Compare commits

53 Commits

Author SHA1 Message Date
d9957eead1 feat: Nav mesh generation 2025-10-06 18:23:47 +01:00
c4cf8f532b feat: World loading that's broken 2025-10-06 16:35:22 +01:00
8a360df98a feat: Hitbox drawing 2025-10-06 14:50:32 +01:00
3a84947750 feat: Basic level editing 2025-10-06 14:26:00 +01:00
3e527f473b feat: Fix loading 2025-10-06 11:31:35 +01:00
ab8301f475 feat (BROKEN): Save world code 2025-10-06 01:49:10 +01:00
08cbfaeb71 Merge remote-tracking branch 'origin' 2025-10-06 01:12:08 +01:00
2f52bb3097 feat: save world written 2025-10-06 01:10:44 +01:00
a9612b2d57 Fixed some warnings
Moved global width/height
2025-10-06 01:01:28 +01:00
139b14ed71 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-06 00:57:13 +01:00
c721839dfa Added animations
Added new assets for the player
Added lookups for assets
Initial sound testing
Re-enabled temp world drawing
2025-10-06 00:52:16 +01:00
24e9b472c3 use slab aabb for gunshots 2025-10-06 00:48:41 +01:00
b09bdc6209 map tiles 2025-10-06 00:38:10 +01:00
64a84e3a8d feat: different rooms added
feat: shooting bandit added
2025-10-05 23:36:50 +01:00
319bb441ed feat: Added basic shooting 2025-10-05 22:35:34 +01:00
3eb8683ce3 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-05 21:19:14 +01:00
eb3c81cd04 Added unproject
Broken and buggy font stuff
Fixed some typos
Fixed draw rect not using dim properly
2025-10-05 21:11:18 +01:00
635e7b1c1e feat: Initial bandit roaming 2025-10-05 21:05:29 +01:00
b8f47b8f61 feat: added npc poi for custom npcs 2025-10-05 18:28:58 +01:00
e20e537e97 feat: Player controller 2025-10-05 18:05:01 +01:00
98095c907f chore: removed nav printf 2025-10-05 16:53:56 +01:00
8dc0ac1d3e Merge remote-tracking branch 'origin' 2025-10-05 16:51:59 +01:00
222575b318 feat: People go walkies 2025-10-05 16:49:18 +01:00
9a46a802e0 add ignore 2025-10-05 16:12:23 +01:00
628a6c5ade raycast fin 2025-10-05 16:12:23 +01:00
c8dfcd857e raycast start 2025-10-05 16:11:47 +01:00
394366480b feat: Random npc walkabouts 2025-10-05 15:32:57 +01:00
8f148b6894 Merge remote-tracking branch 'origin' 2025-10-05 15:22:09 +01:00
7306c8fba4 chore: struct reorg 2025-10-05 15:21:23 +01:00
5cabf845b6 Added random number generator
Fixed typo in calculate camera
Removed some warning
2025-10-05 15:17:37 +01:00
1d70f3ae20 feat: Add player breaks 2025-10-05 14:47:54 +01:00
5d48ed9c19 Merge remote-tracking branch 'origin' 2025-10-05 14:46:04 +01:00
1f97d81133 feat: initial bandit and more npc tweaks 2025-10-05 14:42:19 +01:00
1757fc4b96 Added rect draw api
Added some new maths types
Updated shaders to use new D_Rect structure
Added rect buffers to frames
Misc cleanup
2025-10-05 14:27:05 +01:00
3b8c50a361 Added camera
Moved some math types
Added some more vector types
Did the camera matrix calulations
Updated shaders to take push constants
2025-10-05 02:40:59 +01:00
2c67896cf2 Made navmesh compile on Windows
Small updates to remove warnings
Testing nonuniform descriptor access in shader
2025-10-05 01:31:39 +01:00
175f4da59b chore: Fix printf 2025-10-05 00:31:52 +01:00
50efa6d8c0 Merge remote-tracking branch 'origin' 2025-10-05 00:30:33 +01:00
ab96fa3eeb feat: Basic NPC wandering 2025-10-05 00:25:37 +01:00
55c1adba40 Added system path stuff on Windows
Fixed typo in image loading
2025-10-05 00:24:51 +01:00
dd316664f6 Added filesystem stuff on Linux
More includes for Linux
Update build script to copy assets and compile shaders
Added base code directory as include path
Added FS_SystemPath
Made asset loading work directory agnostic
2025-10-04 23:46:13 +01:00
e4c1bc0a1c Merge branch 'main' of yibble.dev:bulmanator/ld58
Fixed conflicts
Added "code" directory for include to make it easier to include core
headers
Stopped warnings (probably cl specific)
2025-10-04 21:58:14 +01:00
187359f747 Drawing a textured quad
Added new assets
Loaded all texture assets into game state
Loaded the basic pipeline
Setup a hard-coded quad to test drawing
Created a very jank vertex struct
Added ReadEntireFile for filesystem
Added getting file size from file handle
Added a descriptor pool to each in flight frame
Changed Vk_BufferCreate to handle multiple uses
Added shader building to the windows.bat build script
2025-10-04 21:42:04 +01:00
249109f117 Merge remote-tracking branch 'origin' 2025-10-04 21:09:17 +01:00
d0d79d0551 feat: Added nav and start of npc stuff 2025-10-04 21:08:52 +01:00
b1a805cea8 Added image loading
Added some string functions and macros
Added path listing on windows
Added assets
2025-10-04 17:24:30 +01:00
a6266a336b movey boy 2025-10-04 15:53:55 +01:00
7a27309c5b chore: Update aabb header guard to game rather than core 2025-10-04 15:13:31 +01:00
a9f12532b4 feat: collision functions added 2025-10-04 14:57:09 +01:00
7d55b16c8e Filesystem stuff on Windows
Minor image acquire/present refactor
Unsigned integer limits
Fixed typo in arena push/push copy macro
2025-10-04 11:52:39 +01:00
14321c71b8 Added virtual memory on Linux 2025-10-04 00:56:55 +01:00
d99da864da Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-04 00:48:32 +01:00
5f07239374 Added memory arena
Fixed frames in flight validation error in vulkan
Added some utility macros
Added function decorator macros
Added some consolidation headers/code include files
2025-10-04 00:46:26 +01:00
99 changed files with 4523 additions and 79 deletions

1
.gitignore vendored
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build/
code/compile_commands.json
code/.cache
.vscode

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code/.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"name": "Debug 'main.c' Project",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/../build/ldebug",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"MIMode": "gdb",
"setupCommands": [
{
"description": "Enable pretty printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
],
"preLaunchTask": "Build"
}
]
}

20
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{
"version": "2.0.0",
"tasks": [
{
"label": "Build",
"type": "shell",
"command": "/home/matt/Repos/ld58/linux",
"group": {
"kind": "build",
"isDefault": true
},
"presentation": {
"reveal": "never"
},
"problemMatcher": [
"$gcc"
]
}
]
}

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#if !defined(LD_CORE_ARENA_H_)
#define LD_CORE_ARENA_H_
#define AlignUp(x, a) (((x) + ((a) - 1)) & ~((a) - 1))
#define AlignDown(x, a) (((x)) & ~((a) - 1))
#define KB(x) ((U64) (x) << 10)
#define MB(x) ((U64) (x) << 20)
#define GB(x) ((U64) (x) << 30)
#if !defined(M_ARENA_CHAIN_RESERVE)
#define M_ARENA_CHAIN_RESERVE MB(4)
#endif
function void *M_ZeroSize(void *base, U64 size);
function void *M_CopySize(void *dst, void *src, U64 size);
typedef U32 M_ArenaFlags;
enum {
// Arena is fixed size, so will not chain
M_ARENA_FIXED_SIZE = (1 << 0),
// Don't clear allocation
M_ARENA_NO_ZERO = (1 << 1)
};
typedef union M_Arena M_Arena;
union M_Arena {
struct {
M_Arena *current;
M_Arena *prev;
U64 base;
U64 limit;
U64 offset;
U64 committed;
U64 increment;
M_ArenaFlags flags;
};
U8 __pad[64];
};
typedef struct M_ArenaOpts M_ArenaOpts;
struct M_ArenaOpts {
U64 initial;
U64 increment;
M_ArenaFlags flags;
};
typedef struct M_ArenaPushOpts M_ArenaPushOpts;
struct M_ArenaPushOpts {
U64 count;
U64 align;
M_ArenaFlags flags;
};
function M_Arena *_M_ArenaAlloc(U64 limit, M_ArenaOpts *opts);
function void *_M_ArenaPush(M_Arena *arena, U64 esize, M_ArenaPushOpts *opts);
function void *_M_ArenaPushCopy(M_Arena *arena, void *src, U64 esize, M_ArenaPushOpts *opts);
#define M_ArenaAlloc(limit, ...) _M_ArenaAlloc(limit, &(M_ArenaOpts) { .initial = MB(1), .increment = KB(64), ##__VA_ARGS__ })
#define M_ArenaPush(arena, T, ...) (T *) _M_ArenaPush(arena, sizeof(T), &(M_ArenaPushOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ })
#define M_ArenaPushCopy(arena, T, src, ...) (T *) _M_ArenaPush(arena, src, sizeof(T), &(M_ArenaPushOpts) { .count = 1, .align = Alignof(T), ##__VA_ARGS__ })
function void M_ArenaReset(M_Arena *arena);
function void M_ArenaRelease(M_Arena *arena);
function U64 M_ArenaOffset(M_Arena *arena);
function void M_ArenaPop(M_Arena *arena, U64 offset);
function void M_ArenaPopSize(M_Arena *arena, U64 size);
// Temporary memory
typedef struct M_Temp M_Temp;
struct M_Temp {
M_Arena *arena;
U64 offset;
};
function M_Temp M_TempAcquire(U64 count, M_Arena **conflicts);
function void M_TempRelease(M_Temp temp);
#define M_TempScope(n, c) for (M_Temp temp = M_TempAcquire(n, c); temp.arena != 0; M_TempRelease(temp), temp.arena = 0)
#endif // LD_CORE_ARENA_H_

