Compare commits
3 Commits
24e9b472c3
...
a9612b2d57
| Author | SHA1 | Date | |
|---|---|---|---|
|
a9612b2d57
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|||
| 139b14ed71 | |||
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c721839dfa
|
BIN
assets/npc_front_base_black.png
Normal file
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After Width: | Height: | Size: 732 B |
BIN
assets/npc_front_base_white.png
Normal file
|
After Width: | Height: | Size: 737 B |
BIN
assets/npc_front_eyes_blue.png
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After Width: | Height: | Size: 232 B |
BIN
assets/npc_front_eyes_brown.png
Normal file
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After Width: | Height: | Size: 207 B |
BIN
assets/npc_front_eyes_closed.png
Normal file
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After Width: | Height: | Size: 127 B |
BIN
assets/npc_front_eyes_green.png
Normal file
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After Width: | Height: | Size: 217 B |
BIN
assets/npc_front_face_glasses.png
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After Width: | Height: | Size: 157 B |
BIN
assets/npc_front_face_moustache.png
Normal file
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After Width: | Height: | Size: 191 B |
BIN
assets/npc_front_face_redMask.png
Normal file
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After Width: | Height: | Size: 227 B |
BIN
assets/npc_front_face_whiteMask.png
Normal file
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After Width: | Height: | Size: 186 B |
BIN
assets/npc_front_hair_blonde.png
Normal file
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After Width: | Height: | Size: 393 B |
BIN
assets/npc_front_hair_brown.png
Normal file
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After Width: | Height: | Size: 334 B |
BIN
assets/npc_front_hair_grey.png
Normal file
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After Width: | Height: | Size: 191 B |
BIN
assets/npc_front_hat_brown.png
Normal file
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After Width: | Height: | Size: 326 B |
BIN
assets/npc_front_hat_white.png
Normal file
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After Width: | Height: | Size: 300 B |
BIN
assets/npc_front_shirt_brown.png
Normal file
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After Width: | Height: | Size: 528 B |
BIN
assets/npc_front_shirt_white.png
Normal file
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After Width: | Height: | Size: 479 B |
BIN
assets/npc_front_shoes_brown.png
Normal file
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After Width: | Height: | Size: 273 B |
BIN
assets/npc_front_trousers_blue.png
Normal file
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After Width: | Height: | Size: 361 B |
BIN
assets/npc_front_trousers_white.png
Normal file
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After Width: | Height: | Size: 354 B |
BIN
assets/outside_ambience.wav
Normal file
@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
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return result;
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}
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#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
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#define FNV_PRIME ((U64) 0x100000001B3)
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U64 Str8_Hash(Str8 v) {
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U64 result = FNV_OFFSET_BIAS;
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for (S64 it = 0; it < v.count; ++it) {
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result ^= v.data[it];
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result *= FNV_PRIME;
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}
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return result;
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}
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Str8 Str8_Copy(M_Arena *arena, Str8 s) {
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Str8 result;
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result.count = s.count;
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@@ -36,6 +36,11 @@
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#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
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#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
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#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
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#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
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#define SLL_Push(h, n) SLL_PushN(h, n, next)
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#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
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#define function static
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#define internal static
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@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
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function Str8 Str8_WrapRange(U8 *start, U8 *end);
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function Str8 Str8_WrapZ(U8 *data);
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function U64 Str8_Hash(Str8 v);
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function Str8 Str8_Copy(M_Arena *arena, Str8 s);
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function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
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@@ -1,3 +1,59 @@
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U32 D_ImageHandle(D_Context *draw, Str8 name) {
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U32 result = 0;
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U64 hash = Str8_Hash(name);
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U64 index = hash & (D_ASSET_HASH_COUNT - 1);
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D_AssetHash *lookup = draw->lookup[index];
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while (lookup != 0) {
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if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
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result = lookup->id;
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break;
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}
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lookup = lookup->next;
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}
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return result;
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}
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void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
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a->id = id;
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a->rows = rows;
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a->cols = cols;
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a->time = 0;
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a->frame_time = time;
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a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
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a->index = 0;
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}
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R2f D_AnimationFrame(D_Animation *a) {
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R2f result = { 0 };
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U32 row = a->index / a->cols;
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U32 col = a->index % a->cols;
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result.min = V2F(a->frame.w * col, a->frame.h * row);
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result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
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return result;
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}
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void D_AnimationUpdate(D_Animation *a, F32 dt) {
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a->time += dt;
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if (a->time >= a->frame_time) {
