Compare commits
17 Commits
635e7b1c1e
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debug/worl
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BIN
assets/barrel.png
Normal file
|
After Width: | Height: | Size: 590 B |
BIN
assets/can.png
Normal file
|
After Width: | Height: | Size: 168 B |
BIN
assets/candle.png
Normal file
|
After Width: | Height: | Size: 176 B |
BIN
assets/clock.png
Normal file
|
After Width: | Height: | Size: 584 B |
BIN
assets/house.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/house_int.png
Normal file
|
After Width: | Height: | Size: 3.7 KiB |
BIN
assets/log_pile.png
Normal file
|
After Width: | Height: | Size: 519 B |
BIN
assets/nightstand.png
Normal file
|
After Width: | Height: | Size: 244 B |
BIN
assets/npc_front_base_black.png
Normal file
|
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
Normal file
|
After Width: | Height: | Size: 232 B |
BIN
assets/npc_front_eyes_brown.png
Normal file
|
After Width: | Height: | Size: 207 B |
BIN
assets/npc_front_eyes_closed.png
Normal file
|
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
Normal file
|
After Width: | Height: | Size: 157 B |
BIN
assets/npc_front_face_moustache.png
Normal file
|
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
|
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
|
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
BIN
assets/pool_table.png
Normal file
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After Width: | Height: | Size: 846 B |
BIN
assets/rug0.png
Normal file
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After Width: | Height: | Size: 634 B |
BIN
assets/rug1.png
Normal file
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After Width: | Height: | Size: 1.1 KiB |
BIN
assets/saloon_int.png
Normal file
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After Width: | Height: | Size: 8.2 KiB |
BIN
assets/skull.png
Normal file
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After Width: | Height: | Size: 555 B |
BIN
assets/table.png
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After Width: | Height: | Size: 1012 B |
@@ -9,10 +9,10 @@ function V2f V2f_Scale(V2f x, F32 scale) {
|
||||
}
|
||||
|
||||
V2f NormaliseV2F(V2f x) {
|
||||
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
|
||||
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 V2F(x.x*inverse, x.y*inverse);
|
||||
}
|
||||
return x;
|
||||
}
|
||||
@@ -42,6 +42,11 @@ V3f V3f_Scale(V3f x, F32 s) {
|
||||
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;
|
||||
@@ -154,7 +159,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
||||
//
|
||||
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, y));
|
||||
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
|
||||
|
||||
// Calculate inverse position
|
||||
//
|
||||
@@ -217,3 +222,12 @@ 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;
|
||||
}
|
||||
|
||||
|
||||
@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
|
||||
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 result;
|
||||
result.count = s.count;
|
||||
|
||||
@@ -36,6 +36,11 @@
|
||||
#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_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 internal static
|
||||
|
||||
@@ -100,14 +100,23 @@ struct R2f {
|
||||
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);
|
||||
@@ -138,4 +147,6 @@ 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_
|
||||
|
||||
@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
|
||||
function Str8 Str8_WrapRange(U8 *start, U8 *end);
|
||||
function Str8 Str8_WrapZ(U8 *data);
|
||||
|
||||
function U64 Str8_Hash(Str8 v);
|
||||
|
||||
function Str8 Str8_Copy(M_Arena *arena, Str8 s);
|
||||
|
||||
function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
|
||||
|
||||
@@ -34,4 +34,7 @@ struct Str8 {
|
||||
#define U32_MAX ((U32) -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_
|
||||
|
||||
266
code/draw/core.c
@@ -1,3 +1,59 @@
|
||||
|
||||
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;
|
||||
|
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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;
|
||||
}
|
||||
|
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void D_AnimationUpdate(D_Animation *a, F32 dt) {
|
||||
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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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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|
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@@ -30,7 +86,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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rbo_info.offset = 0;