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#include "impl/arena.c"
#include "impl/string.c"
#include "impl/math.c"

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code/core/core.h Normal file
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#if !defined(LD_CORE_CORE_H_)
#define LD_CORE_CORE_H_
#include "types.h"
#include "platform.h"
#include "macros.h"
#include "arena.h"
#include "string.h"
#include "math.h"
#endif // LD_CORE_CORE_H_

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void *M_ZeroSize(void *base, U64 size) {
U8 *bytes = (U8 *) base;
while (size--) {
*bytes++ = 0;
}
return base;
}
void *M_CopySize(void *dst, void *src, U64 size) {
U8 *se = (U8 *) src + (size - 1);
U8 *de = (U8 *) dst + (size - 1);
while (size--) {
*de-- = *se--;
}
return dst;
}
M_Arena *_M_ArenaAlloc(U64 limit, M_ArenaOpts *opts) {
M_Arena *result = 0;
local_persist M_ArenaOpts _opts;
if (!opts) {
opts = &_opts;
}
U64 page_size = VM_PageSize();
U64 granularity = VM_AllocationGranularity();
U64 reserve = Max(AlignUp(limit, granularity), granularity);
U64 initial = Clamp(page_size, AlignUp(opts->initial, page_size), reserve);
void *base = VM_Reserve(reserve);
if (base != 0) {
if (VM_Commit(base, initial)) {
result = cast(M_Arena *) base;
result->current = result;
result->prev = 0;
result->base = 0;
result->offset = sizeof(M_Arena);
result->limit = reserve;
result->committed = initial;
result->increment = Max(AlignUp(opts->increment, page_size), page_size);
result->flags = opts->flags;
}
else {
VM_Release(base, reserve);
}
}
Assert(result != 0);
return result;
}
void *_M_ArenaPush(M_Arena *arena, U64 esize, M_ArenaPushOpts *opts) {
void *result = 0;
local_persist M_ArenaPushOpts _opts = { .count = 1, .align = 8 };
if (!opts) {
opts = &_opts;
}
U64 alignment = Clamp(1, opts->align, 4096);
M_Arena *current = arena->current;
U64 total = esize * opts->count;
U64 offset = AlignUp(current->offset, alignment);
U64 end = offset + total;
if (end > current->limit) {
// Not enough space, chain a new arena if flags allow
if ((arena->flags & M_ARENA_FIXED_SIZE) == 0) {
U64 reserve = Min(total + sizeof(M_Arena), M_ARENA_CHAIN_RESERVE);
M_Arena *next = M_ArenaAlloc(reserve, .flags = arena->flags);
next->base = current->base + current->limit;
SLL_PushN(arena->current, next, prev);
current = next;
offset = AlignUp(current->offset, alignment);
end = offset + total;
}
}
if (end > current->committed) {
// Not enough committed, commit more memory
U64 commit_offset = AlignUp(end, current->increment);
U64 commit_limit = Min(commit_offset, current->limit);
U8 *commit_base = cast(U8 *) current + current->committed;
U64 commit_size = commit_limit - current->committed;
if (VM_Commit(commit_base, commit_size)) {
current->committed = commit_limit;
}
}
if (end <= current->committed) {
// Successfully got enough memory, push the allocation
result = cast(U8 *) current + offset;
current->offset = end;
if (((opts->flags | arena->flags) & M_ARENA_NO_ZERO) == 0){
M_ZeroSize(result, total);
}
}
Assert(result != 0);
Assert(((U64) result & (alignment - 1)) == 0);
return result;
}
void *_M_ArenaPushCopy(M_Arena *arena, void *from, U64 size, M_ArenaPushOpts *opts) {
void *result = M_CopySize(_M_ArenaPush(arena, size, opts), from, size);
return result;
}
void M_ArenaReset(M_Arena *arena) {
M_Arena *base = arena->current;
while (base->base != 0) {
M_Arena *prev = base->prev;
VM_Release(base, base->limit);
base = prev;
}
Assert(arena == base);
// @Todo: We could decommit some of the memory in the base arena, do we want to give a
// parameter to choose how much :decommit
base->offset = sizeof(M_Arena);
arena->current = base;
}
void M_ArenaRelease(M_Arena *arena) {
M_ArenaReset(arena);
VM_Release(arena, arena->limit);
}
U64 M_ArenaOffset(M_Arena *arena) {
U64 result = arena->current->base + arena->current->offset;
return result;
}
void M_ArenaPop(M_Arena *arena, U64 offset) {
M_Arena *base = arena->current;
while (base->base > offset) {
M_Arena *prev = base->prev;
VM_Release(base, base->limit);
base = prev;
}
// :decommit
arena->current = base;
base->offset = Max(offset - base->base, sizeof(M_Arena));
}
void M_ArenaPopSize(M_Arena *arena, U64 size) {
U64 offset = M_ArenaOffset(arena);
offset -= Min(offset, size);
M_ArenaPop(arena, offset);
}
#define M_TEMP_ARENA_LIMIT GB(4)
static thread_var M_Arena *__tls_temp[2];
M_Temp M_TempAcquire(U64 count, M_Arena **conflicts) {
M_Temp result = { 0 };
for (U32 it = 0; it < ArraySize(__tls_temp); ++it) {
if (!__tls_temp[it]) {
__tls_temp[it] = M_ArenaAlloc(M_TEMP_ARENA_LIMIT, .initial = MB(1), .increment = MB(1));
}
result.arena = __tls_temp[it];
for (U32 c = 0; c < count; ++c) {
if (__tls_temp[it] == conflicts[c]) {
result.arena = 0;
break;
}
}
if (result.arena) {
result.offset = M_ArenaOffset(result.arena);
break;
}
}
Assert(result.arena != 0);
return result;
}
void M_TempRelease(M_Temp temp) {
M_ArenaPop(temp.arena, temp.offset);
}

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

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@@ -0,0 +1,164 @@
Str8 Str8_Wrap(S64 count, U8 *data) {
Str8 result;
result.data = data;
result.count = count;
return result;
}
Str8 Str8_WrapRange(U8 *start, U8 *end) {
Str8 result;
result.data = start;
result.count = cast(S64) (end - start);
return result;
}
internal S64 Str8_CountZ(U8 *data) {
S64 result = 0;
while (data[result] != 0) { result += 1; }
return result;
}
Str8 Str8_WrapZ(U8 *data) {
Str8 result;
result.data = data;
result.count = Str8_CountZ(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;
result.data = M_ArenaPush(arena, U8, .count = s.count + 1);
M_CopySize(result.data, s.data, s.count);
return result;
}
Str8 Str8_Format(M_Arena *arena, const char *format, ...) {
va_list args;
va_start(args, format);
Str8 result = Str8_FormatArgs(arena, format, args);
va_end(args);
return result;
}
internal S64 Str8_ProcessFormat(Str8 out, const char *format, va_list args) {
S64 result = vsnprintf((char *) out.data, (int) out.count, format, args);
return result;
}
Str8 Str8_FormatArgs(M_Arena *arena, const char *format, va_list args) {
Str8 result;
va_list copy;
va_copy(copy, args);
U64 offset = M_ArenaOffset(arena);
result.count = KB(1);
result.data = M_ArenaPush(arena, U8, .count = result.count);
S64 needed = Str8_ProcessFormat(result, format, args);
if (needed >= result.count) {
M_ArenaPop(arena, offset);
result.count = needed;
result.data = M_ArenaPush(arena, U8, .count = result.count + 1);
Str8_ProcessFormat(result, format, copy);
}
else {
U64 size = result.count - needed - 1;
M_ArenaPopSize(arena, size);
result.count = needed;
}
return result;
}
B32 Str8_Equal(Str8 a, Str8 b, Str8_EqualFlags flags) {
B32 result = (a.count == b.count);
if (result) {
B32 ignore_case = (flags & STR8_EQUAL_IGNORE_CASE) != 0;
for (S64 it = 0; it < a.count; ++it) {
U8 ac = ignore_case ? Chr_ToLowercase(a.data[it]) : a.data[it];
U8 bc = ignore_case ? Chr_ToLowercase(b.data[it]) : b.data[it];
if (ac != bc) {
result = false;
break;
}
}
}
return result;
}
Str8 Str8_Prefix(Str8 s, S64 count) {
Str8 result;
result.data = s.data;
result.count = Min(s.count, count);
return result;
}
Str8 Str8_Suffix(Str8 s, S64 count) {
Str8 result;
result.count = Min(s.count, count);
result.data = s.data + (s.count - result.count);
return result;
}
Str8 Str8_RemoveAfterLast(Str8 s, U8 c) {
Str8 result;
result.data = s.data;
result.count = s.count;
for (S64 it = s.count - 1; it >= 0; --it) {
if (result.data[it] == c) {
result.count = it;
break;
}
}
return result;
}
B32 Str8_EndsWith(Str8 s, Str8 suffix) {
B32 result = Str8_Equal(Str8_Suffix(s, suffix.count), suffix, 0);
return result;
}
U8 Chr_ToUppercase(U8 c) {
U8 result = (c >= 'a' && c <= 'z') ? (c - ('a' - 'A')) : c;
return result;
}
U8 Chr_ToLowercase(U8 c) {
U8 result = (c >= 'A' && c <= 'Z') ? (c + ('a' - 'A')) : c;
return result;
}

