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19 Commits
raycast
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24e9b472c3
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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build/
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build/
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code/compile_commands.json
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code/compile_commands.json
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code/.cache
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code/.cache
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.vscode
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@@ -1,8 +1,22 @@
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#include <math.h>
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V2f V2F(F32 x, F32 y) {
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V2f V2F(F32 x, F32 y) {
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V2f result = { x, y };
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V2f result = { x, y };
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return result;
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return result;
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}
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}
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function V2f V2f_Scale(V2f x, F32 scale) {
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return V2F(x.x * scale, x.y * scale);
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}
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V2f NormaliseV2F(V2f x) {
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F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
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if(magnitude > 0.0){
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F32 inverse = 1.0f/magnitude;
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return V2F(x.x*inverse, x.y*inverse);
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}
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return x;
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}
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V3f V3F(F32 x, F32 y, F32 z) {
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V3f V3F(F32 x, F32 y, F32 z) {
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V3f result = { x, y, z };
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V3f result = { x, y, z };
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return result;
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return result;
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@@ -28,6 +42,11 @@ V3f V3f_Scale(V3f x, F32 s) {
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return result;
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return result;
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}
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}
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V3f V3f_Sub(V3f a, V3f b) {
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V3f result = { a.x - b.x, a.y - b.y, a.z - b.z };
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return result;
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}
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F32 V3f_Dot(V3f a, V3f b) {
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F32 V3f_Dot(V3f a, V3f b) {
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F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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return result;
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return result;
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@@ -140,7 +159,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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//
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//
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V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
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V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
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V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
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V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
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V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
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V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
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// Calculate inverse position
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// Calculate inverse position
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//
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//
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@@ -160,4 +179,55 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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return result;