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rbo_info.range = VK_WHOLE_SIZE;
|
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|
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
|
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U32 total = draw->n_images + draw->n_fonts;
|
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
|
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|
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for (U32 it = 0; it < draw->n_images; ++it) {
|
||||
image_info[it].imageView = draw->images[it].image.view;
|
||||
@@ -38,6 +95,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
||||
image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
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}
|
||||
|
||||
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
|
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image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
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|
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idx += 1;
|
||||
}
|
||||
|
||||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
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writes[0].dstSet = set;
|
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writes[0].dstBinding = 0;
|
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@@ -48,7 +114,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
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writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[1].dstSet = set;
|
||||
writes[1].dstBinding = 1;
|
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writes[1].descriptorCount = draw->n_images;
|
||||
writes[1].descriptorCount = total;
|
||||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writes[1].pImageInfo = image_info;
|
||||
|
||||
@@ -111,22 +177,200 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
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}
|
||||
|
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if (opts->flags & D_RECT_IGNORE_ASPECT) {
|
||||
rect->w = opts->w;
|
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rect->h = opts->h;
|
||||
rect->w = opts->dim.w;
|
||||
rect->h = opts->dim.h;
|
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}
|
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else {
|
||||
Vk_Image *image = &draw->images[opts->texture].image;
|
||||
|
||||
if (image->width > image->height) {
|
||||
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
|
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rect->h = opts->scale;
|
||||
}
|
||||
else {
|
||||
rect->w = opts->scale;
|
||||
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
|
||||
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, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
Vk_CommandBufferSubmit(cmds, true);
|
||||
|
||||
SLL_PushN(draw->fonts, font, next);
|
||||
draw->n_fonts += 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,6 +3,29 @@
|
||||
|
||||
#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;
|
||||
@@ -25,11 +48,39 @@ struct D_Rect {
|
||||
|
||||
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;
|
||||
@@ -37,6 +88,9 @@ struct D_Context {
|
||||
U32 n_images;
|
||||
D_Image *images;
|
||||
|
||||
U32 n_fonts;
|
||||
D_Font *fonts;
|
||||
|
||||
U32 max_rects;
|
||||
U32 n_rects;
|
||||
D_Rect *rects;
|
||||
@@ -44,6 +98,8 @@ struct D_Context {
|
||||
U32 window_width;
|
||||
U32 window_height;
|
||||
|
||||
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
|
||||
|
||||
struct G_Camera *camera;
|
||||
};
|
||||
|
||||
@@ -51,6 +107,7 @@ 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;
|
||||
@@ -65,9 +122,15 @@ struct D_RectOpts {
|
||||
F32 angle;
|
||||
|
||||
union {
|
||||
F32 w, h;
|
||||
F32 scale, _h;
|
||||
V2f dim;
|
||||
|
||||
struct {
|
||||
F32 w, h;
|
||||
};
|
||||
|
||||
struct {
|
||||
F32 scale, _h;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
@@ -76,10 +139,20 @@ struct D_RectOpts {
|
||||
};
|
||||
};
|
||||
|
||||
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_
|
||||
|
||||
316
code/first.c
@@ -6,9 +6,14 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION 1
|
||||
#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/types.h"
|
||||
#include "game/npc.h"
|
||||
#include "os/core.h"
|
||||
|
||||
#include "vulkan/core.h"
|
||||
@@ -19,14 +24,13 @@
|
||||
#include "game/impl/world.c"
|
||||
#include "game/impl/npc.c"
|
||||
#include "game/impl/bandit.c"
|
||||
#include "game/testnavmesh.h"
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
(void) argc;
|
||||
(void) argv;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
|
||||
{
|
||||
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