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@@ -1,9 +1,18 @@
#if !defined(LD_CORE_MACROS_H_)
#define LD_CORE_MACROS_H_
#include <assert.h>
#define Assert(exp) assert(exp)
#define StaticAssert(exp) static_assert(exp, #exp)
#define ArraySize(x) (sizeof(x) / sizeof((x)[0]))
#define Min(a, b) ((a) < (b) ? (a) : (b))
#define Max(a, b) ((a) > (b) ? (a) : (b))
#define Clamp(min, x, max) (Min(Max(min, x), max))
#define Clamp01(x) Clamp(0, x, 1)
#define cast(x) (x)
#define _Glue(a, b) a##b
#define _Stringify(x) #x
@@ -11,5 +20,37 @@
#define Glue(a, b) _Glue(a, b)
#define Stringify(x) _Stringify(x)
#if LANG_CPP
#define Alignof(x) alignof(x)
#else
#define Alignof(x) _Alignof(x)
#endif
// Singly linked lists (named members)
//
#define SLL_EnqueueN(h, t, n, next) (((h) == 0) ? ((h) = (t) = (n), (n)->next = 0) : ((t)->next = (n), (t) = (n), (n)->next = 0))
#define SLL_EnqueueFrontN(h, t, n, next) (((h) == 0) ? ((h) = (t) = (n), (n)->next = 0) : ((n)->next = (h), (h) = (n)))
#define SLL_DequeueN(h, t, next) ((h) == (t) ? ((h) = 0, (t) = 0) : ((h) = (h)->next))
#define SLL_PushN(h, n, next) ((n)->next = (h), (h) = (n))
#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
#define global_var static
#define local_persist static
#if COMPILER_CL
#define thread_var __declspec(thread)
#else
#define thread_var __thread
#endif
#endif // LD_CORE_MACROS_H_

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

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@@ -68,8 +68,17 @@
#if OS_WINDOWS
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>
#include <shlobj_core.h>
#pragma warning(disable : 4201)
#elif OS_LINUX
#include <sys/types.h>
#include <dlfcn.h>
#include <sys/mman.h>
#include <unistd.h>
#include <fcntl.h>
#include <sys/stat.h>
#include <errno.h>
#include <dirent.h>
#endif
#endif // LD_CORE_PLATFORM_H_

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@@ -0,0 +1,38 @@
#if !defined(LD_CORE_STRING_H_)
#define LD_CORE_STRING_H_
#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
#define Sz(x) Str8_WrapZ((U8 *) (x))
#define Sv(x) (int) (x).count, (x).data
#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)
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, ...);
function Str8 Str8_FormatArgs(M_Arena *arena, const char *format, va_list args);
typedef U32 Str8_EqualFlags;
enum {
STR8_EQUAL_IGNORE_CASE = (1 << 0)
};
function B32 Str8_Equal(Str8 a, Str8 b, Str8_EqualFlags flags);
function Str8 Str8_Prefix(Str8 s, S64 count);
function Str8 Str8_Suffix(Str8 s, S64 count);
function Str8 Str8_RemoveAfterLast(Str8 s, U8 c);
function B32 Str8_EndsWith(Str8 s, Str8 suffix);
function U8 Chr_ToUppercase(U8 c);
function U8 Chr_ToLowercase(U8 c);
#endif // LD_CORE_STRING_H_

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@@ -29,4 +29,12 @@ struct Str8 {
U8 *data;
};
#define U8_MAX ((U8) -1)
#define U16_MAX ((U16) -1)
#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_

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

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

View File

@@ -1,66 +1,368 @@
#include <stdio.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_keycode.h>
#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 "core/platform.h"
#include "core/macros.h"
#include "os/core.h"
#include "vulkan/core.h"
#include "draw/core.h"
int main(int argc, char **argv) {
#include "game/core.h"
#include "game/impl/world.c"
#include "game/impl/npc.c"
#include "game/impl/bandit.c"
int main(int argc, char **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;
}
SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
if (!window) {
if (!window)
{
printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
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);
bool running = true;
while (running) {
SDL_Event e;
while (SDL_PollEvent(&e)) {
if (e.type == SDL_EVENT_QUIT) { running = false; }
G_State *game = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
G_AudioLoad(game);
G_Camera *camera = &game->camera;
camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 48);
camera->fov = 60.0f;
camera->nearp = 0.01f;
camera->farp = 1000.0f;
game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);
//LoadWorld(arena, world);
game->world = world;
world->arena = arena;
//world->navMesh = &TestNavMesh;
world->random = Random_Seed(29237489723847);
world->npcCount = 127;
for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 0;
npc1->collision.pos.y = 0;
npc1->collision.size.x = 1;
npc1->collision.size.y = 2;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = WORLD_AREA_OUTSIDE;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 0;
}
Bandit *badman = &world->bandit;
badman->collision.pos.x = 15;
badman->collision.pos.y = 15;
badman->collision.size.x = 1;
badman->collision.size.y = 2;
badman->name = S("Leroy Brown");
badman->mode = BANDIT_WAITING;
badman->waitTime = 0;
badman->maxWaitTime = 2;
badman->poiCount = 2;
badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12;
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;
const int width = 1280;
const int height = 720;
while (running)
{
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_EVENT_QUIT)
{
running = false;
}
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y),
V2F((F32) width, (F32) height)
));
game->world->mouseProjected = V2F(projection.x, projection.y);
if(e.type==SDL_EVENT_MOUSE_MOTION) {
game->editor.cursor = V2F(projection.x, projection.y);
}
if (!game->editor.enabled) {
ProcessEvents(&e, game->world);
} else {
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
switch(game->editor.mode){
case G_EDITOR_MODE_TILE: {
F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
break;
}
case G_EDITOR_MODE_PROP: {
game->world->props[game->world->propCount].propType = game->editor.currentAsset;
game->world->props[game->world->propCount].area = game->editor.currentLevel;
game->world->props[game->world->propCount].pos = game->editor.cursor;
game->world->propCount++;
break;
}
case G_EDITOR_MODE_HITBOX: {
game->editor.dragStart = game->editor.cursor;
break;
}
}
} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
// Add hitbox
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
game->world->hitboxes[game->world->hitboxCount].size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->hitboxCount++;
}
}
if (e.type == SDL_EVENT_KEY_DOWN) {
switch(e.key.key) {
case SDLK_F10: {
game->editor.enabled = !game->editor.enabled;
break;
}
case SDLK_RIGHT: {
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
break;
}
case SDLK_LEFT: {
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
break;
}
case SDLK_A: {
game->camera.p.x -= 5;
break;
}
case SDLK_D: {
game->camera.p.x += 5;
break;
}
case SDLK_W: {
game->camera.p.y -= 5;
break;
}
case SDLK_S: {
game->camera.p.y += 5;
break;
}
case SDLK_UP: {
game->editor.currentLevel++;
game->world->player.currentArea++;
break;
}
case SDLK_DOWN: {
game->editor.currentLevel--;
game->world->player.currentArea--;
break;
}
case SDLK_SPACE: {
game->editor.mode = (game->editor.mode + 1) % 4;
printf("EDITOR MODE %d\n", game->editor.mode);
break;
}
case SDLK_U: {
switch(game->editor.mode) {
case G_EDITOR_MODE_PROP: {game->world->propCount--;}
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
}
break;
}
}
}
}
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);
game->draw.window_width = w;
game->draw.window_height = h;
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;
VkImageMemoryBarrier2 colour_optimal = { 0 };
colour_optimal.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
colour_optimal.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
colour_optimal.srcAccessMask = VK_ACCESS_2_NONE;
colour_optimal.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
colour_optimal.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
colour_optimal.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colour_optimal.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_optimal.image = vk.swapchain.images[frame->image];
colour_optimal.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colour_optimal.subresourceRange.layerCount = 1;
colour_optimal.subresourceRange.levelCount = 1;
VkDependencyInfo colour_barrier = { 0 };
colour_barrier.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
colour_barrier.imageMemoryBarrierCount = 1;
colour_barrier.pImageMemoryBarriers = &colour_optimal;
vk.CmdPipelineBarrier2(cmd, &colour_barrier);
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;
@@ -82,29 +384,52 @@ int main(int argc, char **argv) {
vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw);
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);
VkImageMemoryBarrier2 present_src = { 0 };
present_src.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
present_src.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_src.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
present_src.dstStageMask = VK_PIPELINE_STAGE_2_NONE;
present_src.dstAccessMask = VK_ACCESS_2_NONE;
present_src.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
present_src.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
present_src.image = vk.swapchain.images[frame->image];
present_src.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
present_src.subresourceRange.layerCount = 1;
present_src.subresourceRange.levelCount = 1;
VkDependencyInfo to_present = { 0 };
to_present.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
to_present.imageMemoryBarrierCount = 1;
to_present.pImageMemoryBarriers = &present_src;
vk.CmdPipelineBarrier2(cmd, &to_present);
Vk_FrameEnd();
}
@@ -114,4 +439,8 @@ int main(int argc, char **argv) {
return 0;
}
#include "core/core.c"
#include "os/core.c"
#include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c"

18
code/game/aabb.h Normal file
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@@ -0,0 +1,18 @@
#if !defined(LD_GAME_AABB_H_)
#define LD_GAME_AABB_H_
#include "../core/types.h"
#include "../core/macros.h"
typedef struct AABB 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);
function V2f AABB_Centre(AABB a);
#endif // LD_GAME_AABB_H_