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return result;
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}
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}
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// Random
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Random Random_Seed(U64 seed) {
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Random result = { seed };
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return result;
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}
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U64 Random_Next(Random *rnd) {
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U64 result = rnd->state;
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result ^= (result << 13);
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result ^= (result >> 7);
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result ^= (result << 17);
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rnd->state = result;
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return result;
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}
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F32 Random_F32(Random *rnd, F32 min, F32 max) {
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F32 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F64 Random_F64(Random *rnd, F64 min, F64 max) {
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F64 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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U32 Random_U32(Random *rnd, U32 min, U32 max) {
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U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F32 Random_Unilateral(Random *rnd) {
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F32 result = Random_Next(rnd) / (F32) U64_MAX;
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return result;
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}
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F32 Random_Bilateral(Random *rnd) {
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F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
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return result;
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}
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V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
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V2f result;
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result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
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result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
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return result;
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}
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@@ -4,6 +4,13 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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#define TAU_F32 (2.0f * PI_F32)
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#define Abs(x) (((x) < 0 ? -(x) : (x)))
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typedef struct Random Random;
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struct Random {
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U64 state;
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};
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typedef union V2f V2f;
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typedef union V2f V2f;
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union V2f {
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union V2f {
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struct {
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struct {
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@@ -93,14 +100,23 @@ struct R2f {
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V2f max;
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V2f max;
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};
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};
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typedef struct R3f R3f;
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struct R3f {
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V3f min;
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V3f max;
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};
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function V2f V2F(F32 x, F32 y);
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function V2f V2F(F32 x, F32 y);
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function V3f V3F(F32 x, F32 y, F32 z);
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function V3f V3F(F32 x, F32 y, F32 z);
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function V4f V4F(F32 x, F32 y, F32 z, F32 w);
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function V4f V4F(F32 x, F32 y, F32 z, F32 w);
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function R2f R2F(V2f min, V2f max);