|
||||
return 1;
|
||||
@@ -39,6 +43,30 @@ int main(int argc, char **argv)
|
||||
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);
|
||||
|
||||
G_State *game = 0;
|
||||
@@ -46,10 +74,12 @@ int main(int argc, char **argv)
|
||||
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
|
||||
game = M_ArenaPush(arena, G_State);
|
||||
|
||||
game->arena = arena;
|
||||
game->arena = arena;
|
||||
game->draw.arena = arena;
|
||||
|
||||
G_ImagesLoad(game);
|
||||
G_PipelinesLoad(game);
|
||||
G_AudioLoad(game);
|
||||
|
||||
G_Camera *camera = &game->camera;
|
||||
|
||||
@@ -65,31 +95,31 @@ int main(int argc, char **argv)
|
||||
|
||||
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 = 1;
|
||||
for(int i = 0; i < world->npcCount; i++) {
|
||||
NPC *npc1 = &world->npcs[i];
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
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 = 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;
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 10;
|
||||
npc1->collision.size.y = 10;
|
||||
}
|
||||
|
||||
Bandit *badman = &world->bandit;
|
||||
badman->collision.pos.x = 15;
|
||||
badman->collision.pos.y = 15;
|
||||
badman->collision.size.x = 10;
|
||||
badman->collision.size.y = 10;
|
||||
badman->collision.size.x = 1;
|
||||
badman->collision.size.y = 2;
|
||||
badman->name = S("Leroy Brown");
|
||||
badman->mode = BANDIT_WAITING;
|
||||
badman->waitTime = 0;
|
||||
@@ -98,17 +128,112 @@ int main(int argc, char **argv)
|
||||
badman->pointsOfInterest[0] = 937;
|
||||
badman->pointsOfInterest[1] = 12;
|
||||
|
||||
world->navMesh = &TestNavMesh;
|
||||
world->npcPOI[0] = 100;
|
||||
world->player.world = world;
|
||||
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;
|
||||
|
||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||
const int width = 1280;
|
||||
const int height = 720;
|
||||
|
||||
while (running)
|
||||
{
|
||||
@@ -119,11 +244,111 @@ int main(int argc, char **argv)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
ProcessEvents(&e, game->world);
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
UpdateWorld(1.0 / 60.0, game->world);
|
||||
game->camera.p.x = game->world->player.pos.x;
|
||||
game->camera.p.y = game->world->player.pos.y;
|
||||
|
||||
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;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
@@ -137,7 +362,7 @@ int main(int argc, char **argv)
|
||||
VkCommandBuffer cmd = frame->cmd;
|
||||
|
||||
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[2] = 0.0f;
|
||||
clear_colour.color.float32[3] = 1.0f;
|
||||
@@ -162,10 +387,45 @@ int main(int argc, char **argv)
|
||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||
|
||||
RenderWorld(game->world, &game->draw);
|
||||
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
||||
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||
|
||||
R2f aframe = D_AnimationFrame(&animation);
|
||||
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
|
||||
|
||||
if(game->editor.enabled) {
|
||||
G_Editor editor = game->editor;
|
||||
F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
|
||||
F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
|
||||
switch(game->editor.mode) {
|
||||
case G_EDITOR_MODE_TILE: {
|
||||
World_Tile asset = game->world->tileTypes[editor.currentAsset];
|
||||
D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_PROP: {
|
||||
World_PropType prop = game->world->propTypes[editor.currentAsset];
|
||||
D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_HITBOX: {
|
||||
for(int i = 0; i < game->world->hitboxCount; i++) {
|
||||
V2f centre = AABB_Centre(game->world->hitboxes[i]);
|
||||
D_Rect(
|
||||
&game->draw,
|
||||
centre.x,
|
||||
centre.y,
|
||||
.texture=0,
|
||||
.dim=game->world->hitboxes[i].size,
|
||||
.flags=D_RECT_IGNORE_ASPECT,
|
||||
.c=V4F(100,0,0,0.7),
|
||||
);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case G_EDITOR_MODE_POI: {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
D_End(&game->draw, frame);
|
||||
|
||||
vk.CmdEndRendering(cmd);
|
||||
|
||||
@@ -13,5 +13,6 @@ struct AABB
|
||||
function bool AABB_Collide(AABB a, AABB b);
|
||||
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_
|
||||
|
||||
@@ -14,6 +14,7 @@ struct Bandit {
|
||||
//// Personal
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
World_Area currentArea;
|
||||
|
||||
//// Actions
|
||||
BANDIT_ACTION mode;
|
||||
|
||||
@@ -1,5 +1,18 @@
|
||||
// @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) {
|
||||
M_TempScope(0, 0) {
|
||||
D_Context *draw = &game->draw;
|
||||
@@ -9,14 +22,14 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