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

362
code/game/core.c Normal file
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@@ -0,0 +1,362 @@
// @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;
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);
Vk_Buffer *staging = &draw->staging;
staging->size = MB(256);
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging->host_visible = true;
Vk_BufferCreate(staging);
U8 *base = staging->data;
U64 offset = 0;
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
// We reserve the first texture for the "white" texture
draw->n_images = 1;
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) {
draw->n_images += 1;
}
}
VkBufferImageCopy copy = { 0 };
draw->images = M_ArenaPush(game->arena, D_Image, .count = draw->n_images);
draw->n_images = 1;
// Upload the white texture
{
D_Image *white = &draw->images[0];
U32 white_data[] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF };
M_CopySize(base, white_data, sizeof(white_data));
copy.bufferOffset = offset;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.mipLevel = 0;
copy.imageSubresource.baseArrayLayer = 0;
copy.imageSubresource.layerCount = 1;
copy.imageExtent.width = 2;
copy.imageExtent.height = 2;
copy.imageExtent.depth = 1;
base += sizeof(white_data);
offset += sizeof(white_data);
white->name = S("_WHITE");
// This doesn't _really_ need one because its just zero and always will be zero
G_AssetNameHash(draw, white->name, 0);
white->image.width = 2;
white->image.height = 2;
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
white->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&white->image);
// We could combine all of these 'pre-transfer' and 'post-transfer' layers into one
// batch, it would simply mean doing three loops over the images and setting them all up
// and submitting them in one go. It doesn't really matter for now
//
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
transfer.srcAccessMask = VK_ACCESS_2_NONE;
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
transfer.image = white->image.handle;
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
transfer.subresourceRange.layerCount = 1;
transfer.subresourceRange.levelCount = 1;
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
shader_read.image = white->image.handle;
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
shader_read.subresourceRange.layerCount = 1;
shader_read.subresourceRange.levelCount = 1;
VkDependencyInfo dep = { 0 };
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
dep.imageMemoryBarrierCount = 1;
dep.pImageMemoryBarriers = &transfer;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
}
// Image upload is sbi_load -> copy to staging -> upload to gpu texture
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
if (Str8_EndsWith(it->basename, S("png"))) {
S32 w, h, c;
stbi_uc *data = stbi_load((const char *) it->path.data, &w, &h, &c, 4);
if (data) {
D_Image *image = &draw->images[draw->n_images];
U64 image_sz = 4 * w * h;
M_CopySize(base, data, image_sz);
copy.bufferOffset = offset;
copy.bufferRowLength = 0;
copy.bufferImageHeight = 0;
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
copy.imageSubresource.mipLevel = 0;
copy.imageSubresource.baseArrayLayer = 0;
copy.imageSubresource.layerCount = 1;
copy.imageExtent.width = w;
copy.imageExtent.height = h;
copy.imageExtent.depth = 1;
base += image_sz;
offset += image_sz;
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;
image->image.height = h;
image->image.format = VK_FORMAT_R8G8B8A8_SRGB;
image->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
Vk_ImageCreate(&image->image);
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 = image->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 = image->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, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
vk.CmdPipelineBarrier2(cmds->handle, &dep);
stbi_image_free(data);
}
}
}
Vk_CommandBufferSubmit(cmds, true /* wait */);
}
}
void G_PipelinesLoad(G_State *game) {
D_Context *draw = &game->draw;
draw->pipelines = M_ArenaPush(game->arena, Vk_Pipeline, .count = 1);
Vk_Pipeline *basic = &draw->pipelines[0];
VkShaderModule vshader = 0, fshader = 0;
M_TempScope(0, 0) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 vshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.vert.spv", Sv(exe_path)));
Str8 fshader_code = FS_ReadEntireFile(temp.arena, Sf(temp.arena, "%.*s/assets/shaders/basic.frag.spv", Sv(exe_path)));
VkShaderModuleCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
create_info.pCode = (U32 *) vshader_code.data;
create_info.codeSize = vshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &vshader);
create_info.pCode = (U32 *) fshader_code.data;
create_info.codeSize = fshader_code.count;
vk.CreateShaderModule(vk.device, &create_info, 0, &fshader);
}
// Create pipeline layout, its insane what you have to do for this because the ALREADY KNOW
// all of this information
{
VkDescriptorSetLayoutBinding bindings[2] = { 0 };
bindings[0].binding = 0;
bindings[0].descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
bindings[0].descriptorCount = 1;
bindings[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
set_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
set_info.bindingCount = ArraySize(bindings);
set_info.pBindings = bindings;
vk.CreateDescriptorSetLayout(vk.device, &set_info, 0, &basic->layout.set);
VkPushConstantRange push_range = { 0 };
push_range.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_range.offset = 0;
push_range.size = 128;
VkPipelineLayoutCreateInfo layout_create = { 0 };
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 1;
layout_create.pSetLayouts = &basic->layout.set;
layout_create.pushConstantRangeCount = 1;
layout_create.pPushConstantRanges = &push_range;
vk.CreatePipelineLayout(vk.device, &layout_create, 0, &basic->layout.pipeline);
}
basic->targets.items[0] = vk.swapchain.format.format;
basic->targets.count = 1;
basic->shaders.count = 2;
basic->shaders.items[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
basic->shaders.items[0].handle = vshader;
basic->shaders.items[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
basic->shaders.items[1].handle = fshader;
Vk_PipelineCreate(basic);
}
void G_AudioLoad(G_State *game) {
(void) game;
M_TempScope(0, 0) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path);
// @Incomplete: finish this
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
}
}
}
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
camera->proj.fwd = M4x4F_Mul(proj.fwd, view.fwd);
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
}
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
clip = V2f_Scale(clip, persp.w);
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
V3f result = world.xyz;
return result;
}
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
return result;
}
R3f G_CameraBounds(G_Camera *camera) {
R3f result;
result.min = G_CameraUnproject(camera, V2F(-1, -1));
result.max = G_CameraUnproject(camera, V2F( 1, 1));
return result;
}
#include "impl/aabb.c"
#include "impl/nav.c"
#include "impl/player.c"

64
code/game/core.h Normal file
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@@ -0,0 +1,64 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
#include "world.h"
typedef struct G_Camera G_Camera;
struct G_Camera {
V3f x, y, z;
V3f p;
F32 fov;
F32 nearp, farp;
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;
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"
#include "npc.h"
#endif // LD_GAME_CORE_H_

40
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@@ -0,0 +1,40 @@
#include "game/aabb.h"
#include <math.h>
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 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;
}
V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
}

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

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#include "game/nav.h"
#include "core/types.h"
#include <stdio.h>
#define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState
{
bool visited;
F64 distance;
U32 shortest;
bool addedToUnvisited;
};
typedef struct navSearchState navSearchState;
struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES];
};
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 = F64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;
return state;
}
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++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if (checkNode.visited)
{
if (!startFound)
{
*offset = i;
}
continue;
}
startFound = true;
if (lowest > checkNode.distance)
{
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i];
}
}
return lowestI;
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
// This is a stupid fix, since it's easier to work backwards
// to generate a path, I'm swapping the start / end, to generate
// it backwards
U32 tmp = end;
end = start;
start = tmp;
navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
// I don't want to spend time removing items from
// the unfinished nodes, so when checking for a lowest
// if I find the first N items have been checked, I'll mark
// an offset to skip the first N items.
U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start;
bool found = false;
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;}
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
if(testNode->distance > distance) {
testNode->distance = distance;
testNode->shortest = lowestNodeIndex;
}
if (!testNode->addedToUnvisited)
{
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++;
testNode->addedToUnvisited = true;
}
}
state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if (lowestNodeIndex == end)
{
found = true;
}
}
NavPath res_path = {0};
U32 index = end;
while (index != start)
{
res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++;
index = state.nodeStates[index].shortest;
}
res_path.indexes[res_path.nodeCount] = start;
res_path.nodeCount++;
return res_path;
}

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code/game/impl/npc.c Normal file
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#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include "core/math.h"
void UpdateNPC(F32 delta, NPC *npc, World *world) {
switch (npc->mode) {
case NPC_ACTION_WAITING:
npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING;
// TODO change targets to poi's rather than just random nodes
// TODO choose either global POI's or use NPC custom poi if
// customPOI is true
do {
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
} while(npc->targetNavNode == npc->currentNavNode);
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
npc->walkTimer = 0;
}
break;
case NPC_ACTION_WALKING:
npc->walkTimer+=delta;
if(npc->walkTimer >= NPC_SPEED){
npc->walkTimer = 0;
if(npc->path.nodeCount == npc->pathIndex+1){
npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0;
return;
}
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
}
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;
}
}

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

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

54
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#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,
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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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#if !defined(LD_GAME_NAV_H_)
#define LD_GAME_NAV_H_
#include "core/types.h"
#include "core/macros.h"
#define NAV_MAX_PATH 1024
#define NAV_MAX_CONNECTIONS 8
#define NAV_MAX_NODES 4800
typedef struct NavNode NavNode;
typedef struct NavConnection NavConnection;
struct NavConnection{
F32 Cost;
U32 NodeIndex;
};
struct NavNode {
V2f pos;
U8 connectionCount;
NavConnection connections[NAV_MAX_CONNECTIONS];
};
typedef struct NavPath NavPath;
struct NavPath {
U32 nodeCount;
U32 indexes[NAV_MAX_PATH];
};
typedef struct NavMesh NavMesh;
struct NavMesh{
U32 nodeCount;
NavNode nodes[NAV_MAX_NODES];
};
function NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end);
#endif

55
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#if !defined(LD_GAME_NPC_H_)
#define LD_GAME_NPC_H_
#include "aabb.h"
#include "nav.h"
#include "npc_look.h"
#include "../core/types.h"
#define NPC_SPEED 1.0f
typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION {
// Waiting can be at any point of interest
NPC_ACTION_WAITING,
// Walking is when they are actively moving somewhere
NPC_ACTION_WALKING,
};
typedef struct NPC NPC;
struct NPC {
//// Personal
AABB collision;
Str8 name;
NPC_LOOK look;
World_Area currentArea;
bool customPOI;
U32 customPOICount;
U32 npcPOI[16];
//// Actions
NPC_ACTION mode;
// How long they've been waiting
F32 waitTime;
// How long they will wait until changing action
F32 maxWaitTime;
//// Navigation
// The NPC's current path
NavPath path;
// Which node the NPC is on in the path
U32 currentNavNode;
// The current index of the NPC's current node
U32 pathIndex;
// Target navNode index the npc is walking to
U32 targetNavNode;
// How long the npc has been walking to the next index
F32 walkTimer;
//// Knowledge
// What the NPC knows about the bandit.
NPC_LOOK banditKnowledge;
};
#endif // LD_GAME_NPC_H_