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function R2f R2F(V2f min, V2f max);
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function V2f V2f_Scale(V2f x, F32 s);
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function V3f V3f_Neg(V3f x);
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function V3f V3f_Neg(V3f x);
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function V3f V3f_Scale(V3f x, F32 s);
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function V3f V3f_Scale(V3f x, F32 s);
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function V3f V3f_Sub(V3f a, V3f b);
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function F32 V3f_Dot(V3f a, V3f b);
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function F32 V3f_Dot(V3f a, V3f b);
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function F32 V4f_Dot(V4f a, V4f b);
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function F32 V4f_Dot(V4f a, V4f b);
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@@ -114,4 +130,23 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function V2f NormaliseV2F(V2f x);
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function V2f V2f_Scale(V2f x, F32 scale);
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// Random
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function Random Random_Seed(U64 seed);
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function U64 Random_Next(Random *rnd);
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function F32 Random_F32(Random *rnd, F32 min, F32 max);
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function F64 Random_F64(Random *rnd, F64 min, F64 max);
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function U32 Random_U32(Random *rnd, U32 min, U32 max);
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function F32 Random_Unilateral(Random *rnd);
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function F32 Random_Bilateral(Random *rnd);
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V2f V2f_Clip(V2f screen_xy, V2f screen_size);
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#endif // LD_CORE_MATH_H_
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#endif // LD_CORE_MATH_H_
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@@ -34,4 +34,7 @@ struct Str8 {
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#define U32_MAX ((U32) -1)
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#define U32_MAX ((U32) -1)
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#define U64_MAX ((U64) -1)
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#define U64_MAX ((U64) -1)
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#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
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#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
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#endif // LD_CORE_TYPES_H_
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#endif // LD_CORE_TYPES_H_
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191
code/draw/core.c
191
code/draw/core.c
@@ -30,7 +30,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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rbo_info.offset = 0;
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rbo_info.offset = 0;
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rbo_info.range = VK_WHOLE_SIZE;
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rbo_info.range = VK_WHOLE_SIZE;
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
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U32 total = draw->n_images + draw->n_fonts;
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
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for (U32 it = 0; it < draw->n_images; ++it) {
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for (U32 it = 0; it < draw->n_images; ++it) {
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image_info[it].imageView = draw->images[it].image.view;
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image_info[it].imageView = draw->images[it].image.view;
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@@ -38,6 +39,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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}
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U32 idx = draw->n_images;
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for (D_Font *it = draw->fonts; it != 0; it = it->next) {
|
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|
image_info[idx].imageView = it->image.view;
|
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|
image_info[idx].sampler = vk.sampler; // @Todo: probably want linear filtering on fonts
|
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image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
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|
|
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|
idx += 1;
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|
}
|
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|
