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3 Commits

Author SHA1 Message Date
108de25eb5 add ignore 2025-10-05 16:07:55 +01:00
beccaf8465 raycast fin 2025-10-05 16:05:57 +01:00
fd7162259b raycast start 2025-10-05 15:09:05 +01:00
14 changed files with 166 additions and 179 deletions

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

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@@ -160,46 +160,4 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
return result;
}
// Random
Random Random_Seed(U64 seed) {
Random result = { seed };
return result;
}
U64 Random_Next(Random *rnd) {
U64 result = rnd->state;
result ^= (result << 13);
result ^= (result >> 7);
result ^= (result << 17);
rnd->state = result;
return result;
}
F32 Random_F32(Random *rnd, F32 min, F32 max) {
F32 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
F64 Random_F64(Random *rnd, F64 min, F64 max) {
F64 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
U32 Random_U32(Random *rnd, U32 min, U32 max) {
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
return result;
}
F32 Random_Unilateral(Random *rnd) {
F32 result = Random_Next(rnd) / (F32) U64_MAX;
return result;
}
F32 Random_Bilateral(Random *rnd) {
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
return result;
}

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@@ -4,11 +4,6 @@
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
typedef struct Random Random;
struct Random {
U64 state;
};
typedef union V2f V2f;
union V2f {
struct {
@@ -119,18 +114,4 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
// Random
function Random Random_Seed(U64 seed);
function U64 Random_Next(Random *rnd);
function F32 Random_F32(Random *rnd, F32 min, F32 max);
function F64 Random_F64(Random *rnd, F64 min, F64 max);
function U32 Random_U32(Random *rnd, U32 min, U32 max);
function F32 Random_Unilateral(Random *rnd);
function F32 Random_Bilateral(Random *rnd);
#endif // LD_CORE_MATH_H_

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@@ -1,7 +1,7 @@
#if !defined(LD_DRAW_CORE_H_)
#define LD_DRAW_CORE_H_
#define D_MAX_RECTS (262144)
#define D_MAX_RECTS 1024
typedef struct D_Image D_Image;
struct D_Image {

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@@ -19,7 +19,8 @@
#include "game/impl/npc.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv) {
int main(int argc, char **argv)
{
(void)argc;
(void)argv;
@@ -61,42 +62,34 @@ int main(int argc, char **argv) {
camera->farp = 1000.0f;
game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);
game->world = world;
world->npcCount = 2;
NPC *npc1 = &world->npcs[0];
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 87;
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
NPC *npc2 = &world->npcs[0];
npc2->collision.pos.x = 15;
npc2->collision.pos.y = 15;
npc2->collision.size.x = 10;
npc2->collision.size.y = 10;
npc2->name = S("James");
npc2->mode = NPC_ACTION_WAITING;
npc2->waitTime = 0;
npc2->maxWaitTime = 10;
npc2->currentNavNode = 0;
world->navMesh = &TestNavMesh;
world->npcPOI[0] = 100;
world->player.pos.x = 0;
world->player.pos.y = 0;
}
Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true;
World world = {
.npcCount = 2,
.npcs = {
{.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87},
{.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0}},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0, 0}}};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -109,9 +102,9 @@ int main(int argc, char **argv) {
{
running = false;
}
ProcessEvents(&e, game->world);
ProcessEvents(&e, &world);
}
UpdateWorld(1.0/60.0, game->world);
UpdateWorld(1.0 / 60.0, &world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -119,7 +112,7 @@ int main(int argc, char **argv) {
game->draw.window_width = w;
game->draw.window_height = h;
G_CalculateCamera(&game->camera, (F32) w / (F32) h);
G_CalulateCamera(&game->camera, (F32)w / (F32)h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;

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@@ -3,15 +3,15 @@
#include "../core/types.h"
#include "../core/macros.h"
typedef struct AABB AABB;
struct AABB {
struct AABB
{
V2f pos;
V2f size;
};
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);
#endif // LD_GAME_AABB_H_