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

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

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#if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_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
{
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
};
typedef struct World_Tile World_Tile;
struct World_Tile {
Str8 tag;
F32 rotation;
};
typedef struct World_PropType World_PropType;
struct World_PropType {
Str8 tag;
F32 scale;
};
typedef struct World_Prop World_Prop;
struct World_Prop
{
U32 propType;
World_Area area;
V2f pos;
};
typedef struct World World;
#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;
//// NPCs
U32 npcCount;
NPC npcs[128];
////Bandit
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
U32 npcPOI[256];
};
function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void 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_

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#if OS_WINDOWS
#include "impl/windows/core.c"
#elif OS_LINUX
#include "impl/linux/core.c"
#endif
Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path) {
Str8 result = { 0 };
OS_Handle file = FS_FileOpen(path, FS_ACCESS_READ);
if (file.v[0]) {
result.count = FS_FileSize(file);
result.data = M_ArenaPush(arena, U8, .count = result.count);
FS_FileRead(file, result.data, result.count, 0);
FS_FileClose(file);
}
return result;
}

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#if !defined(LD_OS_CORE_H_)
#define LD_OS_CORE_H_
typedef struct OS_Handle OS_Handle;
struct OS_Handle {
U64 v[1];
};
// Virtual memory
function U64 VM_PageSize();
function U64 VM_AllocationGranularity();
function void *VM_Reserve(U64 size);
function B32 VM_Commit(void *base, U64 size);
function void VM_Decommit(void *base, U64 size);
function void VM_Release(void *base, U64 size);
#include "filesystem.h"
#endif // LD_OS_CORE_H_

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#if !defined(LD_OS_FILESYSTEM_H_)
#define LD_OS_FILESYSTEM_H_
typedef U32 FS_AccessFlags;
enum {
FS_ACCESS_READ = (1 << 0),
FS_ACCESS_WRITE = (1 << 1)
};
function OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access);
function void FS_FileClose(OS_Handle file);
function void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset);
function void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset);
function U64 FS_FileSize(OS_Handle file);
typedef U32 FS_EntryType;
enum {
FS_ENTRY_TYPE_FILE = 0,
FS_ENTRY_TYPE_DIR
};
typedef struct FS_Entry FS_Entry;
struct FS_Entry {
FS_Entry *next;
FS_EntryType type;
Str8 path;
Str8 basename;
U64 time;
U64 size;
};
typedef struct FS_List FS_List;
struct FS_List {
FS_Entry *first;
FS_Entry *last;
U32 count;
};
function FS_List FS_PathList(M_Arena *arena, Str8 path);
function Str8 FS_ReadEntireFile(M_Arena *arena, Str8 path);
typedef U32 FS_SystemPathType;
enum {
FS_SYSTEM_PATH_EXE = 0,
FS_SYSTEM_PATH_WORKING,
FS_SYSTEM_PATH_USER,
FS_SYSTEM_PATH_TEMP
};
function Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path);
#endif // LD_OS_FILESYSTEM_H_

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U64 VM_PageSize() {
U64 result = getpagesize();
return result;
}
U64 VM_AllocationGranularity() {
U64 result = getpagesize();
return result;
}
void *VM_Reserve(U64 size) {
void *addr = mmap(0, size, PROT_NONE, MAP_ANON | MAP_PRIVATE, -1, 0);
void *result = (addr == MAP_FAILED) ? 0 : addr;
return result;
}
B32 VM_Commit(void *base, U64 size) {
B32 result = mprotect(base, size, PROT_READ | PROT_WRITE) == 0;
return result;
}
void VM_Decommit(void *base, U64 size) {
mprotect(base, size, PROT_NONE);
}
void VM_Release(void *base, U64 size) {
munmap(base, size);
}
#include "filesystem.c"

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OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access) {
OS_Handle result = { 0 };
M_TempScope(0, 0) {
Str8 zpath = Str8_Copy(temp.arena, path);
int mode = 0644;
int flags = 0;
if (access & FS_ACCESS_READ) {
if (access & FS_ACCESS_WRITE) {
flags = O_RDWR | O_CREAT;
}
else {
flags = O_RDONLY;
}
}
else if (access & FS_ACCESS_WRITE) {
flags = O_WRONLY | O_CREAT;
}
int fd = open((const char *) zpath.data, flags, mode);
result.v[0] = (fd > 0) ? (U64) fd : 0;
}
return result;
}
void FS_FileClose(OS_Handle file) {
int fd = cast(int) file.v[0];
if (fd > 0) {
close(fd);
}
}
void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset) {
int fd = cast(int) file.v[0];
if (fd > 0) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
S64 nread = pread(fd, buffer, remainder, current);
if (nread <= 0) {
break;
}
buffer += nread;
current += nread;
remainder -= nread;
}
}
}
void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset) {
int fd = cast(int) file.v[0];
if (fd > 0) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
S64 nwritten = pwrite(fd, buffer, remainder, current);
if (nwritten <= 0) {
break;
}
buffer += nwritten;
current += nwritten;
remainder -= nwritten;
}
}
}
U64 FS_FileSize(OS_Handle file) {
U64 result = 0;
int fd = cast(int) file.v[0];
if (fd > 0) {
struct stat sb;
fstat(fd, &sb);
result = sb.st_size;
}
return result;
}
FS_List FS_PathList(M_Arena *arena, Str8 path) {
FS_List result = { 0 };
M_TempScope(1, &arena) {
Str8 zpath = Str8_Copy(temp.arena, path);
DIR *dir = opendir((const char *) zpath.data);
struct dirent *ent = readdir(dir);
while (ent != 0) {
if (ent->d_name[0] != '.') {
FS_Entry *entry = M_ArenaPush(arena, FS_Entry);
entry->basename = Str8_Copy(arena, Sz(ent->d_name));
entry->path = Sf(arena, "%.*s/%.*s", Sv(path), Sv(entry->basename));
struct stat sb;
stat((const char *) entry->path.data, &sb);
entry->type = ((sb.st_mode & S_IFMT) == S_IFDIR) ? FS_ENTRY_TYPE_DIR : FS_ENTRY_TYPE_FILE;
entry->time = (sb.st_mtim.tv_sec * 1e9) + sb.st_mtim.tv_nsec;
entry->size = sb.st_size;
SLL_Enqueue(result.first, result.last, entry);
result.count += 1;
}
ent = readdir(dir);
}
}
return result;
}
Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path) {
Str8 result = { 0 };
switch (path) {
case FS_SYSTEM_PATH_EXE: {
U64 offset = M_ArenaOffset(arena);
Str8 buffer;
buffer.count = KB(1);
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
ssize_t nwritten = 0;
for (;;) {
nwritten = readlink("/proc/self/exe", cast(char *) buffer.data, buffer.count);
if (nwritten < buffer.count) {
break;
}
M_ArenaPop(arena, offset);
buffer.count *= 2;
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
}
if (nwritten > 0) {
// Walk back until the prevous slash, then null-terminate there
while (buffer.data[nwritten] != '/') { nwritten -= 1; }
buffer.data[nwritten] = 0;
M_ArenaPopSize(arena, buffer.count - nwritten - 1);
result.count = nwritten;
result.data = buffer.data;
}
else {
M_ArenaPop(arena, offset);
}
}
break;
case FS_SYSTEM_PATH_WORKING: {
U64 offset = M_ArenaOffset(arena);
Str8 buffer;
buffer.count = KB(1);
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
char *wd;
for (;;) {
wd = getcwd((char *) buffer.data, buffer.count);
if (wd != 0) {
break;
}
else if (errno != ERANGE) {
break;
}
M_ArenaPop(arena, offset);
buffer.count *= 2;
buffer.data = M_ArenaPush(arena, U8, .count = buffer.count);
}
if (wd) {
result = Sz(wd);
M_ArenaPopSize(arena, buffer.count - result.count - 1);
}
}
break;
case FS_SYSTEM_PATH_USER: {
char *home = getenv("HOME");
if (home) {
result = Sf(arena, "%s/.local/share", home);
}
}
break;
case FS_SYSTEM_PATH_TEMP: {
char *temp = getenv("TEMP");
if (temp) {
result = Str8_Copy(arena, Sz(temp));
}
else {
result = Str8_Copy(arena, S("/tmp"));
}
}
break;
}
return result;
}

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// Windows utilities
internal Str8 Win32_WideStr(M_Arena *arena, Str8 v) {
Str8 result = { 0 };
S32 nchars = MultiByteToWideChar(CP_UTF8, 0, (LPCCH) v.data, (int) v.count, 0, 0) + 1;
U64 nbytes = nchars << 1;
result.count = nbytes - 2; // -2 because we don't include the null-terminator in the count
result.data = M_ArenaPush(arena, U8, .count = nbytes);
MultiByteToWideChar(CP_UTF8, 0, (LPCCH) v.data, (int) v.count, (LPWSTR) result.data, nchars);
return result;
}
internal Str8 Win32_MultiByteStr(M_Arena *arena, LPWSTR wstr) {
Str8 result = { 0 };
S32 nbytes = WideCharToMultiByte(CP_UTF8, 0, wstr, -1, 0, 0, 0, 0);
result.count = nbytes - 1;
result.data = M_ArenaPush(arena, U8, .count = nbytes);
WideCharToMultiByte(CP_UTF8, 0, wstr, -1, (LPSTR) result.data, nbytes, 0, 0);
return result;
}
// Virtual memory
U64 VM_PageSize() {
SYSTEM_INFO info;
GetSystemInfo(&info);
U64 result = info.dwPageSize;
return result;
}
U64 VM_AllocationGranularity() {
SYSTEM_INFO info;
GetSystemInfo(&info);
U64 result = info.dwAllocationGranularity;
return result;
}
void *VM_Reserve(U64 size) {
void *result = VirtualAlloc(0, size, MEM_RESERVE, PAGE_NOACCESS);
return result;
}
B32 VM_Commit(void *base, U64 size) {
B32 result = VirtualAlloc(base, size, MEM_COMMIT, PAGE_READWRITE) != 0;
return result;
}
void VM_Decommit(void *base, U64 size) {
VirtualFree(base, size, MEM_DECOMMIT);
}
void VM_Release(void *base, U64 size) {
(void) size;
VirtualFree(base, 0, MEM_RELEASE);
}
#include "filesystem.c"