|
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writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
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writes[0].dstSet = set;
|
writes[0].dstSet = set;
|
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writes[0].dstBinding = 0;
|
writes[0].dstBinding = 0;
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@@ -48,7 +58,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
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writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
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writes[1].dstSet = set;
|
writes[1].dstSet = set;
|
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writes[1].dstBinding = 1;
|
writes[1].dstBinding = 1;
|
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writes[1].descriptorCount = draw->n_images;
|
writes[1].descriptorCount = total;
|
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writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
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writes[1].pImageInfo = image_info;
|
writes[1].pImageInfo = image_info;
|
||||||
|
|
||||||
@@ -111,8 +121,8 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (opts->flags & D_RECT_IGNORE_ASPECT) {
|
if (opts->flags & D_RECT_IGNORE_ASPECT) {
|
||||||
rect->w = opts->w;
|
rect->w = opts->dim.w;
|
||||||
rect->h = opts->h;
|
rect->h = opts->dim.h;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
Vk_Image *image = &draw->images[opts->texture].image;
|
Vk_Image *image = &draw->images[opts->texture].image;
|
||||||
@@ -130,3 +140,176 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
|||||||
draw->n_rects += 1;
|
draw->n_rects += 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
|
||||||
|
F32 xoff = x;
|
||||||
|
local_persist B32 done = 0;
|
||||||
|
|
||||||
|
for (S64 it = 0; it < text.count; ++it) {
|
||||||
|
if (text.data[it] >= ' ' && text.data[it] <= '~') {
|
||||||
|
D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
|
||||||
|
|
||||||
|
V2f size;
|
||||||
|
size.w = (glyph->box.max.x - glyph->box.min.x);
|
||||||
|
size.h = (glyph->box.max.y - glyph->box.min.y);
|
||||||
|
|
||||||
|
V2f dim;
|
||||||
|
|
||||||
|
F32 scale = 150.0f / (font->ascent - font->descent);
|
||||||
|
|
||||||
|
if (size.w > size.h) {
|
||||||
|
dim.w = scale * (size.w / size.h);
|
||||||
|
dim.h = scale;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
dim.w = scale;
|
||||||
|
dim.h = scale * (size.h / size.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
// @Hardcode: need font index in font struct
|
||||||
|
D_Rect(draw, xoff, y, .texture = 0, .c = V4F(0, 1, 1, 1), .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
|
||||||
|
D_Rect(draw, xoff, y, .texture = draw->n_images, .uv = glyph->box, .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
|
||||||
|
xoff += (1.05f * dim.w); // glyph->advance; //+ glyph->offset.x;
|
||||||
|
|
||||||
|
if (!done) { printf(" %f (%f, %f)", xoff, dim.w, dim.h); }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!done) { printf("\n"); }
|
||||||
|
done = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
|
||||||
|
M_TempScope(0, 0) {
|
||||||
|
(void) draw;
|
||||||
|
|
||||||
|
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||||
|
Str8 path = Sf(temp.arena, "%.*s/assets/%.*s.ttf", Sv(exe_path), Sv(name));
|
||||||
|
|
||||||
|
Str8 font_data = FS_ReadEntireFile(temp.arena, path);
|
||||||
|
|
||||||
|
stbtt_fontinfo info = { 0 };
|
||||||
|
stbtt_InitFont(&info, font_data.data, 0);
|
||||||
|
|
||||||
|
F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
|
||||||
|
|
||||||
|
U32 w = 512;
|
||||||
|
U32 h = 512;
|
||||||
|
|
||||||
|
U8 *pixels = M_ArenaPush(temp.arena, U8, .count = (w * h));
|
||||||
|
|
||||||
|
stbtt_pack_context pack = { 0 };
|
||||||
|
stbtt_PackBegin(&pack, pixels, w, h, 0, 1, 0);
|
||||||
|
|
||||||
|
U32 count = '~' - ' ';
|
||||||
|
stbtt_packedchar *packed = M_ArenaPush(temp.arena, stbtt_packedchar, .count = count);
|
||||||
|
stbtt_PackFontRange(&pack, font_data.data, 0, size, ' ', count, packed);
|
||||||
|
|
||||||
|
D_Font *font = M_ArenaPush(draw->arena, D_Font);
|
||||||
|
|
||||||
|
font->px = size;
|
||||||
|
|
||||||
|
S32 asc, desc, line;
|
||||||
|
stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
|
||||||
|
|
||||||
|
font->line_advance = cast(F32) line;
|
||||||
|
font->ascent = cast(F32) asc;
|
||||||
|
font->descent = cast(F32) desc;
|
||||||
|
|
||||||
|
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
|
||||||
|
|
||||||
|
for (U32 it = 0; it < count; ++it) {
|
||||||
|
D_Glyph *glyph = &font->glyphs[it];
|
||||||
|
stbtt_packedchar *chr = &packed[it];
|
||||||
|
|
||||||
|
S32 left, width;
|
||||||
|
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
|
||||||
|
|
||||||
|
glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
|
||||||
|
|
||||||
|
glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
|
||||||
|
glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vk_Buffer *staging = &draw->staging;