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a->time = 0;
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a->index += 1;
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if (a->index >= (a->rows * a->cols)) { a->index = 0; }
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}
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}
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void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
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Vk_Buffer *rbo = &frame->rbo;
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@@ -127,14 +183,19 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
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else {
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Vk_Image *image = &draw->images[opts->texture].image;
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if (image->width > image->height) {
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rect->w = opts->scale * ((F32) image->width / (F32) image->height);
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rect->h = opts->scale;
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}
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else {
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rect->w = opts->scale;
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rect->h = opts->scale * ((F32) image->height / (F32) image->width);
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F32 width = cast(F32) image->width;
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F32 height = cast(F32) image->height;
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if (opts->flags & D_RECT_UV_ASPECT) {
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width *= (opts->uv.max.x - opts->uv.min.x);
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height *= (opts->uv.max.y - opts->uv.min.y);
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}
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F32 aspect_w = (width > height) ? (width / height) : 1.0f;
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F32 aspect_h = (width > height) ? 1.0f : (height / width);
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rect->w = opts->scale * aspect_w;
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rect->h = opts->scale * aspect_h;
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}
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draw->n_rects += 1;
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@@ -48,8 +48,33 @@ struct D_Rect {
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StaticAssert(sizeof(D_Rect) == 64);
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typedef struct D_Animation D_Animation;
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struct D_Animation {
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U32 id;
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U32 rows;
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U32 cols;
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F32 frame_time;
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F32 time;
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V2f frame; // size of one frame
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U32 index;
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};
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struct G_Camera;
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#define D_ASSET_HASH_COUNT 128
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typedef struct D_AssetHash D_AssetHash;
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struct D_AssetHash {
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D_AssetHash *next;
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Str8 value;
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U64 hash;
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U32 id; // texture id
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};
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typedef struct D_Context D_Context;
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struct D_Context {
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Vk_Buffer *rbo;
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@@ -73,6 +98,8 @@ struct D_Context {
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U32 window_width;
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U32 window_height;
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D_AssetHash *lookup[D_ASSET_HASH_COUNT];
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struct G_Camera *camera;
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};
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@@ -80,6 +107,7 @@ typedef U32 D_RectFlags;
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enum D_RectFlags {
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D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
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D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
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D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
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};
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typedef struct D_RectOpts D_RectOpts;
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@@ -111,6 +139,12 @@ struct D_RectOpts {
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};
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};
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function U32 D_ImageHandle(D_Context *draw, Str8 name);
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function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
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function R2f D_AnimationFrame(D_Animation *a);
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function void D_AnimationUpdate(D_Animation *a, F32 dt);
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function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
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function void D_End(D_Context *draw, Vk_Frame *frame);
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60
code/first.c
@@ -26,15 +26,12 @@
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#include "game/impl/bandit.c"
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#include "game/testnavmesh.h"
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const int width = 1280;
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const int height = 720;
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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(void) argc;
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(void) argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
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{
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printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
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return 1;
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@@ -47,6 +44,30 @@ int main(int argc, char **argv)
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return 1;
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}
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SDL_AudioStream *austream;
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Str8 audio_data;
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M_TempScope(0, 0) {
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SDL_AudioSpec spec;
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spec.format = SDL_AUDIO_S16LE;
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spec.channels = 2;
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spec.freq = 44100;
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austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
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if (!austream) {
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printf("Failed to open audio stream (%s)\n", SDL_GetError());
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}
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Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
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Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
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SDL_AudioSpec wav_spec;
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U32 count;
