random *rnd) {
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
return result;
}
V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
V2f result;
result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
return result;
}

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@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
return result; return result;
} }
#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
#define FNV_PRIME ((U64) 0x100000001B3)
U64 Str8_Hash(Str8 v) {
U64 result = FNV_OFFSET_BIAS;
for (S64 it = 0; it < v.count; ++it) {
result ^= v.data[it];
result *= FNV_PRIME;
}
return result;
}
Str8 Str8_Copy(M_Arena *arena, Str8 s) { Str8 Str8_Copy(M_Arena *arena, Str8 s) {
Str8 result; Str8 result;
result.count = s.count; result.count = s.count;

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@@ -4,6 +4,7 @@
#include <assert.h> #include <assert.h>
#define Assert(exp) assert(exp) #define Assert(exp) assert(exp)
#define StaticAssert(exp) static_assert(exp, #exp)
#define ArraySize(x) (sizeof(x) / sizeof((x)[0])) #define ArraySize(x) (sizeof(x) / sizeof((x)[0]))
#define Min(a, b) ((a) < (b) ? (a) : (b)) #define Min(a, b) ((a) < (b) ? (a) : (b))
@@ -35,6 +36,11 @@
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0) #define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next) #define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
#define SLL_Push(h, n) SLL_PushN(h, n, next)
#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
#define function static #define function static
#define internal static #define internal static

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@@ -0,0 +1,152 @@
#if !defined(LD_CORE_MATH_H_)
#define LD_CORE_MATH_H_
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
#define Abs(x) (((x) < 0 ? -(x) : (x)))
typedef struct Random Random;
struct Random {
U64 state;
};
typedef union V2f V2f;
union V2f {
struct {
F32 x, y;
};
struct {
F32 u, v;
};
struct {
F32 w, h;
};
F32 e[2];
};
typedef union V2i V2i;
union V2i {
struct {
U32 x, y;
};
struct {
U32 w, h;
};
U32 e[2];
};
typedef union V3f V3f;
union V3f {
struct {
F32 x, y, z;
};
struct {
F32 r, g, b;
};
struct {
F32 w, h, d;
};
struct {
V2f xy;
F32 _z;
};
F32 e[3];
};
typedef union V4f V4f;
union V4f {
struct {
F32 x, y, z, w;
};
struct {
F32 r, g, b, a;
};
struct {
V3f xyz;
F32 _w;
};
F32 e[4];
};
typedef union Mat4x4F Mat4x4F;
union Mat4x4F {
F32 m[4][4];
F32 e[16];
V4f r[4];
};
typedef struct Mat4x4FInv Mat4x4FInv;
struct Mat4x4FInv {
Mat4x4F fwd;
Mat4x4F inv;
};
typedef struct R2f R2f;
struct R2f {
V2f min;
V2f max;
};
typedef struct R3f R3f;
struct R3f {
V3f min;
V3f max;
};
function V2f V2F(F32 x, F32 y);
function V3f V3F(F32 x, F32 y, F32 z);
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
function R2f R2F(V2f min, V2f max);
function V2f V2f_Scale(V2f x, F32 s);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function V3f V3f_Sub(V3f a, V3f b);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);
function Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z);
function Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z);
function V4f M4x4F_VMul4(Mat4x4F m, V4f v);
function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
function V2f NormaliseV2F(V2f x);
function V2f V2f_Scale(V2f x, F32 scale);
// Random
function Random Random_Seed(U64 seed);
function U64 Random_Next(Random *rnd);
function F32 Random_F32(Random *rnd, F32 min, F32 max);
function F64 Random_F64(Random *rnd, F64 min, F64 max);
function U32 Random_U32(Random *rnd, U32 min, U32 max);
function F32 Random_Unilateral(Random *rnd);
function F32 Random_Bilateral(Random *rnd);
V2f V2f_Clip(V2f screen_xy, V2f screen_size);
#endif // LD_CORE_MATH_H_

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@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
function Str8 Str8_WrapRange(U8 *start, U8 *end); function Str8 Str8_WrapRange(U8 *start, U8 *end);
function Str8 Str8_WrapZ(U8 *data); function Str8 Str8_WrapZ(U8 *data);
function U64 Str8_Hash(Str8 v);
function Str8 Str8_Copy(M_Arena *arena, Str8 s); function Str8 Str8_Copy(M_Arena *arena, Str8 s);
function Str8 Str8_Format(M_Arena *arena, const char *format, ...); function Str8 Str8_Format(M_Arena *arena, const char *format, ...);

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@@ -29,21 +29,12 @@ struct Str8 {
U8 *data; U8 *data;
}; };
typedef struct V2f V2f;
struct V2f {
F32 x;
F32 y;
};
typedef struct V2i V2i;
struct V2i {
U32 x;
U32 y;
};
#define U8_MAX ((U8) -1) #define U8_MAX ((U8) -1)
#define U16_MAX ((U16) -1) #define U16_MAX ((U16) -1)
#define U32_MAX ((U32) -1) #define U32_MAX ((U32) -1)
#define U64_MAX ((U64) -1) #define U64_MAX ((U64) -1)
#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
#endif // LD_CORE_TYPES_H_ #endif // LD_CORE_TYPES_H_