|
||||||
|
U32 *px = (U32 *) staging->data;
|
||||||
|
for (U32 y = 0; y < h; ++y) {
|
||||||
|
for (U32 x = 0; x < w; ++x) {
|
||||||
|
*px++ = 0x0 | ((U32) pixels[(y * w) + x] << 24);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||||
|
|
||||||
|
font->image.width = w;
|
||||||
|
font->image.height = h;
|
||||||
|
|
||||||
|
font->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||||
|
font->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||||
|
|
||||||
|
Vk_ImageCreate(&font->image);
|
||||||
|
|
||||||
|
VkBufferImageCopy copy = { 0 };
|
||||||
|
|
||||||
|
copy.bufferOffset = 0;
|
||||||
|
copy.bufferRowLength = 0;
|
||||||
|
copy.bufferImageHeight = 0;
|
||||||
|
|
||||||
|
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||||
|
copy.imageSubresource.mipLevel = 0;
|
||||||
|
copy.imageSubresource.baseArrayLayer = 0;
|
||||||
|
copy.imageSubresource.layerCount = 1;
|
||||||
|
|
||||||
|
copy.imageExtent.width = w;
|
||||||
|
copy.imageExtent.height = h;
|
||||||
|
copy.imageExtent.depth = 1;
|
||||||
|
|
||||||
|
VkImageMemoryBarrier2 transfer = { 0 };
|
||||||
|
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||||
|
|
||||||
|
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||||
|
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
|
||||||
|
transfer.srcAccessMask = VK_ACCESS_2_NONE;
|
||||||
|
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||||
|
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||||
|
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||||
|
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||||
|
transfer.image = font->image.handle;
|
||||||
|
|
||||||
|
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||||
|
transfer.subresourceRange.layerCount = 1;
|
||||||
|
transfer.subresourceRange.levelCount = 1;
|
||||||
|
|
||||||
|
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||||
|
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||||
|
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||||
|
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
|
||||||
|
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
|
||||||
|
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||||
|
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||||
|
shader_read.image = font->image.handle;
|
||||||
|
|
||||||
|
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||||
|
shader_read.subresourceRange.layerCount = 1;
|
||||||
|
shader_read.subresourceRange.levelCount = 1;
|
||||||
|
|
||||||
|
VkDependencyInfo dep = { 0 };
|
||||||
|
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
|
||||||
|
|
||||||
|
dep.imageMemoryBarrierCount = 1;
|
||||||
|
dep.pImageMemoryBarriers = &transfer;
|
||||||
|
|
||||||
|
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||||
|
|
||||||
|
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, font->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||||
|
|
||||||
|
dep.pImageMemoryBarriers = &shader_read;
|
||||||
|
|
||||||
|
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||||
|
|
||||||
|
Vk_CommandBufferSubmit(cmds, true);
|
||||||
|
|
||||||
|
SLL_PushN(draw->fonts, font, next);
|
||||||
|
draw->n_fonts += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|||||||
@@ -1,7 +1,30 @@
|
|||||||
#if !defined(LD_DRAW_CORE_H_)
|
#if !defined(LD_DRAW_CORE_H_)
|
||||||
#define LD_DRAW_CORE_H_
|
#define LD_DRAW_CORE_H_
|
||||||
|
|
||||||
#define D_MAX_RECTS 1024
|
#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;
|
typedef struct D_Image D_Image;
|
||||||
struct D_Image {
|
struct D_Image {
|
||||||
@@ -30,6 +53,9 @@ struct G_Camera;
|
|||||||
typedef struct D_Context D_Context;
|
typedef struct D_Context D_Context;
|
||||||
struct D_Context {
|
struct D_Context {
|
||||||
Vk_Buffer *rbo;
|
Vk_Buffer *rbo;
|
||||||
|
Vk_Buffer staging;
|
||||||
|
|
||||||
|
M_Arena *arena;
|
||||||
|
|
||||||
U32 n_pipelines;
|
U32 n_pipelines;
|
||||||
Vk_Pipeline *pipelines;
|
Vk_Pipeline *pipelines;
|
||||||
@@ -37,6 +63,9 @@ struct D_Context {
|
|||||||
U32 n_images;
|
U32 n_images;
|
||||||
D_Image *images;
|
D_Image *images;
|
||||||
|
|
||||||
|
U32 n_fonts;
|
||||||
|
D_Font *fonts;
|
||||||
|
|
||||||
U32 max_rects;
|
U32 max_rects;
|
||||||
U32 n_rects;
|
U32 n_rects;
|
||||||
D_Rect *rects;
|
D_Rect *rects;
|
||||||
@@ -65,9 +94,15 @@ struct D_RectOpts {
|
|||||||
F32 angle;
|
F32 angle;
|
||||||
|
|
||||||
union {
|
union {
|
||||||
F32 w, h;
|
|
||||||
F32 scale, _h;
|
|
||||||
V2f dim;
|
V2f dim;
|
||||||
|
|
||||||
|
struct {
|
||||||
|
F32 w, h;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct {
|
||||||
|
F32 scale, _h;
|
||||||
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
union {
|
union {
|
||||||
@@ -79,7 +114,11 @@ struct D_RectOpts {
|
|||||||
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
|
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_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);
|
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__ })
|
#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_
|