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OS_Handle FS_FileOpen(Str8 path, FS_AccessFlags access) {
OS_Handle result = { 0 };
M_TempScope(0, 0) {
Str8 wpath = Win32_WideStr(temp.arena, path);
DWORD dwAccess = 0;
DWORD dwShare = FILE_SHARE_READ;
DWORD dwCreate = OPEN_EXISTING;
if (access & FS_ACCESS_WRITE) {
dwCreate = CREATE_ALWAYS;
dwAccess = GENERIC_WRITE;
}
if (access & FS_ACCESS_READ) {
dwAccess |= GENERIC_READ;
}
HANDLE hFile = CreateFileW((LPCWSTR) wpath.data, dwAccess, dwShare, 0, dwCreate, 0, 0);
result.v[0] = (hFile == INVALID_HANDLE_VALUE) ? 0 : ((U64) hFile);
}
return result;
}
void FS_FileClose(OS_Handle file) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
CloseHandle(hFile);
}
}
void FS_FileRead(OS_Handle file, void *ptr, U64 size, U64 offset) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
OVERLAPPED overlapped = { 0 };
overlapped.Offset = cast(DWORD) (current & 0xFFFFFFFF);
overlapped.OffsetHigh = cast(DWORD) ((current >> 32) & 0xFFFFFFFF);
DWORD toread = (remainder > U32_MAX) ? U32_MAX : (DWORD) remainder;
DWORD nread = 0;
if (!ReadFile(hFile, buffer, toread, &nread, &overlapped)) {
break;
}
buffer += nread;
current += nread;
remainder -= nread;
}
}
}
void FS_FileWrite(OS_Handle file, void *ptr, U64 size, U64 offset) {
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
U8 *buffer = ptr;
U64 current = offset;
U64 remainder = size;
while (remainder != 0) {
OVERLAPPED overlapped = { 0 };
overlapped.Offset = cast(DWORD) (current & 0xFFFFFFFF);
overlapped.OffsetHigh = cast(DWORD) ((current >> 32) & 0xFFFFFFFF);
DWORD towrite = (remainder > U32_MAX) ? U32_MAX : (DWORD) remainder;
DWORD nwritten = 0;
if (!WriteFile(hFile, buffer, towrite, &nwritten, &overlapped)) {
break;
}
buffer += nwritten;
current += nwritten;
remainder -= nwritten;
}
}
}
U64 FS_FileSize(OS_Handle file) {
U64 result = 0;
HANDLE hFile = cast(HANDLE) file.v[0];
if (hFile) {
DWORD dwLow, dwHigh;
dwLow = GetFileSize(hFile, &dwHigh);
result = ((U64) dwHigh << 32) | ((U64) dwLow);
}
return result;
}
FS_List FS_PathList(M_Arena *arena, Str8 path) {
FS_List result = { 0 };
M_TempScope(1, &arena) {
Str8 wpath = Win32_WideStr(temp.arena, Sf(temp.arena, "%.*s\\*", Sv(path)));
WIN32_FIND_DATAW find = { 0 };
HANDLE hFind = FindFirstFileW((LPCWSTR) wpath.data, &find);
while (hFind != INVALID_HANDLE_VALUE) {
if (find.cFileName[0] != L'.') {
FS_Entry *entry = M_ArenaPush(arena, FS_Entry);
entry->type = (find.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) ? FS_ENTRY_TYPE_DIR : FS_ENTRY_TYPE_FILE;
entry->basename = Win32_MultiByteStr(arena, find.cFileName);
entry->path = Sf(arena, "%.*s/%.*s", Sv(path), Sv(entry->basename));
FILETIME *wt = &find.ftLastWriteTime;
entry->time = ((U64) wt->dwHighDateTime << 32) | ((U64) wt->dwLowDateTime);
entry->size = ((U64) find.nFileSizeHigh << 32) | ((U64) find.nFileSizeLow);
SLL_Enqueue(result.first, result.last, entry);
result.count += 1;
}
if (!FindNextFileW(hFind, &find)) {
break;
}
}
}
return result;
}
Str8 FS_SystemPath(M_Arena *arena, FS_SystemPathType path) {
Str8 result = { 0 };
M_TempScope(1, &arena) {
switch (path) {
case FS_SYSTEM_PATH_EXE: {
U64 offset = M_ArenaOffset(temp.arena);
DWORD err, nchars;
DWORD nSize = 1024;
LPWSTR lpFilename = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
for (;;) {
nchars = GetModuleFileNameW(0, lpFilename, nSize);
err = GetLastError();
if (err != ERROR_INSUFFICIENT_BUFFER) {
break;
}
M_ArenaPop(temp.arena, offset);
nSize *= 2;
lpFilename = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
}
if (err == ERROR_SUCCESS) {
while (lpFilename[nchars] != '\\') { nchars -= 1; }
lpFilename[nchars] = 0;
result = Win32_MultiByteStr(arena, lpFilename);
}
}
break;
case FS_SYSTEM_PATH_WORKING: {
DWORD nSize = GetCurrentDirectoryW(0, 0);
if (nSize != 0) {
LPWSTR lpBuffer = M_ArenaPush(temp.arena, WCHAR, .count = nSize, .flags = M_ARENA_NO_ZERO);
GetCurrentDirectoryW(nSize, lpBuffer);
result = Win32_MultiByteStr(arena, lpBuffer);
}
}
break;
case FS_SYSTEM_PATH_USER: {
LPWSTR wpath;
HRESULT hResult = SHGetKnownFolderPath(&FOLDERID_RoamingAppData, 0, 0, &wpath);
if (hResult == S_OK) {
result = Win32_MultiByteStr(arena, wpath);
CoTaskMemFree(wpath);
}
}
break;
case FS_SYSTEM_PATH_TEMP: {
DWORD nSize = MAX_PATH + 1;
LPWSTR lpBuffer = M_ArenaPush(temp.arena, WCHAR, .count = nSize);
DWORD nchars = GetTempPathW(nSize, lpBuffer);
if (nchars != 0) {
lpBuffer[nchars - 1] = 0; // Strip trailing backslash
result = Win32_MultiByteStr(arena, lpBuffer);
}
}
break;
}
}
return result;
}