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U32 D_ImageHandle(D_Context *draw, Str8 name) {
U32 result = 0;
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
D_AssetHash *lookup = draw->lookup[index];
while (lookup != 0) {
if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
result = lookup->id;
break;
}
lookup = lookup->next;
}
return result;
}
void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
a->id = id;
a->rows = rows;
a->cols = cols;
a->time = 0;
a->frame_time = time;
a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
a->index = 0;
}
R2f D_AnimationFrame(D_Animation *a) {
R2f result = { 0 };
U32 row = a->index / a->cols;
U32 col = a->index % a->cols;
result.min = V2F(a->frame.w * col, a->frame.h * row);
result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
return result;
}
void D_AnimationUpdate(D_Animation *a, F32 dt) {
a->time += dt;
if (a->time >= a->frame_time) {
a->time = 0;
a->index += 1;
if (a->index >= (a->rows * a->cols)) { a->index = 0; }
}
}
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
Vk_Buffer *rbo = &frame->rbo;
draw->rbo = rbo;
draw->n_rects = 0;
draw->max_rects = max_rects;
draw->rects = rbo->data;
}
void D_End(D_Context *draw, Vk_Frame *frame) {
VkCommandBuffer cmd = frame->cmd;
Vk_Pipeline *basic = &draw->pipelines[0];
// We can probably stop doing this at some point
VkDescriptorSet set;
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set);
// 'update' the descriptor sets for binding
M_TempScope(0, 0) {
VkWriteDescriptorSet writes[2] = { 0 };
VkDescriptorBufferInfo rbo_info = { 0 };
rbo_info.buffer = draw->rbo->handle;
rbo_info.offset = 0;
rbo_info.range = VK_WHOLE_SIZE;
U32 total = draw->n_images + draw->n_fonts;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
for (U32 it = 0; it < draw->n_images; ++it) {
image_info[it].imageView = draw->images[it].image.view;
image_info[it].sampler = vk.sampler;
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
U32 idx = draw->n_images;
for (D_Font *it = draw->fonts; it != 0; it = it->next) {
image_info[idx].imageView = it->image.view;
image_info[idx].sampler = vk.sampler; // @Todo: probably want linear filtering on fonts
image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
idx += 1;
}
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[0].dstSet = set;
writes[0].dstBinding = 0;
writes[0].descriptorCount = 1;
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
writes[0].pBufferInfo = &rbo_info;
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = total;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = image_info;
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0);
}
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle);
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0);
vk.CmdPushConstants(cmd, basic->layout.pipeline, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(Mat4x4F), &draw->camera->proj.fwd);
VkViewport viewport = { 0, 0, (F32) draw->window_width, (F32) draw->window_height, 0.0f, 1.0f };
VkRect2D scissor = { 0, 0, draw->window_width, draw->window_height };
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, draw->n_rects, 0, 0);
}
internal U32 V4f_UnormColour(V4f c) {
// @Todo: SRGB handling
U32 result =
((U8) (255.0f * c.a)) << 24 |
((U8) (255.0f * c.r)) << 16 |
((U8) (255.0f * c.g)) << 8 |
((U8) (255.0f * c.b)) << 0;
return result;
}
void _D_Rect(D_Context *draw, D_RectOpts *opts) {
if (draw->n_rects < draw->max_rects) {
D_Rect *rect = &draw->rects[draw->n_rects];
rect->texture = opts->texture;
rect->x = opts->p.x;
rect->y = opts->p.y;
rect->uv[0] = opts->uv.min.x;
rect->uv[1] = opts->uv.min.y;
rect->uv[2] = opts->uv.max.x;
rect->uv[3] = opts->uv.max.y;
rect->angle = opts->angle;
if (opts->flags & D_RECT_PER_VERTEX_COLOUR) {
rect->c[0] = V4f_UnormColour(opts->vtxc[0]);
rect->c[1] = V4f_UnormColour(opts->vtxc[1]);
rect->c[2] = V4f_UnormColour(opts->vtxc[2]);
rect->c[3] = V4f_UnormColour(opts->vtxc[3]);
}
else {
U32 unorm = V4f_UnormColour(opts->c);
rect->c[0] = unorm;
rect->c[1] = unorm;
rect->c[2] = unorm;
rect->c[3] = unorm;
}
if (opts->flags & D_RECT_IGNORE_ASPECT) {
rect->w = opts->dim.w;
rect->h = opts->dim.h;
}
else {
Vk_Image *image = &draw->images[opts->texture].image;
F32 width = cast(F32) image->width;
F32 height = cast(F32) image->height;
if (opts->flags & D_RECT_UV_ASPECT) {
width *= (opts->uv.max.x - opts->uv.min.x);
height *= (opts->uv.max.y - opts->uv.min.y);
}
F32 aspect_w = (width > height) ? (width / height) : 1.0f;
F32 aspect_h = (width > height) ? 1.0f : (height / width);
rect->w = opts->scale * aspect_w;
rect->h = opts->scale * aspect_h;
}
draw->n_rects += 1;
}
}
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
F32 xoff = x;
local_persist B32 done = 0;
for (S64 it = 0; it < text.count; ++it) {
if (text.data[it] >= ' ' && text.data[it] <= '~') {
D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
V2f size;
size.w = (glyph->box.max.x - glyph->box.min.x);
size.h = (glyph->box.max.y - glyph->box.min.y);
V2f dim;
F32 scale = 150.0f / (font->ascent - font->descent);
if (size.w > size.h) {
dim.w = scale * (size.w / size.h);
dim.h = scale;
}
else {
dim.w = scale;
dim.h = scale * (size.h / size.w);
}
// @Hardcode: need font index in font struct
D_Rect(draw, xoff, y, .texture = 0, .c = V4F(0, 1, 1, 1), .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
D_Rect(draw, xoff, y, .texture = draw->n_images, .uv = glyph->box, .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
xoff += (1.05f * dim.w); // glyph->advance; //+ glyph->offset.x;
if (!done) { printf(" %f (%f, %f)", xoff, dim.w, dim.h); }
}
}
if (!done) { printf("\n"); }
done = true;
}
void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
M_TempScope(0, 0) {
(void) draw;
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/%.*s.ttf", Sv(exe_path), Sv(name));
Str8 font_data = FS_ReadEntireFile(temp.arena, path);
stbtt_fontinfo info = { 0 };
stbtt_InitFont(&info, font_data.data, 0);
F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
U32 w = 512;
U32 h = 512;
U8 *pixels = M_ArenaPush(temp.arena, U8, .count = (w * h));
stbtt_pack_context pack = { 0 };
stbtt_PackBegin(&pack, pixels, w, h, 0, 1, 0);
U32 count = '~' - ' ';
stbtt_packedchar *packed = M_ArenaPush(temp.arena, stbtt_packedchar, .count = count);
stbtt_PackFontRange(&pack, font_data.data, 0, size, ' ', count, packed);
D_Font *font = M_ArenaPush(draw->arena, D_Font);
font->px = size;
S32 asc, desc, line;
stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
font->line_advance = cast(F32) line;
font->ascent = cast(F32) asc;
font->descent = cast(F32) desc;
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
for (U32 it = 0; it < count; ++it) {
D_Glyph *glyph = &font->glyphs[it];
stbtt_packedchar *chr = &packed[it];
S32 left, width;
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
}
Vk_Buffer *staging = &draw->staging;
U32 *px = (U32 *) staging->data;
for (U32 y = 0; y < h; ++y) {
for (U32 x = 0; x < w; ++x) {
*px++ = 0x0 | ((U32) pixels[(y * w) + x] << 24);
}
}
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
font->image.width = w;
font->image.height = h;
font->image.format = VK_FORMAT_R8G8B8A8_SRGB;
font->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&font->image);
VkBufferImageCopy copy = { 0 };
copy.bufferOffset = 0;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.mipLevel = 0;
copy.imageSubresource.baseArrayLayer = 0;
copy.imageSubresource.layerCount = 1;
copy.imageExtent.width = w;
copy.imageExtent.height = h;
copy.imageExtent.depth = 1;
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
transfer.srcAccessMask = VK_ACCESS_2_NONE;
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
transfer.image = font->image.handle;
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
transfer.subresourceRange.layerCount = 1;
transfer.subresourceRange.levelCount = 1;
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
shader_read.image = font->image.handle;
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
shader_read.subresourceRange.layerCount = 1;
shader_read.subresourceRange.levelCount = 1;
VkDependencyInfo dep = { 0 };
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep.imageMemoryBarrierCount = 1;
dep.pImageMemoryBarriers = &transfer;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, font->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
Vk_CommandBufferSubmit(cmds, true);
SLL_PushN(draw->fonts, font, next);
draw->n_fonts += 1;
}
}

158
code/draw/core.h Normal file
View File

@@ -0,0 +1,158 @@
#if !defined(LD_DRAW_CORE_H_)
#define LD_DRAW_CORE_H_
#define D_MAX_RECTS (262144)
typedef struct D_Glyph D_Glyph;
struct D_Glyph {
F32 advance;
V2f offset;
R2f box;
};
typedef struct D_Font D_Font;
struct D_Font {
D_Font *next;
F32 px;
F32 line_advance;
F32 ascent;
F32 descent;
F32 *kerning;
D_Glyph *glyphs;
Vk_Image image;
};
typedef struct D_Image D_Image;
struct D_Image {
Str8 name;
Vk_Image image;
};
typedef struct D_Rect D_Rect;
struct D_Rect {
U32 texture;
U32 c[4]; // per-vertex colours
F32 uv[4];
F32 angle;
F32 x, y;
F32 w, h;
U32 p0, p1;
};
StaticAssert(sizeof(D_Rect) == 64);
typedef struct D_Animation D_Animation;
struct D_Animation {
U32 id;
U32 rows;
U32 cols;
F32 frame_time;
F32 time;
V2f frame; // size of one frame
U32 index;
};
struct G_Camera;
#define D_ASSET_HASH_COUNT 128
typedef struct D_AssetHash D_AssetHash;
struct D_AssetHash {
D_AssetHash *next;
Str8 value;
U64 hash;
U32 id; // texture id
};
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
Vk_Buffer staging;
M_Arena *arena;
U32 n_pipelines;
Vk_Pipeline *pipelines;
U32 n_images;
D_Image *images;
U32 n_fonts;
D_Font *fonts;
U32 max_rects;
U32 n_rects;
D_Rect *rects;
U32 window_width;
U32 window_height;
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
struct G_Camera *camera;
};
typedef U32 D_RectFlags;
enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
};
typedef struct D_RectOpts D_RectOpts;
struct D_RectOpts {
D_RectFlags flags;
U32 texture;
R2f uv;
V2f p;
F32 angle;
union {
V2f dim;
struct {
F32 w, h;
};
struct {
F32 scale, _h;
};
};
union {
V4f c;
V4f vtxc[4];
};
};
function U32 D_ImageHandle(D_Context *draw, Str8 name);
function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
function R2f D_AnimationFrame(D_Animation *a);
function void D_AnimationUpdate(D_Animation *a, F32 dt);
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
function void D_End(D_Context *draw, Vk_Frame *frame);
function void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y);
function void _D_Rect(D_Context *draw, D_RectOpts *opts);
#define D_Rect(draw, x, y, ...) _D_Rect(draw, &(D_RectOpts) { .p = V2F(x, y), .uv = R2F(V2F(0, 0), V2F(1, 1)), .scale = 1, .c = V4F(1, 1, 1, 1), ##__VA_ARGS__ })
function void D_FontLoad(D_Context *draw, Str8 path, F32 size);
#endif // LD_DRAW_CORE_H_