#endif // LD_DRAW_CORE_H_
|
||||||
|
|||||||
130
code/first.c
130
code/first.c
@@ -1,13 +1,19 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <stdbool.h>
|
#include <stdbool.h>
|
||||||
#include <SDL3/SDL.h>
|
#include <SDL3/SDL.h>
|
||||||
|
#include <SDL3/SDL_keycode.h>
|
||||||
|
|
||||||
#define STB_IMAGE_IMPLEMENTATION 1
|
#define STB_IMAGE_IMPLEMENTATION 1
|
||||||
#include <stb_image.h>
|
#include <stb_image.h>
|
||||||
|
|
||||||
|
#define STB_RECT_PACK_IMPLEMENTATION 1
|
||||||
|
#include <stb_rect_pack.h>
|
||||||
|
|
||||||
|
#define STB_TRUETYPE_IMPLEMENTATION 1
|
||||||
|
#include <stb_truetype.h>
|
||||||
|
|
||||||
#include "core/core.h"
|
#include "core/core.h"
|
||||||
#include "core/types.h"
|
#include "core/types.h"
|
||||||
#include "game/npc.h"
|
|
||||||
#include "os/core.h"
|
#include "os/core.h"
|
||||||
|
|
||||||
#include "vulkan/core.h"
|
#include "vulkan/core.h"
|
||||||
@@ -17,11 +23,16 @@
|
|||||||
|
|
||||||
#include "game/impl/world.c"
|
#include "game/impl/world.c"
|
||||||
#include "game/impl/npc.c"
|
#include "game/impl/npc.c"
|
||||||
|
#include "game/impl/bandit.c"
|
||||||
#include "game/testnavmesh.h"
|
#include "game/testnavmesh.h"
|
||||||
|
|
||||||
int main(int argc, char **argv) {
|
const int width = 1280;
|
||||||
(void) argc;
|
const int height = 720;
|
||||||
(void) argv;
|
|
||||||
|
int main(int argc, char **argv)
|
||||||
|
{
|
||||||
|
(void)argc;
|
||||||
|
(void)argv;
|
||||||
|
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||||
{
|
{
|
||||||
@@ -44,6 +55,7 @@ int main(int argc, char **argv) {
|
|||||||
game = M_ArenaPush(arena, G_State);
|
game = M_ArenaPush(arena, G_State);
|
||||||
|
|
||||||
game->arena = arena;
|
game->arena = arena;
|
||||||
|
game->draw.arena = arena;
|
||||||
|
|
||||||
G_ImagesLoad(game);
|
G_ImagesLoad(game);
|
||||||
G_PipelinesLoad(game);
|
G_PipelinesLoad(game);
|
||||||
@@ -58,42 +70,51 @@ int main(int argc, char **argv) {
|
|||||||
camera->fov = 60.0f;
|
camera->fov = 60.0f;
|
||||||
|
|
||||||
camera->nearp = 0.01f;
|
camera->nearp = 0.01f;
|
||||||
camera->farp = 1000.0f;
|
camera->farp = 1000.0f;
|
||||||
|
|
||||||
game->draw.camera = camera;
|
game->draw.camera = camera;
|
||||||
|
World *world = M_ArenaPush(arena, World);
|
||||||
|
game->world = world;
|
||||||
|
world->random = Random_Seed(29237489723847);
|
||||||
|
world->npcCount = 2;
|
||||||
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
|
NPC *npc1 = &world->npcs[i];
|
||||||
|
npc1->collision.pos.x = 15;
|
||||||
|
npc1->collision.pos.y = 15;
|
||||||
|
npc1->collision.size.x = 1;
|
||||||
|
npc1->collision.size.y = 2;
|
||||||
|
npc1->name = S("Matt");
|
||||||
|
npc1->mode = NPC_ACTION_WAITING;
|
||||||
|
npc1->currentArea = i;
|
||||||
|
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->navMesh = &TestNavMesh;
|
||||||
|
world->npcPOI[0] = 100;
|
||||||
|
world->player.world = world;
|
||||||
|
world->player.pos.x = 0;
|
||||||
|
world->player.pos.y = 0;
|
||||||
|
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||||
|
world->player.reloadTimer = 0;
|
||||||
|
world->player.currentArea = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vk_Buffer rbo = { 0 };
|
|
||||||
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
|
||||||
rbo.size = KB(4);
|
|
||||||
rbo.host_visible = true;
|
|
||||||
|
|
||||||
Vk_BufferCreate(&rbo);
|
|
||||||
|
|
||||||
bool running = true;
|
bool running = true;
|
||||||
World world = {
|
|
||||||
.npcCount = 2,
|
|
||||||
.npcs = {
|
|
||||||
{
|
|
||||||
.collision = {{10, 10}, {10, 10}},
|
|
||||||
.name = S("Matt"),
|
|
||||||
.mode = NPC_ACTION_WAITING,
|
|
||||||
.waitTime = 0,
|
|
||||||
.maxWaitTime = 5,
|
|
||||||
.currentNavNode = 87
|
|
||||||
},{
|
|
||||||
.collision = {{15, 15}, {10, 10}},
|
|
||||||
.name = S("James"),
|
|
||||||
.mode = NPC_ACTION_WAITING,
|
|
||||||
.waitTime = 0,
|
|
||||||
.maxWaitTime = 10,
|
|
||||||
.currentNavNode = 0
|
|
||||||
}
|
|
||||||
},
|
|
||||||
.navMesh = &TestNavMesh,
|
|
||||||
.npcPOI = {100},
|
|
||||||
.player = {.pos = {0,0}}
|
|
||||||
};
|
|
||||||
|
|
||||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||||
|
|
||||||
@@ -106,17 +127,25 @@ int main(int argc, char **argv) {
|
|||||||
{
|
{
|
||||||
running = false;
|
running = false;
|
||||||
}
|
}
|
||||||
ProcessEvents(&e, &world);
|
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
|
||||||
|
V2F(e.button.x, e.button.y),
|
||||||
|
V2F(width, height)
|
||||||
|
));
|
||||||
|
game->world->mouseProjected = V2F(projection.x, projection.y);
|
||||||
|
ProcessEvents(&e, game->world);
|
||||||
}
|
}
|
||||||
UpdateWorld(1.0/60.0, &world);
|
|
||||||
|
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;
|
||||||
|
|
||||||
int w, h;
|
int w, h;
|
||||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||||
|
|
||||||
game->draw.window_width = w;
|
game->draw.window_width = w;
|
||||||
game->draw.window_height = h;
|
game->draw.window_height = h;
|
||||||
|
|
||||||
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
|
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