View File

@@ -180,6 +180,7 @@ bool Vk_Setup(SDL_Window *window) {
features12.storageBuffer8BitAccess = VK_TRUE;
features12.uniformAndStorageBuffer8BitAccess = VK_TRUE;
features12.descriptorIndexing = VK_TRUE;
features12.runtimeDescriptorArray = VK_TRUE;
// @Todo: we will probably need to enable some of the 'nonuniform' indexing features
@@ -294,10 +295,16 @@ bool Vk_Setup(SDL_Window *window) {
vk.GetSwapchainImagesKHR(vk.device, vk.swapchain.handle, &n_images, 0);
vk.GetSwapchainImagesKHR(vk.device, vk.swapchain.handle, &n_images, vk.swapchain.images);
vk.in_flight = n_images + 1;
if (n_images != vk.swapchain.n_images) {
printf("[Warn] :: Swapchain image count mismatch\n");
vk.swapchain.n_images = n_images;
}
else if (n_images >= VK_MAX_FRAMES_IN_FLIGHT) {
printf("[Warn] :: Min image count too high: %d\n", n_images);
vk.in_flight = VK_MAX_FRAMES_IN_FLIGHT;
}
VkImageViewCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
@@ -314,7 +321,7 @@ bool Vk_Setup(SDL_Window *window) {
}
}
for (U32 it = 0; it < VK_FRAMES_IN_FLIGHT && vk.err == VK_SUCCESS; ++it) {
for (U32 it = 0; it < vk.in_flight && vk.err == VK_SUCCESS; ++it) {
Vk_Frame *frame = &vk.frames[it];
VkCommandPoolCreateInfo pool = { 0 };
@@ -324,6 +331,7 @@ bool Vk_Setup(SDL_Window *window) {
VkResult err = vk.CreateCommandPool(vk.device, &pool, 0, &frame->pool);
// Base command buffer
VkCommandBufferAllocateInfo alloc = { 0 };
alloc.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
alloc.commandBufferCount = 1;
@@ -332,33 +340,81 @@ bool Vk_Setup(SDL_Window *window) {
vk.AllocateCommandBuffers(vk.device, &alloc, &frame->cmd);
VkSemaphoreCreateInfo semaphore = { 0 };
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
// Scratch command buffers
VkCommandBuffer scratch[VK_NUM_SCRATCH];
alloc.commandBufferCount = VK_NUM_SCRATCH;
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->acquire), err);
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->complete), err);
vk.AllocateCommandBuffers(vk.device, &alloc, scratch);
VkFenceCreateInfo fence = { 0 };
fence.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fence.flags = VK_FENCE_CREATE_SIGNALED_BIT;
for (U32 s = 0; s < VK_NUM_SCRATCH; ++s) {
frame->scratch[s].handle = scratch[s];
err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->scratch[s].fence), err);
}
// Descriptor pool
VkDescriptorPoolSize pool_sizes[2] = { 0 };
pool_sizes[0].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
pool_sizes[0].descriptorCount = 2048;
pool_sizes[1].type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER;
pool_sizes[1].descriptorCount = 2048;
VkDescriptorPoolCreateInfo descriptor_pool = { 0 };
descriptor_pool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptor_pool.maxSets = 1024;
descriptor_pool.poolSizeCount = 2;
descriptor_pool.pPoolSizes = pool_sizes;
vk.CreateDescriptorPool(vk.device, &descriptor_pool, 0, &frame->descriptors);
// rect buffer
//
Vk_Buffer *rbo = &frame->rbo;
rbo->usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo->size = D_MAX_RECTS * sizeof(D_Rect);
rbo->host_visible = true;
Vk_BufferCreate(rbo);
VkSemaphoreCreateInfo semaphore = { 0 };
semaphore.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->acquire), err);
err = Min(vk.CreateSemaphore(vk.device, &semaphore, 0, &frame->complete), err);
err = Min(vk.CreateFence(vk.device, &fence, 0, &frame->fence), err);
vk.err = err;
}
{
VkSamplerCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
create_info.magFilter = VK_FILTER_NEAREST;
create_info.minFilter = VK_FILTER_NEAREST;
create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
vk.CreateSampler(vk.device, &create_info, 0, &vk.sampler);
}
result = (vk.err == VK_SUCCESS);
return result;
}
Vk_Frame *Vk_FrameBegin(SDL_Window *window) {
(void) window; // might need this for the resize later
Vk_Frame *frame = &vk.frames[vk.n_frames & 1];
Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight];
vk.WaitForFences(vk.device, 1, &frame->fence, VK_TRUE, UINT64_MAX);
vk.ResetFences(vk.device, 1, &frame->fence);
vk.ResetCommandPool(vk.device, frame->pool, 0);
vk.ResetDescriptorPool(vk.device, frame->descriptors, 0);
VkResult res = vk.AcquireNextImageKHR(vk.device, vk.swapchain.handle, UINT64_MAX, frame->acquire, 0, &frame->image);
(void) res; // @Todo: check res to see if swapchain is out of date and rebuild
@@ -368,11 +424,53 @@ Vk_Frame *Vk_FrameBegin(SDL_Window *window) {
vk.BeginCommandBuffer(frame->cmd, &begin_info);
VkImageMemoryBarrier2 colour_optimal = { 0 };
colour_optimal.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
colour_optimal.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
colour_optimal.srcAccessMask = VK_ACCESS_2_NONE;
colour_optimal.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
colour_optimal.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
colour_optimal.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colour_optimal.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_optimal.image = vk.swapchain.images[frame->image];
colour_optimal.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
colour_optimal.subresourceRange.layerCount = 1;
colour_optimal.subresourceRange.levelCount = 1;
VkDependencyInfo colour_barrier = { 0 };
colour_barrier.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
colour_barrier.imageMemoryBarrierCount = 1;
colour_barrier.pImageMemoryBarriers = &colour_optimal;
vk.CmdPipelineBarrier2(frame->cmd, &colour_barrier);
return frame;
}
void Vk_FrameEnd() {
Vk_Frame *frame = &vk.frames[vk.n_frames & 1];
Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight];
VkImageMemoryBarrier2 present_src = { 0 };
present_src.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
present_src.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
present_src.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
present_src.dstStageMask = VK_PIPELINE_STAGE_2_NONE;
present_src.dstAccessMask = VK_ACCESS_2_NONE;
present_src.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
present_src.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
present_src.image = vk.swapchain.images[frame->image];
present_src.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
present_src.subresourceRange.layerCount = 1;
present_src.subresourceRange.levelCount = 1;
VkDependencyInfo to_present = { 0 };
to_present.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
to_present.imageMemoryBarrierCount = 1;
to_present.pImageMemoryBarriers = &present_src;
vk.CmdPipelineBarrier2(frame->cmd, &to_present);
vk.EndCommandBuffer(frame->cmd);
@@ -402,3 +500,228 @@ void Vk_FrameEnd() {
vk.n_frames += 1;
}
Vk_CommandBuffer *Vk_CommandBufferPush() {
Vk_Frame *frame = &vk.frames[vk.n_frames % vk.in_flight];
// If this scratch buffer is still in use wait for it to finish, this is _bad_ but we
// shouldn't hit this
U32 idx = frame->next_scratch & (VK_NUM_SCRATCH - 1);
Vk_CommandBuffer *result = &frame->scratch[idx];
vk.WaitForFences(vk.device, 1, &result->fence, VK_TRUE, U64_MAX);
vk.ResetFences(vk.device, 1, &result->fence);
VkCommandBufferBeginInfo begin_info = { 0 };
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
vk.BeginCommandBuffer(result->handle, &begin_info);
frame->next_scratch += 1;
return result;
}
void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait) {
vk.EndCommandBuffer(cmds->handle);
VkSubmitInfo submit_info = { 0 };
submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &cmds->handle;
vk.QueueSubmit(vk.queue.handle, 1, &submit_info, cmds->fence);
if (wait) { vk.DeviceWaitIdle(vk.device); }
}
#define VK_HOST_VISIBLE_FLAGS (VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT)
internal VkDeviceMemory Vk_Allocate(VkMemoryRequirements *mreq, VkMemoryPropertyFlags usage) {
VkDeviceMemory result = VK_NULL_HANDLE;
VkPhysicalDeviceMemoryProperties2 _props = { 0 };
_props.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2;
vk.GetPhysicalDeviceMemoryProperties2(vk.gpu, &_props);
// ?????
VkPhysicalDeviceMemoryProperties *props = &_props.memoryProperties;
U32 type_index = U32_MAX;
for (U32 it = 0; it < props->memoryTypeCount; ++it) {
VkMemoryType *type = &props->memoryTypes[it];
if ((type->propertyFlags & usage) == usage) {
type_index = it;
break;
}
}
if (type_index != U32_MAX) {
VkMemoryAllocateInfo alloc_info = { 0 };
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
alloc_info.allocationSize = mreq->size;
alloc_info.memoryTypeIndex = type_index;
vk.AllocateMemory(vk.device, &alloc_info, 0, &result);
}
Assert(result != VK_NULL_HANDLE);
return result;
}
void Vk_BufferCreate(Vk_Buffer *buffer) {
VkBufferCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
create_info.usage = buffer->usage;
create_info.size = buffer->size;
vk.CreateBuffer(vk.device, &create_info, 0, &buffer->handle);
Assert(buffer->handle != VK_NULL_HANDLE);
VkMemoryRequirements req;
vk.GetBufferMemoryRequirements(vk.device, buffer->handle, &req);
VkMemoryPropertyFlags usage = buffer->host_visible ? VK_HOST_VISIBLE_FLAGS : VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
buffer->size = req.size;
buffer->memory = Vk_Allocate(&req, usage);
vk.BindBufferMemory(vk.device, buffer->handle, buffer->memory, 0);
if (buffer->host_visible) {
vk.MapMemory(vk.device, buffer->memory, 0, buffer->size, 0, &buffer->data);
}
}
void Vk_ImageCreate(Vk_Image *image) {
VkImageCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
create_info.imageType = VK_IMAGE_TYPE_2D;
create_info.format = image->format;
create_info.extent.width = image->width;
create_info.extent.height = image->height;
create_info.extent.depth = 1;
create_info.mipLevels = 1;
create_info.arrayLayers = 1;
create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | image->usage;
create_info.samples = VK_SAMPLE_COUNT_1_BIT;
create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
vk.CreateImage(vk.device, &create_info, 0, &image->handle);
VkMemoryRequirements req;
vk.GetImageMemoryRequirements(vk.device, image->handle, &req);
image->size = req.size;
image->memory = Vk_Allocate(&req, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
vk.BindImageMemory(vk.device, image->handle, image->memory, 0);
VkImageViewCreateInfo view_info = { 0 };
view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
view_info.format = image->format;
view_info.image = image->handle;
view_info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view_info.subresourceRange.levelCount = 1;
view_info.subresourceRange.layerCount = 1;
vk.CreateImageView(vk.device, &view_info, 0, &image->view);
}
void Vk_PipelineCreate(Vk_Pipeline *pipeline) {
VkPipelineInputAssemblyStateCreateInfo ia = { 0 };
ia.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPipelineShaderStageCreateInfo shaders[8] = { 0 };
for (U32 it = 0; it < pipeline->shaders.count; ++it) {
shaders[it].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaders[it].stage = pipeline->shaders.items[it].stage;
shaders[it].module = pipeline->shaders.items[it].handle;
shaders[it].pName = "main";
}
VkPipelineVertexInputStateCreateInfo vi = { 0 };
vi.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
// This will be updated later using dynamic commands but we still need to supply one here for
// some reason
VkViewport viewport = { 0, 0, 10, 10, 0, 1 };
VkRect2D scissor = { 0, 0, 10, 10 };
VkPipelineViewportStateCreateInfo vp = { 0 };
vp.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
vp.viewportCount = 1;
vp.pViewports = &viewport;
vp.scissorCount = 1;
vp.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rs = { 0 };
rs.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rs.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo ms = { 0 };
ms.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
ms.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineDepthStencilStateCreateInfo ds = { 0 };
ds.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
VkPipelineColorBlendAttachmentState blend = { 0 };
blend.blendEnable = VK_TRUE;
blend.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
blend.colorBlendOp = VK_BLEND_OP_ADD;
blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
blend.alphaBlendOp = VK_BLEND_OP_ADD;
blend.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineColorBlendStateCreateInfo om = { 0 };
om.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
om.attachmentCount = 1;
om.pAttachments = &blend;
VkDynamicState dynamic_state[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dyn = { 0 };
dyn.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dyn.dynamicStateCount = ArraySize(dynamic_state);
dyn.pDynamicStates = dynamic_state;
VkFormat formats[8];
for (U32 it = 0; it < pipeline->targets.count; ++it) {
formats[it] = pipeline->targets.items[it];
}
VkPipelineRenderingCreateInfo rendering_info = { 0 };
rendering_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO;
rendering_info.colorAttachmentCount = pipeline->targets.count;
rendering_info.pColorAttachmentFormats = formats;
VkGraphicsPipelineCreateInfo create_info = { 0 };
create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
create_info.pNext = &rendering_info;
create_info.stageCount = pipeline->shaders.count;
create_info.pStages = shaders;
create_info.pVertexInputState = &vi;
create_info.pInputAssemblyState = &ia;
create_info.pViewportState = &vp;
create_info.pRasterizationState = &rs;
create_info.pMultisampleState = &ms;
create_info.pDepthStencilState = &ds;
create_info.pColorBlendState = &om;
create_info.pDynamicState = &dyn;
create_info.layout = pipeline->layout.pipeline;
vk.CreateGraphicsPipelines(vk.device, 0, 1, &create_info, 0, &pipeline->handle);
}