View File

@@ -1,27 +1,36 @@
#include <stdio.h> #include <stdio.h>
#include <stdbool.h> #include <stdbool.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3/SDL_keycode.h>
#define STB_IMAGE_IMPLEMENTATION 1 #define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h> #include <stb_image.h>
#define STB_RECT_PACK_IMPLEMENTATION 1
#include <stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION 1
#include <stb_truetype.h>
#include "core/core.h" #include "core/core.h"
#include "core/types.h" #include "core/types.h"
#include "game/npc.h"
#include "os/core.h" #include "os/core.h"
#include "vulkan/core.h" #include "vulkan/core.h"
#include "draw/core.h"
#include "game/core.h" #include "game/core.h"
#include "game/world.h" #include "game/impl/world.c"
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/testnavmesh.h" #include "game/impl/bandit.c"
int main(int argc, char **argv) { int main(int argc, char **argv)
{
(void) argc; (void) argc;
(void) argv; (void) argv;
if (!SDL_Init(SDL_INIT_VIDEO)) if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
{ {
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1; return 1;
@@ -34,93 +43,326 @@ int main(int argc, char **argv) {
return 1; return 1;
} }
SDL_AudioStream *austream;
Str8 audio_data;
M_TempScope(0, 0) {
SDL_AudioSpec spec;
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
if (!austream) {
printf("Failed to open audio stream (%s)\n", SDL_GetError());
}
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
SDL_AudioSpec wav_spec;
U32 count;
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
audio_data.count = count;
}
Vk_Setup(window); Vk_Setup(window);
G_State *game = 0; G_State *game = 0;
G_Image *img = 0;
{ {
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4)); M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State); game = M_ArenaPush(arena, G_State);
game->arena = arena; game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game); G_ImagesLoad(game);
G_PipelinesLoad(game); G_PipelinesLoad(game);
G_AudioLoad(game);
for (U32 it = 0; it < game->n_images; ++it) { G_Camera *camera = &game->camera;
if (Str8_Equal(game->images[it].name, S("saloon_ext"), 0)) {
img = &game->images[it];
break;
}
}
if (!img) { img = &game->images[0]; } camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 48);
Vk_Buffer *vbo = &game->vbo; camera->fov = 60.0f;
vbo->size = KB(4096);
vbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
vbo->host_visible = true;
Vk_BufferCreate(vbo); camera->nearp = 0.01f;
camera->farp = 1000.0f;
G_Vertex *vertices = cast(G_Vertex *) vbo->data; game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);
//LoadWorld(arena, world);
game->world = world;
world->arena = arena;
//world->navMesh = &TestNavMesh;
world->random = Random_Seed(29237489723847);
world->npcCount = 127;
for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 0;
npc1->collision.pos.y = 0;
npc1->collision.size.x = 1;
npc1->collision.size.y = 2;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = WORLD_AREA_OUTSIDE;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 0;
}
vertices[0] = (G_Vertex) { -0.25f, -0.25f, 1.0f, 1.0f, 0.0f, 0.0f, 0xFFFFFFFF, 0}; Bandit *badman = &world->bandit;
vertices[1] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0}; badman->collision.pos.x = 15;
vertices[2] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0}; badman->collision.pos.y = 15;
badman->collision.size.x = 1;
badman->collision.size.y = 2;
badman->name = S("Leroy Brown");
badman->mode = BANDIT_WAITING;
badman->waitTime = 0;
badman->maxWaitTime = 2;
badman->poiCount = 2;
badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12;
vertices[3] = (G_Vertex) { 0.25f, -0.25f, 1.0f, 1.0f, 1.0f, 0.0f, 0xFFFFFFFF, 0}; world->npcPOI[0] = 100;
vertices[4] = (G_Vertex) { 0.25f, 0.25f, 1.0f, 1.0f, 1.0f, 1.0f, 0xFFFFFFFF, 0}; world->player.world = world;
vertices[5] = (G_Vertex) { -0.25f, 0.25f, 1.0f, 1.0f, 0.0f, 1.0f, 0xFFFFFFFF, 0}; world->player.pos.x = 0;
world->player.pos.y = 0;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0;
world->player.currentArea = WORLD_AREA_OUTSIDE;
world->map = map;
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
world->tileTypes[0].rotation=0;
world->tileTypes[0].tag=S("tile_dirt_0");
world->tileTypes[1].rotation=0,
world->tileTypes[1].tag=S("path_middle");
world->tileTypes[2].rotation=0;
world->tileTypes[2].tag=S("path_middle_edge");
world->tileTypes[3].rotation=PI_F32/2;
world->tileTypes[3].tag=S("path_middle_edge");
world->tileTypes[4].rotation=PI_F32;
world->tileTypes[4].tag=S("path_middle_edge");
world->tileTypes[5].rotation=-PI_F32/2;
world->tileTypes[5].tag=S("path_middle_edge");
world->tileTypes[6].rotation=0;
world->tileTypes[6].tag=S("path_middle");
world->tileTypes[7].rotation=PI_F32/2;
world->tileTypes[7].tag=S("path_middle");
world->tileTypes[8].rotation=-PI_F32;
world->tileTypes[8].tag=S("path_middle");
world->tileTypes[9].rotation=-PI_F32/2;
world->tileTypes[9].tag=S("path_middle");
world->tileTypes[10].rotation=0;
world->tileTypes[10].tag=S("path_corner");
world->tileTypes[11].rotation=PI_F32/2;
world->tileTypes[11].tag=S("path_corner");
world->tileTypes[12].rotation=-PI_F32/2;
world->tileTypes[12].tag=S("path_corner");
world->tileTypes[13].rotation=PI_F32;
world->tileTypes[13].tag=S("path_corner");
world->tileTypes[14].rotation=0;
world->tileTypes[14].tag=S("tile_dirt_1");
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
world->propTypes[0].tag=S("rug0");
world->propTypes[0].scale=1;
world->propTypes[1].tag=S("rug1");
world->propTypes[1].scale=1;
world->propTypes[2].tag=S("skull");
world->propTypes[2].scale=1;
world->propTypes[3].tag = S("table");
world->propTypes[3].scale=2;
world->propTypes[4].tag = S("barrel");
world->propTypes[4].scale=1;
world->propTypes[5].tag = S("can");
world->propTypes[5].scale=1;
world->propTypes[6].tag = S("candle");
world->propTypes[6].scale=1;
world->propTypes[7].tag = S("clock");
world->propTypes[7].scale=1;
world->propTypes[8].tag = S("log_pile");
world->propTypes[8].scale=1;
world->propTypes[9].tag = S("nightstand");
world->propTypes[9].scale=1;
world->propTypes[10].tag = S("pool_table");
world->propTypes[10].scale=2;
world->propTypes[11].tag = S("saloon_ext");
world->propTypes[11].scale=6.875f;
world->propTypes[12].tag = S("saloon_int");
world->propTypes[12].scale=2*6.875f;
world->propTypes[13].tag = S("house");
world->propTypes[13].scale=6.875f;
world->propTypes[14].tag = S("house_int");
world->propTypes[14].scale=6.875f;
world->propTypes[15].tag=S("tile_detail_0");
world->propTypes[15].scale=1;
world->propTypes[16].tag = S("tile_detail_1");
world->propTypes[16].scale=1;
world->propTypes[17].tag = S("tile_detail_2");
world->propTypes[17].scale=1;
world->propTypes[18].tag= S("tile_detail_3");
world->propTypes[18].scale=1;
world->propTypes[19].tag= S("tile_detail_4");
world->propTypes[19].scale=1;
world->propTypes[20].tag=S("tile_detail_5");
world->propTypes[20].scale=1;
world->propTypes[21].tag=S("tile_detail_6");
world->propTypes[21].scale=1;
world->propCount = 0;
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
GenerateNavMesh(arena, world);
}
game->editor.enabled = false;
game->editor.mode = G_EDITOR_MODE_TILE;
game->editor.currentLevel = WORLD_AREA_OUTSIDE;
D_Animation animation;
{
U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
} }
bool running = true; bool running = true;
Player player;
player.pos.x = 0; const int width = 1280;
player.pos.y = 0; const int height = 720;
World world = {
.npcCount = 2,
.npcs = {
{
.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87
},{
.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0
}
},
.navMesh = TestNavMesh,
.npcPOI = {100}
};
while (running) while (running)
{ {
SDL_Event e; SDL_Event e;
while (SDL_PollEvent(&e)) while (SDL_PollEvent(&e))
{ {
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT) if (e.type == SDL_EVENT_QUIT)
{ {
running = false; running = false;
} }
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y),
V2F((F32) width, (F32) height)
));
game->world->mouseProjected = V2F(projection.x, projection.y);
if(e.type==SDL_EVENT_MOUSE_MOTION) {
game->editor.cursor = V2F(projection.x, projection.y);
}
if (!game->editor.enabled) {
ProcessEvents(&e, game->world);
} else {
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
switch(game->editor.mode){
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;
}
case G_EDITOR_MODE_HITBOX: {
game->editor.dragStart = game->editor.cursor;
break;
}
}
} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
// Add hitbox
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
game->world->hitboxes[game->world->hitboxCount].size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->hitboxCount++;
}
}
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;
printf("EDITOR MODE %d\n", game->editor.mode);
break;
}
case SDLK_U: {
switch(game->editor.mode) {
case G_EDITOR_MODE_PROP: {game->world->propCount--;}
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
}
break;
}
}
}
} }
UpdateNPCs(1.0/60.0, &world);
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);
int w, h; int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h); SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w;
game->draw.window_height = h;
G_CalculateCamera(&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;
VkClearValue clear_colour; VkClearValue clear_colour;
clear_colour.color.float32[0] = 1.0f; clear_colour.color.float32[0] = 0.0f;
clear_colour.color.float32[1] = 0.0f; clear_colour.color.float32[1] = 0.0f;
clear_colour.color.float32[2] = 0.0f; clear_colour.color.float32[2] = 0.0f;
clear_colour.color.float32[3] = 1.0f; clear_colour.color.float32[3] = 1.0f;
@@ -142,62 +384,52 @@ int main(int argc, char **argv) {
vk.CmdBeginRendering(cmd, &rendering_info); vk.CmdBeginRendering(cmd, &rendering_info);
Vk_Pipeline *basic = &game->pipelines[0]; D_Begin(&game->draw, frame, D_MAX_RECTS);
VkDescriptorSet set; RenderWorld(game->world, &game->draw);
VkDescriptorSetAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
alloc_info.descriptorPool = frame->descriptors;
alloc_info.descriptorSetCount = 1;
alloc_info.pSetLayouts = &basic->layout.set;
vk.AllocateDescriptorSets(vk.device, &alloc_info, &set); R2f aframe = D_AnimationFrame(&animation);
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
// 'update' the descriptor sets for binding if(game->editor.enabled) {
{ G_Editor editor = game->editor;
VkWriteDescriptorSet writes[2] = { 0 }; F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
VkDescriptorBufferInfo vbo_info = { 0 }; switch(game->editor.mode) {
vbo_info.buffer = game->vbo.handle; case G_EDITOR_MODE_TILE: {
vbo_info.offset = 0; World_Tile asset = game->world->tileTypes[editor.currentAsset];
vbo_info.range = 256; D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
break;
VkDescriptorImageInfo image_info = { 0 }; }
image_info.imageView = img->image.view; case G_EDITOR_MODE_PROP: {
image_info.sampler = vk.sampler; World_PropType prop = game->world->propTypes[editor.currentAsset];
image_info.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
break;
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; }
writes[0].dstSet = set; case G_EDITOR_MODE_HITBOX: {
writes[0].dstBinding = 0; for(int i = 0; i < game->world->hitboxCount; i++) {
writes[0].descriptorCount = 1; V2f centre = AABB_Centre(game->world->hitboxes[i]);
writes[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER; D_Rect(
writes[0].pBufferInfo = &vbo_info; &game->draw,
centre.x,
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; centre.y,
writes[1].dstSet = set; .texture=0,
writes[1].dstBinding = 1; .dim=game->world->hitboxes[i].size,
writes[1].descriptorCount = 1; .flags=D_RECT_IGNORE_ASPECT,
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; .c=V4F(100,0,0,0.7),
writes[1].pImageInfo = &image_info; );
}
vk.UpdateDescriptorSets(vk.device, ArraySize(writes), writes, 0, 0); break;
} }
case G_EDITOR_MODE_POI: {
vk.CmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->handle); break;
vk.CmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, basic->layout.pipeline, 0, 1, &set, 0, 0); }
}
VkViewport viewport = { 0, 0, (F32) w, (F32) h, 0.0f, 1.0f }; }
VkRect2D scissor = { 0, 0, w, h }; D_End(&game->draw, frame);
vk.CmdSetViewport(cmd, 0, 1, &viewport);
vk.CmdSetScissor(cmd, 0, 1, &scissor);
vk.CmdDraw(cmd, 6, 1, 0, 0);
vk.CmdEndRendering(cmd); vk.CmdEndRendering(cmd);
Vk_FrameEnd(); Vk_FrameEnd();
} }
@@ -210,4 +442,5 @@ int main(int argc, char **argv) {
#include "core/core.c" #include "core/core.c"
#include "os/core.c" #include "os/core.c"
#include "vulkan/core.c" #include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c" #include "game/core.c"