||||||
|
|
||||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||||
VkCommandBuffer cmd = frame->cmd;
|
VkCommandBuffer cmd = frame->cmd;
|
||||||
@@ -128,27 +157,28 @@ int main(int argc, char **argv) {
|
|||||||
clear_colour.color.float32[3] = 1.0f;
|
clear_colour.color.float32[3] = 1.0f;
|
||||||
|
|
||||||
VkRenderingAttachmentInfo colour_attachment = {0};
|
VkRenderingAttachmentInfo colour_attachment = {0};
|
||||||
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
||||||
colour_attachment.imageView = vk.swapchain.views[frame->image];
|
colour_attachment.imageView = vk.swapchain.views[frame->image];
|
||||||
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||||
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||||
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||||
colour_attachment.clearValue = clear_colour;
|
colour_attachment.clearValue = clear_colour;
|
||||||
|
|
||||||
VkRenderingInfo rendering_info = {0};
|
VkRenderingInfo rendering_info = {0};
|
||||||
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
||||||
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
|
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
|
||||||
rendering_info.layerCount = 1;
|
rendering_info.layerCount = 1;
|
||||||
rendering_info.colorAttachmentCount = 1;
|
rendering_info.colorAttachmentCount = 1;
|
||||||
rendering_info.pColorAttachments = &colour_attachment;
|
rendering_info.pColorAttachments = &colour_attachment;
|
||||||
|
|
||||||
vk.CmdBeginRendering(cmd, &rendering_info);
|
vk.CmdBeginRendering(cmd, &rendering_info);
|
||||||
|
|
||||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||||
|
|
||||||
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
RenderWorld(game->world, &game->draw);
|
||||||
|
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
||||||
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||||
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||||
|
|
||||||
D_End(&game->draw, frame);
|
D_End(&game->draw, frame);
|
||||||
|
|
||||||
|
|||||||
@@ -3,15 +3,16 @@
|
|||||||
#include "../core/types.h"
|
#include "../core/types.h"
|
||||||
#include "../core/macros.h"
|
#include "../core/macros.h"
|
||||||
|
|
||||||
|
|
||||||
typedef struct AABB AABB;
|
typedef struct AABB AABB;
|
||||||
struct AABB {
|
struct AABB
|
||||||
|
{
|
||||||
V2f pos;
|
V2f pos;
|
||||||
V2f size;
|
V2f size;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
function bool AABB_Collide(AABB a, AABB b);
|
function bool AABB_Collide(AABB a, AABB b);
|
||||||
function bool AABB_Point(AABB a, V2f v);
|
function bool AABB_Point(AABB a, V2f v);
|
||||||
|
function bool AABB_Slab(V2f origin, V2f point, AABB a);
|
||||||
|
function V2f AABB_Centre(AABB a);
|
||||||
|
|
||||||
#endif // LD_GAME_AABB_H_
|
#endif // LD_GAME_AABB_H_
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ enum BANDIT_ACTION {
|
|||||||
BANDIT_WAITING,
|
BANDIT_WAITING,
|
||||||
BANDIT_WALKING,
|
BANDIT_WALKING,
|
||||||
BANDIT_RUNNING,
|
BANDIT_RUNNING,
|
||||||
BANDIT_SHOOTOUT,
|
BANDIT_SHOOTING,
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct Bandit Bandit;
|
typedef struct Bandit Bandit;
|
||||||
@@ -14,6 +14,7 @@ struct Bandit {
|
|||||||
//// Personal
|
//// Personal
|
||||||
AABB collision;
|
AABB collision;
|
||||||
Str8 name;
|
Str8 name;
|
||||||
|
World_Area currentArea;
|
||||||
|
|
||||||
//// Actions
|
//// Actions
|
||||||
BANDIT_ACTION mode;
|
BANDIT_ACTION mode;
|
||||||
@@ -22,6 +23,7 @@ struct Bandit {
|
|||||||
// How long they will wait in this location.
|
// How long they will wait in this location.
|
||||||
F32 maxWaitTime;
|
F32 maxWaitTime;
|
||||||
|
|
||||||
|
U32 poiCount;
|
||||||
// Places the bandit walks to / from
|
// Places the bandit walks to / from
|
||||||
// E.g. hide outs, home, saloon
|
// E.g. hide outs, home, saloon
|
||||||
U32 pointsOfInterest[12];
|
U32 pointsOfInterest[12];
|
||||||
|
|||||||
@@ -9,14 +9,14 @@ void G_ImagesLoad(G_State *game) {
|
|||||||
|
|
||||||
FS_List assets = FS_PathList(temp.arena, path);
|
FS_List assets = FS_PathList(temp.arena, path);
|
||||||
|
|
||||||
Vk_Buffer staging = { 0 };
|
Vk_Buffer *staging = &draw->staging;
|
||||||
staging.size = MB(256);
|
staging->size = MB(256);
|
||||||
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||||
staging.host_visible = true;
|
staging->host_visible = true;
|
||||||
|
|
||||||
Vk_BufferCreate(&staging);
|
Vk_BufferCreate(staging);
|
||||||
|
|
||||||
U8 *base = staging.data;
|
U8 *base = staging->data;
|
||||||
U64 offset = 0;
|
U64 offset = 0;
|
||||||
|
|
||||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||||
@@ -108,7 +108,7 @@ void G_ImagesLoad(G_State *game) {
|
|||||||
|
|
||||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||||
|
|
||||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||||
|
|
||||||
dep.pImageMemoryBarriers = &shader_read;
|
dep.pImageMemoryBarriers = &shader_read;
|
||||||
|
|
||||||
@@ -145,7 +145,7 @@ void G_ImagesLoad(G_State *game) {
|
|||||||
base += image_sz;
|
base += image_sz;
|
||||||