FS_List assets = FS_PathList(temp.arena, path);
|
||||
|
||||
Vk_Buffer staging = { 0 };
|
||||
staging.size = MB(256);
|
||||
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging.host_visible = true;
|
||||
Vk_Buffer *staging = &draw->staging;
|
||||
staging->size = MB(256);
|
||||
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging->host_visible = true;
|
||||
|
||||
Vk_BufferCreate(&staging);
|
||||
Vk_BufferCreate(staging);
|
||||
|
||||
U8 *base = staging.data;
|
||||
U8 *base = staging->data;
|
||||
U64 offset = 0;
|
||||
|
||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||
@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
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;
|
||||
@@ -71,7 +87,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
// and submitting them in one go. It doesn't really matter for now
|
||||
//
|
||||
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||
|
||||
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
@@ -108,7 +124,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -145,12 +161,13 @@ void G_ImagesLoad(G_State *game) {
|
||||
base += image_sz;
|
||||
offset += image_sz;
|
||||
|
||||
Assert(offset <= staging.size);
|
||||
|
||||
draw->n_images += 1;
|
||||
Assert(offset <= staging->size);
|
||||
|
||||
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));
|
||||
|
||||
image->image.width = w;
|
||||
@@ -198,7 +215,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -251,7 +268,7 @@ void G_PipelinesLoad(G_State *game) {
|
||||
|
||||
bindings[1].binding = 1;
|
||||
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
bindings[1].descriptorCount = game->draw.n_images;
|
||||
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
|
||||
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
||||
@@ -290,6 +307,22 @@ void G_PipelinesLoad(G_State *game) {
|
||||
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);
|
||||
@@ -298,6 +331,32 @@ void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||
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/nav.c"
|
||||
#include "impl/player.c"
|
||||
|
||||
@@ -13,6 +13,26 @@ struct G_Camera {
|
||||
Mat4x4FInv proj;
|
||||
};
|
||||
|
||||
#define TILE_SIZE 1.0
|
||||
|
||||
typedef enum G_EDITOR_MODE G_EDITOR_MODE;
|
||||
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;
|
||||
struct G_State {
|
||||
M_Arena *arena;
|
||||
@@ -20,14 +40,22 @@ struct G_State {
|
||||
D_Context draw;
|
||||
G_Camera camera;
|
||||
|
||||
G_Editor editor;
|
||||
World *world;
|
||||
};
|
||||
|
||||
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);
|
||||
|
||||
// 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 "player.h"
|
||||
#include "nav.h"
|
||||
|
||||
@@ -34,3 +34,7 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||
|
||||
return tMax >= tMin;
|
||||
}
|
||||
|
||||
V2f AABB_Centre(AABB a) {
|
||||
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
|
||||
}
|
||||
|
||||
@@ -2,6 +2,12 @@
|
||||
#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;
|
||||
|
||||
@@ -27,7 +27,7 @@ navSearchState initState(U32 start, U32 meshSize)
|
||||
{
|
||||
state.nodeStates[i].visited = false;
|
||||
state.nodeStates[i].addedToUnvisited = false;
|
||||
state.nodeStates[i].distance = U64_MAX;
|
||||
state.nodeStates[i].distance = F64_MAX;
|
||||
state.nodeStates[i].shortest = 0;
|
||||
}
|
||||
state.nodeStates[start].distance = 0;
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
void PlayerInput(SDL_Event *event, Player *player)
|
||||
{
|
||||
player->controls.shot = false;
|
||||
SDL_KeyboardEvent key = event->key;
|
||||
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||
@@ -42,8 +41,8 @@ void PlayerInput(SDL_Event *event, Player *player)
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
player->controls.shot = true;
|
||||
player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
|
||||
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
|
||||
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");
|
||||
@@ -52,6 +51,7 @@ void PlayerInput(SDL_Event *event, Player *player)
|
||||
}
|
||||
|
||||
void PlayerUpdate(F32 delta, Player *player) {
|
||||
player->controls.shot = false;
|
||||
V2f dir = V2F(0, 0);
|
||||
if(player->controls.upDown) {
|
||||
dir.y -= 1;
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
#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)
|
||||
{
|
||||
@@ -14,10 +18,12 @@ void UpdateNPCs(F32 delta, World *world)
|
||||
{
|
||||
for (U32 i = 0; i < world->npcCount; i++)
|
||||
{
|
||||
UpdateNPC(delta, &world->npcs[i], world);
|
||||
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
|
||||
// TODO we need to unproject the mouse location !!!