View File

@@ -3,15 +3,16 @@
#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);
function bool AABB_Slab(V2f origin, V2f point, AABB a);
function V2f AABB_Centre(AABB a);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_H_

61
code/game/bandit.h Normal file
View File

@@ -0,0 +1,61 @@
#if !defined(LD_GAME_BANDIT_H_)
#define LD_GAME_BANDIT_H_
typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION {
BANDIT_WAITING,
BANDIT_WALKING,
BANDIT_RUNNING,
BANDIT_SHOOTING,
};
typedef struct Bandit Bandit;
struct Bandit {
//// Personal
AABB collision;
Str8 name;
World_Area currentArea;
//// Actions
BANDIT_ACTION mode;
// How long they've been waiting.
F32 waitTime;
// How long they will wait in this location.
F32 maxWaitTime;
U32 poiCount;
// Places the bandit walks to / from
// E.g. hide outs, home, saloon
U32 pointsOfInterest[12];
//// Navigation
// The bandits's current path
NavPath path;
// Which node the bandit is on in the path
U32 currentNavNode;
// The current index of the bandit's current node
U32 pathIndex;
// Target navNode index the bandit is walking to
U32 targetNavNode;
// How long the bandit has been walking to the next index
F32 walkTimer;
// How many shots they can take.
U32 health;
// How paranoid they are about being hunted,
// this will make them more trigger happy.
F32 paranoidLevel;
// Max 6?
U8 bullets;
// How long it its between shots.
F32 shootDelay;
// After each shot this is set to shootDelay;
F32 shootCooldownTimer;
// How long it takes them to reload.
F32 reloadTime;
// Accuracy, their shots can vary between this angle either side (rads)
F32 accuracyRange;
// A the circle around the bandit where they will trigger the quicktime reaction scene
F32 agroRadius;
};
#endif // LD_GAME_BANDIT_H_