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@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic);
}
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
void G_CalulateCamera(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);

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@@ -1,6 +1,5 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
#include "world.h"
typedef struct G_Camera G_Camera;
struct G_Camera {
@@ -19,18 +18,17 @@ struct G_State {
D_Context draw;
G_Camera camera;
World *world;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
#include "aabb.h"
#include "player.h"
#include "nav.h"
#include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_

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@@ -1,15 +1,36 @@
#include "game/aabb.h"
#include "core/types.h"
#include <math.h>
bool AABB_Collide(AABB a, AABB b) {
bool AABB_Collide(AABB a, AABB b)
{
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
return collision_x && collision_y;
}
bool AABB_Point(AABB a, V2f v) {
bool AABB_Point(AABB a, V2f v)
{
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_y;
}
bool AABB_Slab(V2f origin, V2f point, AABB a)
{
V2f start = a.pos;
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= tMin;
}

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@@ -6,7 +6,8 @@
#define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{
struct navSearchNodeState
{
bool visited;
U64 distance;
U32 shortest;
@@ -14,13 +15,16 @@ struct navSearchNodeState{
};
typedef struct navSearchState navSearchState;
struct navSearchState{
struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES];
};
navSearchState initState(U32 start, U32 meshSize) {
navSearchState state = {};
for(U32 i = 0; i < meshSize; i++) {
navSearchState initState(U32 start, U32 meshSize)
{
navSearchState state;
for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = U64_MAX;
@@ -30,20 +34,25 @@ navSearchState initState(U32 start, U32 meshSize) {
return state;
}
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
{
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX;
bool startFound = false;
for(U32 i = *offset; i < unfinishedCount; i++) {
for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) {
if(!startFound) {
if (checkNode.visited)
{
if (!startFound)
{
*offset = i;
}
continue;
}
startFound = true;
if (lowest > checkNode.distance) {
if (lowest > checkNode.distance)
{
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i];
}
@@ -52,7 +61,8 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
{
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
@@ -63,19 +73,26 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start;
bool found = false;
while(!found) {
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
while (!found)
{
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
{
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if(testNode->visited) {continue;}
if (testNode->visited)
{
continue;
}
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if(testNode->distance > distance) {
if (testNode->distance > distance)
{
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}
if(!testNode->addedToUnvisited) {
if (!testNode->addedToUnvisited)
{
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++;
testNode->addedToUnvisited = true;
@@ -83,13 +100,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
}
state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) {
if (lowestNodeIndex == end)
{
found = true;
}
}
NavPath res_path = {0};
U32 index = end;
while(index!=start) {
while (index != start)
{
res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++;
index = state.nodeStates[index].shortest;

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@@ -5,22 +5,33 @@
void PlayerUpdate(SDL_Event *event, Player *player)
{
SDL_KeyboardEvent key = event->key;
switch(key.key) {
case SDLK_W: {
SDL_MouseButtonEvent mouseBtn = event->button;
switch (key.key)
{
case SDLK_W:
{
player->pos.y += 10;
break;
}
case SDLK_A: {
case SDLK_A:
{
player->pos.x -= 10;
break;
}
case SDLK_D: {
case SDLK_D:
{
player->pos.x += 10;
break;
}
case SDLK_S: {
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
}

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@@ -3,16 +3,20 @@
#include "../player.h"
#include <SDL3/SDL_events.h>
void UpdateWorld(F32 delta, World *world) {
UpdateNPCs(delta, world);
void UpdateWorld(F32 delta, World *world)
{
// UpdateNPCs(delta, world);
}
void UpdateNPCs(F32 delta, World *world) {
for(U32 i = 0; i < world->npcCount; i++) {
void UpdateNPCs(F32 delta, World *world)
{
for (int i = 0; i < world->npcCount; i++)
{
updateNPC(delta, &world->npcs[i], world);
}
}
void ProcessEvents(SDL_Event *event, World *world) {
void ProcessEvents(SDL_Event *event, World *world)
{
PlayerUpdate(event, &world->player);
}

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