|
||||
printf("You shot %.*s\n", Sv(world->npcs[i].name));
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -25,14 +31,180 @@ void UpdateNPCs(F32 delta, World *world)
|
||||
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) {
|
||||
for(int i = 0; i < world->npcCount; i++) {
|
||||
NPC npc = world->npcs[i];
|
||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
|
||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
|
||||
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++;
|
||||
}
|
||||
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
|
||||
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
||||
}
|
||||
|
||||
54
code/game/map.h
Normal 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,
|
||||
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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,
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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,
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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,
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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,
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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,
|
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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,
|
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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,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
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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,
|
||||
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,
|
||||
};
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#define NAV_MAX_PATH 1024
|
||||
#define NAV_MAX_CONNECTIONS 8
|
||||
#define NAV_MAX_NODES 4096
|
||||
#define NAV_MAX_NODES 4800
|
||||
|
||||
typedef struct NavNode NavNode;
|
||||
|
||||
|
||||
@@ -22,6 +22,7 @@ struct NPC {
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
NPC_LOOK look;
|
||||
World_Area currentArea;
|
||||
|
||||
bool customPOI;
|
||||
U32 customPOICount;
|
||||
|
||||
@@ -22,7 +22,9 @@ struct ControlState {
|
||||
typedef struct Player Player;
|
||||
struct Player
|
||||
{
|
||||
World *world;
|
||||
V2f pos;
|
||||
World_Area currentArea;
|
||||
U32 bulletsLoaded;
|
||||
ControlState controls;
|
||||
V2f shotPos;
|
||||
|
||||
35012
code/game/testnavmesh.h
@@ -1,26 +1,66 @@
|
||||
#if !defined(LD_GAME_WORLD_H_)
|
||||
#define LD_GAME_WORLD_H_
|
||||
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.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
|
||||
typedef U32 World_Area;
|
||||
enum World_Area {
|
||||
enum World_Area
|
||||
{
|
||||
WORLD_AREA_OUTSIDE = (1 << 0),
|
||||
WORLD_AREA_SALOON = (1 << 1),
|
||||
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;
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
|
||||
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;
|
||||
Player player;
|
||||
|
||||
//// NPCs
|
||||
U32 npcCount;
|
||||
@@ -35,10 +75,14 @@ struct World {
|
||||
};
|
||||
|
||||
function void UpdateWorld(F32 delta, World *world);
|
||||
function void RenderWorld(World *world, D_Context *drawContext );
|
||||
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 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_
|
||||
|
||||
@@ -518,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
|
||||
|
||||
vk.BeginCommandBuffer(result->handle, &begin_info);
|
||||
|
||||
frame->next_scratch += 1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -50,11 +50,19 @@ vec4 unorm_colour(uint c) {
|
||||
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() {
|
||||
G_Rect rect = rects[gl_InstanceIndex];
|
||||
uint idx = indices[gl_VertexIndex];
|
||||
|
||||
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
|
||||
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
||||
|
||||
|
||||
BIN
code/world.sgdat
Normal file
2
linux
@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
|
||||
|
||||
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"
|
||||
|
||||
if [[ $release == 1 ]]
|
||||
|
||||