View File

@@ -1,31 +1,135 @@
// @Todo: These should move to draw/core.c
//
internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
result->value = name;
result->hash = hash;
result->id = id;
SLL_Push(draw->lookup[index], result);
}
void G_ImagesLoad(G_State *game) { void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) { M_TempScope(0, 0) {
D_Context *draw = &game->draw;
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE); Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path)); Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path); FS_List assets = FS_PathList(temp.arena, path);
Vk_Buffer staging = { 0 }; Vk_Buffer *staging = &draw->staging;
staging.size = MB(256); staging->size = MB(256);
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging.host_visible = true; staging->host_visible = true;
Vk_BufferCreate(&staging); Vk_BufferCreate(staging);
U8 *base = staging.data; U8 *base = staging->data;
U64 offset = 0; U64 offset = 0;
Vk_CommandBuffer *cmds = Vk_CommandBufferPush(); Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
// We reserve the first texture for the "white" texture
draw->n_images = 1;
for (FS_Entry *it = assets.first; it != 0; it = it->next) { for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) { if (Str8_EndsWith(it->basename, S("png"))) {
game->n_images += 1; draw->n_images += 1;
} }
} }
VkBufferImageCopy copy = { 0 }; VkBufferImageCopy copy = { 0 };
game->images = M_ArenaPush(game->arena, G_Image, .count = game->n_images); draw->images = M_ArenaPush(game->arena, D_Image, .count = draw->n_images);
game->n_images = 0; draw->n_images = 1;
// Upload the white texture
{
D_Image *white = &draw->images[0];
U32 white_data[] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
M_CopySize(base, white_data, sizeof(white_data));
copy.bufferOffset = offset;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.mipLevel = 0;
copy.imageSubresource.baseArrayLayer = 0;
copy.imageSubresource.layerCount = 1;
copy.imageExtent.width = 2;
copy.imageExtent.height = 2;
copy.imageExtent.depth = 1;
base += sizeof(white_data);
offset += sizeof(white_data);
white->name = S("_WHITE");
// This doesn't _really_ need one because its just zero and always will be zero
G_AssetNameHash(draw, white->name, 0);
white->image.width = 2;
white->image.height = 2;
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
white->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&white->image);
// We could combine all of these 'pre-transfer' and 'post-transfer' layers into one
// batch, it would simply mean doing three loops over the images and setting them all up
// and submitting them in one go. It doesn't really matter for now
//
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
transfer.srcAccessMask = VK_ACCESS_2_NONE;
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
transfer.image = white->image.handle;
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
transfer.subresourceRange.layerCount = 1;
transfer.subresourceRange.levelCount = 1;
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
shader_read.image = white->image.handle;
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
shader_read.subresourceRange.layerCount = 1;
shader_read.subresourceRange.levelCount = 1;
VkDependencyInfo dep = { 0 };
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep.imageMemoryBarrierCount = 1;
dep.pImageMemoryBarriers = &transfer;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
}
// Image upload is sbi_load -> copy to staging -> upload to gpu texture // Image upload is sbi_load -> copy to staging -> upload to gpu texture
@@ -35,7 +139,7 @@ void G_ImagesLoad(G_State *game) {
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4); stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) { if (data) {
G_Image *image = &game->images[game->n_images]; D_Image *image = &draw->images[draw->n_images];
U64 image_sz = 4 * w * h; U64 image_sz = 4 * w * h;
@@ -57,12 +161,13 @@ void G_ImagesLoad(G_State *game) {
base += image_sz; base += image_sz;
offset += image_sz; offset += image_sz;
Assert(offset <= staging.size); Assert(offset <= staging->size);
game->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.')); image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
G_AssetNameHash(draw, image->name, draw->n_images);
draw->n_images += 1;
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename)); printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
image->image.width = w; image->image.width = w;
@@ -110,7 +215,7 @@ void G_ImagesLoad(G_State *game) {
vk.CmdPipelineBarrier2(cmds->handle, &dep); vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy); vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read; dep.pImageMemoryBarriers = &shader_read;
@@ -126,9 +231,11 @@ void G_ImagesLoad(G_State *game) {
} }
void G_PipelinesLoad(G_State *game) { void G_PipelinesLoad(G_State *game) {
game->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1); D_Context *draw = &game->draw;
Vk_Pipeline *basic = &game->pipelines[0]; draw->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
Vk_Pipeline *basic = &draw->pipelines[0];
VkShaderModule vshader = 0, fshader = 0; VkShaderModule vshader = 0, fshader = 0;
M_TempScope(0, 0) { M_TempScope(0, 0) {
@@ -161,20 +268,27 @@ void G_PipelinesLoad(G_State *game) {
bindings[1].binding = 1; bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER; bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = 1; bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 }; VkDescriptorSetLayoutCreateInfo set_info = { 0 };
set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
set_info.bindingCount = 2; set_info.bindingCount = ArraySize(bindings);
set_info.pBindings = bindings; set_info.pBindings = bindings;
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set); vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
VkPushConstantRange push_range = { 0 };
push_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_range.offset = 0;
push_range.size = 128;
VkPipelineLayoutCreateInfo layout_create = { 0 }; VkPipelineLayoutCreateInfo layout_create = { 0 };
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1; layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set; layout_create.pSetLayouts = &basic->layout.set;
layout_create.pushConstantRangeCount = 1;
layout_create.pPushConstantRanges = &push_range;
vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline); vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
} }
@@ -193,6 +307,56 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic); Vk_PipelineCreate(basic);
} }
void G_AudioLoad(G_State *game) {
(void) game;
M_TempScope(0, 0) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path);
// @Incomplete: finish this
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
}
}
}
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
camera->proj.fwd = M4x4F_Mul(proj.fwd, view.fwd);
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
}
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
clip = V2f_Scale(clip, persp.w);
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
V3f result = world.xyz;
return result;
}
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
return result;
}
R3f G_CameraBounds(G_Camera *camera) {
R3f result;
result.min = G_CameraUnproject(camera, V2F(-1, -1));
result.max = G_CameraUnproject(camera, V2F( 1, 1));
return result;
}
#include "impl/aabb.c" #include "impl/aabb.c"
#include "impl/nav.c" #include "impl/nav.c"
#include "impl/player.c" #include "impl/player.c"

View File

@@ -1,40 +1,64 @@
#if !defined(LD_GAME_CORE_H_) #if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_ #define LD_GAME_CORE_H_
#include "world.h"
typedef struct G_Vertex G_Vertex; typedef struct G_Camera G_Camera;
struct G_Vertex { struct G_Camera {
F32 x, y, z, w; V3f x, y, z;
F32 u, v; V3f p;
U32 c;
U32 pad; F32 fov;
F32 nearp, farp;
Mat4x4FInv proj;
}; };
typedef struct G_Image G_Image; #define TILE_SIZE 1.0
struct G_Image {
Str8 name; typedef enum G_EDITOR_MODE G_EDITOR_MODE;
Vk_Image image; enum G_EDITOR_MODE {
G_EDITOR_MODE_TILE,
G_EDITOR_MODE_PROP,
G_EDITOR_MODE_HITBOX,
G_EDITOR_MODE_POI,
};
typedef struct G_Editor G_Editor;
struct G_Editor {
bool enabled;
U32 currentLevel;
S32 currentAsset;
G_EDITOR_MODE mode;
V2f cursor;
V2f dragStart;
}; };
typedef struct G_State G_State; typedef struct G_State G_State;
struct G_State { struct G_State {
M_Arena *arena; M_Arena *arena;
U32 n_images; D_Context draw;
G_Image *images; G_Camera camera;
U32 n_pipelines; G_Editor editor;
Vk_Pipeline *pipelines; World *world;
Vk_Buffer vbo;
}; };
function void G_ImagesLoad(G_State *game); function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game); function void G_PipelinesLoad(G_State *game);
function void G_AudioLoad(G_State *game);
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
// Assumes 'calculate' has been called
function V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z);
function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
function R3f G_CameraBounds(G_Camera *camera);
#include "aabb.h" #include "aabb.h"
#include "player.h" #include "player.h"
#include "nav.h" #include "nav.h"
#include "npc.h" #include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_ #endif // LD_GAME_CORE_H_

View File

@@ -1,15 +1,40 @@
#include "game/aabb.h" #include "game/aabb.h"
#include "core/types.h" #include <math.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 invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = Min(tLow, tHigh);
F32 tMax = Max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = Max(tMin, Min(tLow, tHigh));
tMax = Min(tMax, Max(tLow, tHigh));
return tMax >= tMin;
}
V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
}

47
code/game/impl/bandit.c Normal file
View File

@@ -0,0 +1,47 @@
#include "game/world.h"
#include "game/bandit.h"
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--;
}
switch (bandit->mode) {
case BANDIT_WAITING:
bandit->waitTime+=delta;
if(bandit->waitTime > bandit->maxWaitTime) {
bandit->mode = BANDIT_WALKING;
do {
U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
} while(bandit->targetNavNode == bandit->currentNavNode);
bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
bandit->walkTimer = 0;
}
break;
case BANDIT_WALKING:
bandit->walkTimer+=delta;
if(bandit->walkTimer >= NPC_SPEED){
bandit->walkTimer = 0;
if(bandit->path.nodeCount == bandit->pathIndex+1){
bandit->mode = BANDIT_WAITING;
bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
bandit->waitTime = 0;
bandit->currentNavNode = bandit->targetNavNode;
bandit->pathIndex = 0;
return;
}
bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
bandit->pathIndex+=1;
}
NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
break;
// TODO Shooting
// TODO Running away
}
}