View File

@@ -13,19 +13,91 @@
#define VK_USE_PLATFORM_WAYLAND_KHR 1
#endif
#if defined(function)
#undef function
#endif
#define VK_NO_PROTOTYPES 1
#include <vulkan/vulkan.h>
#define VK_FRAMES_IN_FLIGHT 2
#define function static
#define VK_MAX_FRAMES_IN_FLIGHT 8
#define VK_NUM_SCRATCH 8
typedef struct Vk_Image Vk_Image;
struct Vk_Image {
VkDeviceMemory memory;
VkDeviceSize size;
VkImage handle;
VkImageView view;
VkFormat format;
VkImageUsageFlags usage;
U32 width, height;
};
typedef struct Vk_Buffer Vk_Buffer;
struct Vk_Buffer {
VkBuffer handle;
VkDeviceMemory memory;
VkDeviceSize size;
VkBufferUsageFlags usage;
B32 host_visible;
void *data; // if mapped host visible memory
};
typedef struct Vk_Shader Vk_Shader;
struct Vk_Shader {
VkShaderModule handle;
VkShaderStageFlags stage;
};
typedef struct Vk_Pipeline Vk_Pipeline;
struct Vk_Pipeline {
VkPipeline handle;
struct {
VkPipelineLayout pipeline;
VkDescriptorSetLayout set;
} layout;
struct {
VkFormat items[8];
U32 count;
} targets;
struct {
Vk_Shader items[8];
U32 count;
} shaders;
};
typedef struct Vk_CommandBuffer Vk_CommandBuffer;
struct Vk_CommandBuffer {
VkCommandBuffer handle;
VkFence fence;
};
typedef struct Vk_Frame Vk_Frame;
struct Vk_Frame {
VkCommandPool pool;
VkCommandBuffer cmd;
VkDescriptorPool descriptors;
VkSemaphore acquire, complete;
VkFence fence;
U32 next_scratch;
Vk_CommandBuffer scratch[VK_NUM_SCRATCH];
Vk_Buffer rbo;
U32 image; // swapchain image index
};
@@ -50,7 +122,9 @@ struct Vk_Context {
VkDevice device;
U32 n_frames; // monotonically increasing
Vk_Frame frames[VK_FRAMES_IN_FLIGHT];
U32 in_flight; // number of frames in flight, number of swapchain images + 1
Vk_Frame frames[VK_MAX_FRAMES_IN_FLIGHT];
struct {
U32 family;
@@ -69,12 +143,21 @@ struct Vk_Context {
U32 width;
U32 height;
} swapchain;
VkSampler sampler;
};
extern Vk_Context vk;
static bool Vk_Setup(SDL_Window *window);
static Vk_Frame *Vk_FrameBegin(SDL_Window *window);
static void Vk_FrameEnd();
function bool Vk_Setup(SDL_Window *window);
function Vk_Frame *Vk_FrameBegin(SDL_Window *window);
function void Vk_FrameEnd();
function Vk_CommandBuffer *Vk_CommandBufferPush();
function void Vk_CommandBufferSubmit(Vk_CommandBuffer *cmds, B32 wait);
function void Vk_BufferCreate(Vk_Buffer *buffer);
function void Vk_ImageCreate(Vk_Image *image);
#endif // LD_VULKAN_CORE_H_

View File

@@ -6,6 +6,7 @@
VK_FUNC(GetDeviceProcAddr);
VK_FUNC(GetPhysicalDeviceSurfaceCapabilitiesKHR);
VK_FUNC(GetPhysicalDeviceSurfaceFormatsKHR);
VK_FUNC(GetPhysicalDeviceMemoryProperties2);
#if defined(VK_USE_PLATFORM_WIN32_KHR)
VK_FUNC(CreateWin32SurfaceKHR);
@@ -38,7 +39,34 @@
VK_FUNC(QueuePresentKHR);
VK_FUNC(BeginCommandBuffer);
VK_FUNC(EndCommandBuffer);
VK_FUNC(DeviceWaitIdle);
VK_FUNC(AllocateMemory);
VK_FUNC(CreateBuffer);
VK_FUNC(GetBufferMemoryRequirements);
VK_FUNC(BindBufferMemory);
VK_FUNC(CreateImage);
VK_FUNC(GetImageMemoryRequirements);
VK_FUNC(BindImageMemory);
VK_FUNC(MapMemory);
VK_FUNC(CreateGraphicsPipelines);
VK_FUNC(CreateShaderModule);
VK_FUNC(CreateDescriptorSetLayout);
VK_FUNC(CreatePipelineLayout);
VK_FUNC(CmdBindPipeline);
VK_FUNC(CreateDescriptorPool);
VK_FUNC(ResetDescriptorPool);
VK_FUNC(AllocateDescriptorSets);
VK_FUNC(CmdBindDescriptorSets);
VK_FUNC(UpdateDescriptorSets);
VK_FUNC(CreateSampler);
VK_FUNC(CmdDraw);
VK_FUNC(CmdSetViewport);
VK_FUNC(CmdSetScissor);
VK_FUNC(CmdDrawIndexed);
VK_FUNC(CmdBindIndexBuffer);
VK_FUNC(CmdPushConstants);
VK_FUNC(CmdCopyBufferToImage);
VK_FUNC(CmdPipelineBarrier2);
VK_FUNC(CmdBeginRendering);
VK_FUNC(CmdEndRendering);

View File

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

View File

@@ -0,0 +1,72 @@
#version 460 core
#extension GL_EXT_scalar_block_layout : enable
uint indices[6] = { 0, 1, 3, 0, 3, 2 };
vec2 verticies[4] = vec2[](
vec2(-0.5, -0.5),
vec2( 0.5, -0.5),
vec2(-0.5, 0.5),
vec2( 0.5, 0.5)
);
struct G_Rect {
uint id;
uint c[4];
float uv[4];
float angle;
float x, y;
float w, h;
float _pad0, _pad1;
};
struct Vertex {
vec4 p;
vec2 uv;
uint c;
uint pad;
};
layout(push_constant, row_major)
uniform Global {
mat4 proj;
};
layout(binding = 0, scalar)
readonly buffer Rect {
G_Rect rects[];
};
layout(location = 0) out vec2 frag_uv;
layout(location = 1) out vec4 frag_c;
layout(location = 2) out flat uint texid;
vec4 unorm_colour(uint c) {
vec4 result = vec4((c >> 0) & 0xFF, (c >> 8) & 0xFF, (c >> 16) & 0xFF, (c >> 24) & 0xFF) / 255.0f;
return result;
}
vec2 rotate2f(vec2 v, float angle) {
float s = sin(angle);
float c = cos(angle);
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
return result;
}
void main() {
G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
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);
frag_uv = vec2(rect.uv[(idx & 1) << 1], rect.uv[1 + (uint(idx / 2) << 1)]);
frag_c = unorm_colour(rect.c[idx]);
texid = rect.id;
}

BIN
code/world.sgdat Normal file

Binary file not shown.

24
linux
View File

@@ -12,6 +12,7 @@ pushd "build" > /dev/null
release=0
deps=0
assets=0
for a in $*
do
@@ -23,6 +24,11 @@ then
deps=1
fi
if [[ ! -d "assets" ]]
then
assets=1
fi
if [[ $deps == 1 ]]
then
# We don't build SDL3 like on windows, this assumes you have it installed instead. We can't
@@ -35,10 +41,24 @@ then
cp ../thirdparty/stb/*.h deps/stb
fi
if [[ $assets == 1 ]]
then
echo "[Copying assets]"
cp -r "../assets" .
fi
echo "[Building shaders]"
[[ ! -d "assets/shaders" ]] && mkdir "assets/shaders"
glslangValidator -o "assets/shaders/basic.vert.spv" --target-env "vulkan1.3" "../code/vulkan/shaders/basic.vert"
glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "../code/vulkan/shaders/basic.frag"
echo "[Building source]"
COMPILER_OPTS="-Wall -Wno-missing-braces -I'deps/stb'"
LINKER_OPTS="-lSDL3"
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 ]]
then

View File

@@ -9,6 +9,7 @@ PUSHD "build"
SET deps=0
SET release=0
SET assets=0
FOR %%A in (%*) DO (
SET %%A=1
@@ -51,10 +52,23 @@ IF %deps% equ 1 (
COPY "..\thirdparty\stb\*.h" "deps\stb" > NUL
)
IF %assets% equ 1 (
ECHO [Copying assets]
xcopy /Y /Q "..\assets" "assets"
)
ECHO [Building shaders]
IF NOT EXIST "assets\shaders" ( MKDIR "assets\shaders" )
glslangValidator -o "assets\shaders\basic.vert.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.vert"
glslangValidator -o "assets\shaders\basic.frag.spv" --target-env vulkan1.3 "..\code\vulkan\shaders\basic.frag"
ECHO [Building source]
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include"
SET LINKER_OPTS=-LIBPATH:"deps\SDL3\lib" SDL3.lib
SET COMPILER_OPTS=-nologo -W4 -I"deps\SDL3\include" -I"deps\stb" -I"%VULKAN_SDK%\Include" -I"..\code"
SET LINKER_OPTS=-LIBPATH:"deps\SDL3\lib" SDL3.lib Ole32.lib Shell32.lib
IF %release% equ 1 (
ECHO [Release build]