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SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
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audio_data.count = count;
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}
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Vk_Setup(window);
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G_State *game = 0;
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@@ -59,6 +80,7 @@ int main(int argc, char **argv)
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G_ImagesLoad(game);
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G_PipelinesLoad(game);
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G_AudioLoad(game);
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G_Camera *camera = &game->camera;
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@@ -114,10 +136,20 @@ int main(int argc, char **argv)
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world->player.currentArea = 0;
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}
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D_Animation animation;
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{
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U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
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D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
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}
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bool running = true;
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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const int width = 1280;
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const int height = 720;
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while (running)
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{
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SDL_Event e;
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@@ -129,13 +161,14 @@ int main(int argc, char **argv)
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}
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V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
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V2F(e.button.x, e.button.y),
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V2F(width, height)
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V2F((F32) width, (F32) height)
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));
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game->world->mouseProjected = V2F(projection.x, projection.y);
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ProcessEvents(&e, game->world);
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}
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UpdateWorld(1.0f / 60.0f, game->world);
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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@@ -175,10 +208,15 @@ int main(int argc, char **argv)
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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//RenderWorld(game->world, &game->draw);
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// D_Rect(&game->draw, 0.0f, 0.0f, .texture = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f);
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// D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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// D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
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|
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G_WorldDraw(game, game->world);
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|
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R2f aframe = D_AnimationFrame(&animation);
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D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
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|
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D_End(&game->draw, frame);
|
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|
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|
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@@ -1,5 +1,18 @@
|
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// @Todo: These should move to draw/core.c
|
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//
|
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internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
|
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D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
|
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|
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U64 hash = Str8_Hash(name);
|
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U64 index = hash & (D_ASSET_HASH_COUNT - 1);
|
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|
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result->value = name;
|
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result->hash = hash;
|
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result->id = id;
|
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|
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SLL_Push(draw->lookup[index], result);
|
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}
|
||||
|
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void G_ImagesLoad(G_State *game) {
|
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M_TempScope(0, 0) {
|
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D_Context *draw = &game->draw;
|
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@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
|
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|
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white->name = S("_WHITE");
|
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|
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// This doesn't _really_ need one because its just zero and always will be zero
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G_AssetNameHash(draw, white->name, 0);
|
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|
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white->image.width = 2;
|
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white->image.height = 2;
|
||||
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
@@ -147,10 +163,11 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
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Assert(offset <= staging->size);
|
||||
|
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draw->n_images += 1;
|
||||
|
||||
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
|
||||
|
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G_AssetNameHash(draw, image->name, draw->n_images);
|
||||
|
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draw->n_images += 1;
|
||||
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
|
||||
|
||||
image->image.width = w;
|
||||
@@ -290,6 +307,22 @@ void G_PipelinesLoad(G_State *game) {
|
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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);
|
||||
|
||||
@@ -25,6 +25,7 @@ struct G_State {
|
||||
|
||||
function void G_ImagesLoad(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);
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ void RenderWorld(World *world, D_Context *draw) {
|
||||
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
|
||||
for (int i = 0; i < 4800; i++)
|
||||
{
|
||||
D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
|
||||
D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation);
|
||||
}
|
||||
for(U32 i = 0; i < world->npcCount; i++) {
|
||||
NPC npc = world->npcs[i];
|
||||
@@ -58,15 +58,17 @@ void G_WorldDraw(G_State *game, World *world) {
|
||||
|
||||
(void) world;
|
||||
|
||||
for (F32 y = -128; y < 128; y += 1.1f) {
|
||||
for (F32 x = -128; x < 128; x += 1.1f) {
|
||||
U32 id = D_ImageHandle(&game->draw, S("tile_dirt_0"));
|
||||
U32 alt_id = D_ImageHandle(&game->draw, S("tile_dirt_1"));
|
||||
|
||||
for (F32 y = -128; y < 128; y += 1.0f) {
|
||||
for (F32 x = -128; x < 128; x += 1.0f) {
|
||||
U32 ux = (U32) x;
|
||||
U32 uy = (U32) y;
|
||||
|
||||
U32 tid = 15;
|
||||
U32 tid = id;
|
||||
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
|
||||
tid = 16;
|
||||
tid = alt_id;
|
||||
}
|
||||
|
||||
D_Rect(draw, x, y, .texture = tid);
|
||||
|
||||