View File

@@ -6,46 +6,54 @@
#define MAX_UNFINISHED 128 #define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState; typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{ struct navSearchNodeState
{
bool visited; bool visited;
U64 distance; F64 distance;
U32 shortest; U32 shortest;
bool addedToUnvisited; bool addedToUnvisited;
}; };
typedef struct navSearchState navSearchState; typedef struct navSearchState navSearchState;
struct navSearchState{ struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES]; navSearchNodeState nodeStates[NAV_MAX_NODES];
}; };
navSearchState initState(U32 start, U32 meshSize) { navSearchState initState(U32 start, U32 meshSize)
navSearchState state = {}; {
for(U32 i = 0; i < meshSize; i++) { navSearchState state;
for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false; state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false; state.nodeStates[i].addedToUnvisited = false;
// underflow to the max :) state.nodeStates[i].distance = F64_MAX;
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0; state.nodeStates[i].shortest = 0;
} }
state.nodeStates[start].distance = 0; state.nodeStates[start].distance = 0;
return state; return state;
} }
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) { U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
U32 lowest = U32_MAX; {
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX; U32 lowestI = U32_MAX;
bool startFound = false; bool startFound = false;
for(U32 i = *offset; i < unfinishedCount; i++) { for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]]; navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) { if (checkNode.visited)
if(!startFound) { {
if (!startFound)
{
*offset = i; *offset = i;
} }
continue; continue;
} }
startFound = true; startFound = true;
if (lowest > checkNode.distance) { if (lowest > checkNode.distance)
lowest = cast(U32) checkNode.distance; {
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i]; lowestI = unfinishedIndexes[i];
} }
} }
@@ -53,8 +61,14 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
} }
// Generate a path to follow between the start and end node. // Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) { NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
navSearchState state = initState(start, mesh.nodeCount); // This is a stupid fix, since it's easier to work backwards
// to generate a path, I'm swapping the start / end, to generate
// it backwards
U32 tmp = end;
end = start;
start = tmp;
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1; U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start}; U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from // I don't want to spend time removing items from
@@ -65,32 +79,35 @@ NavPath Nav_Path(NavMesh mesh, U32 start, U32 end) {
U32 lowestNodeIndex = start; U32 lowestNodeIndex = start;
bool found = false; bool found = false;
while(!found) { while(!found) {
for(int connectionI = 0 ; connectionI < mesh.nodes[lowestNodeIndex].connectionCount; connectionI++) { for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
NavConnection connection = mesh.nodes[lowestNodeIndex].connections[connectionI]; NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection.NodeIndex]; navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if(testNode->visited) {continue;} if(testNode->visited) {continue;}
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection.Cost); F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32) (mesh.nodes[end].pos.x - mesh.nodes[connection.NodeIndex].pos.x); distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
distance += cast(U32) (mesh.nodes[end].pos.y - mesh.nodes[connection.NodeIndex].pos.y); distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
if(testNode->distance > distance) { if(testNode->distance > distance) {
testNode->distance = distance; testNode->distance = distance;
testNode->shortest = lowestNodeIndex; testNode->shortest = lowestNodeIndex;
} }
if(!testNode->addedToUnvisited) { if (!testNode->addedToUnvisited)
unfinishedIndexes[unfinishedCount] = connection.NodeIndex; {
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++; unfinishedCount++;
testNode->addedToUnvisited = true; testNode->addedToUnvisited = true;
} }
} }
state.nodeStates[lowestNodeIndex].visited = true; state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset); lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) { if (lowestNodeIndex == end)
{
found = true; found = true;
} }
} }
NavPath res_path = {0}; NavPath res_path = {0};
U32 index = end; U32 index = end;
while(index!=start) { while (index != start)
{
res_path.indexes[res_path.nodeCount] = index; res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++; res_path.nodeCount++;
index = state.nodeStates[index].shortest; index = state.nodeStates[index].shortest;

View File

@@ -1,21 +1,22 @@
#include "../npc.h" #include "game/npc.h"
#include "../world.h" #include "game/world.h"
#include "../../core/types.h" #include "core/types.h"
#include <stdio.h> #include "core/math.h"
void updateNPC(F32 delta, NPC *npc, World *world) { void UpdateNPC(F32 delta, NPC *npc, World *world) {
switch (npc->mode) { switch (npc->mode) {
case NPC_ACTION_WAITING: case NPC_ACTION_WAITING:
npc->waitTime+=delta; npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) { if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING; npc->mode = NPC_ACTION_WALKING;
U32 next = npc->targetNavNode == 100 ? 20 : 100; // TODO change targets to poi's rather than just random nodes
npc->targetNavNode = next; // TODO RANDOM // TODO choose either global POI's or use NPC custom poi if
printf("Starting to nav path\n"); // customPOI is true
do {
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
} while(npc->targetNavNode == npc->currentNavNode);
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode); npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
printf("done\n");
npc->walkTimer = 0; npc->walkTimer = 0;
printf("%*.s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
} }
break; break;
case NPC_ACTION_WALKING: case NPC_ACTION_WALKING:
@@ -23,27 +24,20 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
if(npc->walkTimer >= NPC_SPEED){ if(npc->walkTimer >= NPC_SPEED){
npc->walkTimer = 0; npc->walkTimer = 0;
if(npc->path.nodeCount == npc->pathIndex+1){ if(npc->path.nodeCount == npc->pathIndex+1){
printf("Finished! so I'm waiting\n");
npc->mode = NPC_ACTION_WAITING; npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = 20; // TODO RANDOM npc->maxWaitTime = Random_F32(&world->random, 20, 140);
npc->waitTime = 0; npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0; npc->pathIndex = 0;
return; return;
} }
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex]; npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
} }
NavNode cNav = world->navMesh.nodes[npc->currentNavNode]; NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh.nodes[npc->pathIndex]; NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED; npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED; npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break; break;
} }
} }
void UpdateNPCs(F32 delta, World *world) {
for(int i = 0; i < world->npcCount; i++) {
updateNPC(delta, &world->npcs[i], world);
}
}

View File

@@ -1,22 +1,78 @@
#include "../player.h" #include "../player.h"
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
void PlayerUpdate(SDL_Event *event, Player *player) void PlayerInput(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
if (key.key == SDLK_W) SDL_MouseButtonEvent mouseBtn = event->button;
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
bool val = event->type == SDL_EVENT_KEY_DOWN;
switch (key.key)
{ {
player->pos.y += 10; case SDLK_W:
} {
if (key.key == SDLK_A) player->controls.upDown = val;
{ break;
player->pos.x -= 10; }
} case SDLK_A:
if (key.key == SDLK_D) {
{ player->controls.leftDown = val;
player->pos.x += 10; break;
} }
if (key.key == SDLK_S) case SDLK_D:
{ {
player->pos.y -= 10; player->controls.rightDown = val;
break;
}
case SDLK_S:
{
player->controls.downDown = val;
break;
}
} }
}
if (
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
&& mouseBtn.button == SDL_BUTTON_LEFT
) {
if(player->bulletsLoaded > 0) {
// shooting
player->bulletsLoaded -= 1;
player->controls.shot = true;
player->shotPos = player->world->mouseProjected;
printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
} else if(player->reloadTimer == 0) {
player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n");
};
}
}
void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false;
V2f dir = V2F(0, 0);
if(player->controls.upDown) {
dir.y -= 1;
}
if(player->controls.downDown) {
dir.y += 1;
}
if(player->controls.leftDown) {
dir.x -= 1;
}
if(player->controls.rightDown) {
dir.x += 1;
}
if(player->reloadTimer > 0) {
player->reloadTimer-=delta;
if(player->reloadTimer <= 0) {
player->bulletsLoaded = PLAYER_BULLET_COUNT;
player->reloadTimer = 0;
}
}
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->pos.x += dir.x;
player->pos.y += dir.y;
} }

210
code/game/impl/world.c Normal file
View File

@@ -0,0 +1,210 @@
#include "../world.h"
#include "../npc.h"
#include "../player.h"
#include "../aabb.h"
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_oldnames.h>
#include "../map.h"
void UpdateWorld(F32 delta, World *world)
{
UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world);
PlayerUpdate(delta, &world->player);
}
void UpdateNPCs(F32 delta, World *world)
{
for (U32 i = 0; i < world->npcCount; i++)
{
NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world);
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
{
printf("You shot %*.s\n", Sv(world->npcs[i].name));
}
}
}
void ProcessEvents(SDL_Event *event, World *world)
{
PlayerInput(event, &world->player);
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
SaveWorld(world->arena, world);
}
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
LoadWorld(world->arena, world);
}
}
void RenderWorld(World *world, D_Context *draw) {
if(world->player.currentArea == WORLD_AREA_OUTSIDE) {
for (int i = 0; i < 4800; i++) {
D_Rect(
draw,
(F32) (i % 96), (F32) (i / 96),
.texture = D_ImageHandle(draw,world->tileTypes[world->map[i]].tag),
.angle = (F32) world->tileTypes[world->map[i]].rotation,
);
}
}
for (int i = 0; i < world->propCount; i++) {
if(world->props[i].area == world->player.currentArea) {
D_Rect(
draw,
world->props[i].pos.x,
world->props[i].pos.y,
.texture = D_ImageHandle(draw,world->propTypes[world->props[i].propType].tag),
.scale = world->propTypes[world->props[i].propType].scale,
);
}
}
for (int i = 0; i < world->navMesh->nodeCount; i++) {
NavNode n = world->navMesh->nodes[i];
D_Rect(
draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
);
}
for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(npc.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
}
}
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
}
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
}
void SaveWorld(M_Arena *arena, World *world) {
printf("Saving world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
U32 offset = 0;
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileWrite(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileWrite(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileWrite(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileWrite(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
FS_FileWrite(file, world->propTypes, sizeof(World_PropType)*WORLD_PROP_TYPE_MAX, offset);
offset += sizeof(World_PropType)*WORLD_PROP_TYPE_MAX;
FS_FileWrite(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
FS_FileWrite(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
FS_FileWrite(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
FS_FileWrite(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*WORLD_HITBOX_MAX;
FS_FileWrite(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileClose(file);
printf("Saved world :)\n");
}
void LoadWorld(M_Arena *arena, World *world) {
printf("loading world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
U32 offset = 0;
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileRead(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->tileTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->tileTypes[i].tag.count);
FS_FileRead(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileRead(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileRead(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->propTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->propTypes[i].tag.count);
FS_FileRead(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileRead(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
FS_FileRead(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
FS_FileRead(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*world->propCount;
FS_FileRead(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
FS_FileRead(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*world->hitboxCount;
world->map = M_ArenaPush(arena, U32, .count=WORLD_MAP_MAX);
FS_FileRead(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileClose(file);
printf("loaded world\n");
}
void GenerateNavMesh(M_Arena *arena, World *world) {
world->navMesh = M_ArenaPush(arena, NavMesh);
world->navMesh->nodeCount = 0;
for(int i = 0; i < WORLD_MAP_MAX; i++) {
U32 x = (i % 96);
U32 y = (i / 96);
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
U32 cost = 20;
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
cost = 10;
}
world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
for(int nx = -1; nx < 2; nx++){
for(int ny = -1; ny < 2; ny++){
if((nx==ny) && nx==0) {continue;}
if(x+nx < 0 || x+nx > 95) {
continue;
}
if(y+ny < 0 || y+ny > 49) {
continue;
}
U32 index = x+nx + (y+ny)*96;
U32 nCount = world->navMesh->nodeCount;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
world->navMesh->nodes[nCount].connectionCount++;
}
}
world->navMesh->nodeCount++;
}
}

54
code/game/map.h Normal file
View File

@@ -0,0 +1,54 @@
#include "world.h"
U32 map[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,6,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,9,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};

View File

@@ -6,7 +6,7 @@
#define NAV_MAX_PATH 1024 #define NAV_MAX_PATH 1024
#define NAV_MAX_CONNECTIONS 8 #define NAV_MAX_CONNECTIONS 8
#define NAV_MAX_NODES 4096 #define NAV_MAX_NODES 4800
typedef struct NavNode NavNode; typedef struct NavNode NavNode;
@@ -34,7 +34,6 @@ struct NavMesh{
NavNode nodes[NAV_MAX_NODES]; NavNode nodes[NAV_MAX_NODES];
}; };
function NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end);
function NavPath Nav_Path(NavMesh mesh, U32 start, U32 end);
#endif #endif

View File

@@ -2,9 +2,10 @@
#define LD_GAME_NPC_H_ #define LD_GAME_NPC_H_
#include "aabb.h" #include "aabb.h"
#include "nav.h" #include "nav.h"
#include "npc_look.h"
#include "../core/types.h" #include "../core/types.h"
#define NPC_SPEED 0.2 #define NPC_SPEED 1.0f
typedef enum NPC_ACTION NPC_ACTION; typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION { enum NPC_ACTION {
@@ -14,18 +15,41 @@ enum NPC_ACTION {
NPC_ACTION_WALKING, NPC_ACTION_WALKING,
}; };
typedef struct NPC NPC; typedef struct NPC NPC;
struct NPC { struct NPC {
//// Personal
AABB collision; AABB collision;
Str8 name; Str8 name;
NPC_LOOK look;
World_Area currentArea;
bool customPOI;
U32 customPOICount;
U32 npcPOI[16];
//// Actions
NPC_ACTION mode; NPC_ACTION mode;
// How long they've been waiting
F32 waitTime; F32 waitTime;
// How long they will wait until changing action
F32 maxWaitTime; F32 maxWaitTime;
//// Navigation
// The NPC's current path
NavPath path; NavPath path;
// Which node the NPC is on in the path
U32 currentNavNode; U32 currentNavNode;
// The current index of the NPC's current node
U32 pathIndex; U32 pathIndex;
// Target navNode index the npc is walking to
U32 targetNavNode; U32 targetNavNode;
// How long the npc has been walking to the next index
F32 walkTimer; F32 walkTimer;
//// Knowledge
// What the NPC knows about the bandit.
NPC_LOOK banditKnowledge;
}; };
#endif // LD_GAME_NPC_H_ #endif // LD_GAME_NPC_H_

82
code/game/npc_look.h Normal file
View File

@@ -0,0 +1,82 @@
#if !defined(LD_GAME_NPC_LOOK_H_)
#define LD_GAME_NPC_LOOK_H_
typedef struct NPC_LOOK NPC_LOOK;
typedef enum NPC_HAIR_COLOUR NPC_HAIR_COLOUR;
typedef enum NPC_JACKET_COLOUR NPC_JACKET_COLOUR;
typedef enum NPC_JEANS_COLOUR NPC_JEANS_COLOUR;
typedef enum NPC_EYE_COLOUR NPC_EYE_COLOUR;
typedef enum NPC_SKIN_TONE NPC_SKIN_TONE;
typedef enum NPC_HAT NPC_HAT;
typedef enum NPC_FACIAL_FEATURE NPC_FACIAL_FEATURE;
enum NPC_HAIR_COLOUR {
NPC_HAIR_COLOUR_UNKNOWN,
NPC_HAIR_COLOUR_BLONDE,
NPC_HAIR_COLOUR_BLACK,
NPC_HAIR_COLOUR_BRUNETTE,
NPC_HAIR_COLOUR_GIGNER,
};
enum NPC_JACKET_COLOUR {
NPC_JACKET_COLOUR_UNKNOWN,
NPC_JACKET_COLOUR_TAN,
NPC_JACKET_COLOUR_BLUE,
NPC_JACKET_COLOUR_WHITE,
};
enum NPC_JEANS_COLOUR {
NPC_JEANS_COLOUR_UNKNOWN,
NPC_JEANS_COLOUR_TAN,
NPC_JEANS_COLOUR_BLACK,
NPC_JEANS_COLOUR_BLUE,
NPC_JEANS_COLOUR_WHITE,
};
enum NPC_EYE_COLOUR {
NPC_EYE_COLOUR_UNKNOWN,
NPC_EYE_COLOUR_GREEN,
NPC_EYE_COLOUR_BLUE,
NPC_EYE_COLOUR_BROWN,
};
enum NPC_SHOE_COLOUR {
NPC_SHOE_COLOUR_UNKNOWN,
NPC_SHOE_COLOUR_BLACK,
NPC_SHOE_COLOUR_BROWN,
NPC_SHOE_COLOUR_WHITE,
NPC_SHOE_COLOUR_NAVY,
};
enum NPC_SKIN_TONE {
NPC_SKIN_TONE_UNKNOWN,
NPC_SKIN_TONE_WHITE,
NPC_SKIN_TONE_BLACK,
};
enum NPC_FACIAL_FEATURE {
NPC_FACIAL_FEATURE_UNKNOWN,
NPC_FACIAL_FEATURE_BEARD,
NPC_FACIAL_FEATURE_MUSTACHE,
NPC_FACIAL_FEATURE_GLASSES,
};
enum NPC_HAT {
NPC_HAT_UNKNOWN,
NPC_HAT_TEN_GALLON,
NPC_TOP_HAT,
NPC_FLAT_CAP,
NPC_NONE,
};
struct NPC_LOOK {
NPC_HAIR_COLOUR hair;
NPC_JACKET_COLOUR jacket;
NPC_JEANS_COLOUR jeans;
NPC_EYE_COLOUR eyes;
NPC_SKIN_TONE skinTone;
NPC_HAT hat;
NPC_FACIAL_FEATURE facialFeature;
};
#endif // LD_GAME_NPC_LOOK_H_

View File

@@ -6,12 +6,33 @@
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#define PLAYER_SPEED 10.0f
#define PLAYER_RELOAD_TIME 1.5f
#define PLAYER_BULLET_COUNT 6
typedef struct ControlState ControlState;
struct ControlState {
bool rightDown;
bool leftDown;
bool upDown;
bool downDown;
bool shot;
};
typedef struct Player Player; typedef struct Player Player;
struct Player struct Player
{ {
World *world;
V2f pos; V2f pos;
World_Area currentArea;
U32 bulletsLoaded;
ControlState controls;
V2f shotPos;
F32 reloadTimer;
}; };
function void PlayerUpdate(SDL_Event *event, Player *player); function void PlayerInput(SDL_Event *event, Player *player);
function void PlayerUpdate(F32 delta, Player *player);
#endif // LD_GAME_PLAYER_H_ #endif // LD_GAME_PLAYER_H_

File diff suppressed because it is too large Load Diff

View File

@@ -1,24 +1,88 @@
#if !defined(LD_GAME_WORLD_H_) #if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_ #define LD_GAME_WORLD_H_
#include "player.h"
#include "npc.h" #include "../core/math.h"
#define WORLD_HITBOX_MAX 4096
#define WORLD_PROP_MAX 2048
#define WORLD_PROP_TYPE_MAX 64
#define WORLD_TILE_TYPE_MAX 64
#define WORLD_MAP_MAX 4800
// Areas are which // Areas are which
enum AREA { typedef U32 World_Area;
WORLD_AREA_OUTSIDE = 1, enum World_Area
WORLD_AREA_SALOON = 1 << 1, {
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
};
typedef struct World_Tile World_Tile;
struct World_Tile {
Str8 tag;
F32 rotation;
};
typedef struct World_PropType World_PropType;
struct World_PropType {
Str8 tag;
F32 scale;
};
typedef struct World_Prop World_Prop;
struct World_Prop
{
U32 propType;
World_Area area;
V2f pos;
}; };
typedef struct World World; typedef struct World World;
#include "player.h"
#include "npc.h"
#include "bandit.h"
struct World { struct World {
//// Utils
M_Arena *arena;
//// Static stuff
NavMesh *navMesh;
Random random;
V2f mouseProjected;
//// Loaded from world file
World_Tile *tileTypes;
World_PropType *propTypes;
World_Prop *props;
AABB *hitboxes;
U32 *map;
U32 propCount;
U32 hitboxCount;
//// Player
Player player;
//// NPCs
U32 npcCount; U32 npcCount;
NPC npcs[128]; NPC npcs[128];
NavMesh navMesh;
////Bandit
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to. // NPC points of interest, places to walk to.
U32 npcPOI[256]; U32 npcPOI[256];
}; };
function void updateWorld(F32 delta, World *world); function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world); function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world);
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
function void LoadWorld(M_Arena *arena, World *world);
function void SaveWorld(M_Arena *arena, World *world);
function void GenerateNavMesh(M_Arena *arena, World *world);
#endif // LD_GAME_WORLD_H_ #endif // LD_GAME_WORLD_H_

View File

@@ -180,6 +180,7 @@ bool Vk_Setup(SDL_Window *window) {
features12.storageBuffer8BitAccess = VK_TRUE; features12.storageBuffer8BitAccess = VK_TRUE;
features12.uniformAndStorageBuffer8BitAccess = VK_TRUE; features12.uniformAndStorageBuffer8BitAccess = VK_TRUE;
features12.descriptorIndexing = VK_TRUE; features12.descriptorIndexing = VK_TRUE;
features12.runtimeDescriptorArray = VK_TRUE;
// @Todo: we will probably need to enable some of the 'nonuniform' indexing features // @Todo: we will probably need to enable some of the 'nonuniform' indexing features
@@ -371,6 +372,16 @@ bool Vk_Setup(SDL_Window *window) {
vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors); vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors);
// rect buffer
//
Vk_Buffer *rbo = &frame->rbo;
rbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo->size = D_MAX_RECTS * sizeof(D_Rect);
rbo->host_visible = true;
Vk_BufferCreate(rbo);
VkSemaphoreCreateInfo semaphore = { 0 }; VkSemaphoreCreateInfo semaphore = { 0 };
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
@@ -507,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
vk.BeginCommandBuffer(result->handle, &begin_info); vk.BeginCommandBuffer(result->handle, &begin_info);
frame->next_scratch += 1;
return result; return result;
} }
@@ -546,7 +559,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
} }
} }
if (type_index != -1) { if (type_index != U32_MAX) {
VkMemoryAllocateInfo alloc_info = { 0 }; VkMemoryAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = mreq->size; alloc_info.allocationSize = mreq->size;
@@ -555,6 +568,7 @@ internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryProperty
vk.AllocateMemory(vk.device, &alloc_info, 0, &result); vk.AllocateMemory(vk.device, &alloc_info, 0, &result);
} }
Assert(result != VK_NULL_HANDLE);
return result; return result;
} }
@@ -565,6 +579,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
create_info.size = buffer->size; create_info.size = buffer->size;
vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle); vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle);
Assert(buffer->handle != VK_NULL_HANDLE);
VkMemoryRequirements req; VkMemoryRequirements req;
vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req); vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req);
@@ -579,6 +594,7 @@ void Vk_BufferCreate(Vk_Buffer *buffer) {
if (buffer->host_visible) { if (buffer->host_visible) {
vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data); vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
} }
} }
void Vk_ImageCreate(Vk_Image *image) { void Vk_ImageCreate(Vk_Image *image) {

View File

@@ -96,6 +96,8 @@ struct Vk_Frame {
U32 next_scratch; U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH]; Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
Vk_Buffer rbo;
U32 image; // swapchain image index U32 image; // swapchain image index
}; };

View File

@@ -62,7 +62,10 @@
VK_FUNC(CmdDraw); VK_FUNC(CmdDraw);
VK_FUNC(CmdSetViewport); VK_FUNC(CmdSetViewport);
VK_FUNC(CmdSetScissor); VK_FUNC(CmdSetScissor);
VK_FUNC(CmdDrawIndexed);
VK_FUNC(CmdBindIndexBuffer);
VK_FUNC(CmdPushConstants);
VK_FUNC(CmdCopyBufferToImage); VK_FUNC(CmdCopyBufferToImage);
VK_FUNC(CmdPipelineBarrier2); VK_FUNC(CmdPipelineBarrier2);
VK_FUNC(CmdBeginRendering); VK_FUNC(CmdBeginRendering);

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@@ -1,12 +1,15 @@
#version 460 core #version 460 core
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) in vec2 frag_uv; layout(location = 0) in vec2 frag_uv;
layout(location = 1) in vec4 frag_c; layout(location = 1) in vec4 frag_c;
layout(location = 2) in flat uint texid;
layout(location = 0) out vec4 framebuffer; layout(location = 0) out vec4 framebuffer;
layout(binding = 1) uniform sampler2D u_image; layout(binding = 1) uniform sampler2D u_images[];
void main() { void main() {
framebuffer = frag_c * texture(u_image, frag_uv); framebuffer = frag_c * texture(u_images[texid], frag_uv);
} }

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@@ -2,6 +2,28 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
vec2 verticies[4] = vec2[](
vec2(-0.5, -0.5),
vec2( 0.5, -0.5),
vec2(-0.5, 0.5),
vec2( 0.5, 0.5)
);
struct G_Rect {
uint id;
uint c[4];
float uv[4];
float angle;
float x, y;
float w, h;
float _pad0, _pad1;
};
struct Vertex { struct Vertex {
vec4 p; vec4 p;
vec2 uv; vec2 uv;
@@ -9,20 +31,42 @@ struct Vertex {
uint pad; uint pad;
}; };
layout(push_constant, row_major)
uniform Global {
mat4 proj;
};
layout(binding = 0, scalar) layout(binding = 0, scalar)
readonly buffer Vertices { readonly buffer Rect {
Vertex vtx[]; G_Rect rects[];
}; };
layout(location = 0) out vec2 frag_uv; layout(location = 0) out vec2 frag_uv;
layout(location = 1) out vec4 frag_c; layout(location = 1) out vec4 frag_c;
layout(location = 2) out flat uint texid;
vec4 unorm_colour(uint c) {
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
return result;
}
vec2 rotate2f(vec2 v, float angle) {
float s = sin(angle);
float c = cos(angle);
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
return result;
}
void main() { void main() {
Vertex v = vtx[gl_VertexIndex]; G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
gl_Position = v.p; vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
frag_uv = v.uv; gl_Position = proj * vec4(p, 1.0f, 1.0f);
frag_c = vec4((v.c >> 24) & 0xFF, (v.c >> 16) & 0xFF, (v.c >> 8) & 0xFF, (v.c >> 0) & 0xFF) / 255.0f;
frag_c = frag_c.abgr; frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
frag_c = unorm_colour(rect.c[idx]);
texid = rect.id;
} }

BIN
code/world.sgdat Normal file

Binary file not shown.

2
linux
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@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
echo "[Building source]" echo "[Building source]"
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code" COMPILER_OPTS="-Wall -Wno-override-init-side-effects -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
LINKER_OPTS="-lSDL3 -lm" LINKER_OPTS="-lSDL3 -lm"
if [[ $release == 1 ]] if [[ $release == 1 ]]