offset += image_sz;
|
offset += image_sz;
|
||||||
|
|
||||||
Assert(offset <= staging.size);
|
Assert(offset <= staging->size);
|
||||||
|
|
||||||
draw->n_images += 1;
|
draw->n_images += 1;
|
||||||
|
|
||||||
@@ -198,7 +198,7 @@ void G_ImagesLoad(G_State *game) {
|
|||||||
|
|
||||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||||
|
|
||||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||||
|
|
||||||
dep.pImageMemoryBarriers = &shader_read;
|
dep.pImageMemoryBarriers = &shader_read;
|
||||||
|
|
||||||
@@ -251,7 +251,7 @@ void G_PipelinesLoad(G_State *game) {
|
|||||||
|
|
||||||
bindings[1].binding = 1;
|
bindings[1].binding = 1;
|
||||||
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||||
bindings[1].descriptorCount = game->draw.n_images;
|
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
|
||||||
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||||
|
|
||||||
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
||||||
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
|
|||||||
Vk_PipelineCreate(basic);
|
Vk_PipelineCreate(basic);
|
||||||
}
|
}
|
||||||
|
|
||||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||||
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
||||||
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||||
|
|
||||||
@@ -298,6 +298,32 @@ void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
|||||||
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
|
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
|
||||||
|
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
|
||||||
|
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
|
||||||
|
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
|
||||||
|
|
||||||
|
clip = V2f_Scale(clip, persp.w);
|
||||||
|
|
||||||
|
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
|
||||||
|
|
||||||
|
V3f result = world.xyz;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
|
||||||
|
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
R3f G_CameraBounds(G_Camera *camera) {
|
||||||
|
R3f result;
|
||||||
|
result.min = G_CameraUnproject(camera, V2F(-1, -1));
|
||||||
|
result.max = G_CameraUnproject(camera, V2F( 1, 1));
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
#include "impl/aabb.c"
|
#include "impl/aabb.c"
|
||||||
#include "impl/nav.c"
|
#include "impl/nav.c"
|
||||||
#include "impl/player.c"
|
#include "impl/player.c"
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#if !defined(LD_GAME_CORE_H_)
|
#if !defined(LD_GAME_CORE_H_)
|
||||||
#define LD_GAME_CORE_H_
|
#define LD_GAME_CORE_H_
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
typedef struct G_Camera G_Camera;
|
typedef struct G_Camera G_Camera;
|
||||||
struct G_Camera {
|
struct G_Camera {
|
||||||
@@ -18,17 +19,24 @@ struct G_State {
|
|||||||
|
|
||||||
D_Context draw;
|
D_Context draw;
|
||||||
G_Camera camera;
|
G_Camera camera;
|
||||||
|
|
||||||
|
World *world;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void G_ImagesLoad(G_State *game);
|
function void G_ImagesLoad(G_State *game);
|
||||||
function void G_PipelinesLoad(G_State *game);
|
function void G_PipelinesLoad(G_State *game);
|
||||||
|
|
||||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||||
|
|
||||||
|
// Assumes 'calculate' has been called
|
||||||
|
function V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z);
|
||||||
|
function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
|
||||||
|
|
||||||
|
function R3f G_CameraBounds(G_Camera *camera);
|
||||||
|
|
||||||
#include "aabb.h"
|
#include "aabb.h"
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "nav.h"
|
#include "nav.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "world.h"
|
|
||||||
|
|
||||||
#endif // LD_GAME_CORE_H_
|
#endif // LD_GAME_CORE_H_
|
||||||
|
|||||||
@@ -1,15 +1,40 @@
|
|||||||
#include "game/aabb.h"
|
#include "game/aabb.h"
|
||||||
#include "core/types.h"
|
#include <math.h>
|
||||||
|
|
||||||
bool AABB_Collide(AABB a, AABB b) {
|
bool AABB_Collide(AABB a, AABB b)
|
||||||
|
{
|
||||||
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
|
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
|
||||||
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
|
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
|
||||||
return collision_x && collision_y;
|
return collision_x && collision_y;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool AABB_Point(AABB a, V2f v) {
|
bool AABB_Point(AABB a, V2f v)
|
||||||
|
{
|
||||||
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
|
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
|
||||||
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
|
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
|
||||||
return collision_x && collision_y;
|
return collision_x && collision_y;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||||
|
{
|
||||||
|
V2f start = a.pos;
|
||||||
|
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
|
||||||
|
V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
|
||||||
|
// x
|
||||||
|
F32 tLow = (start.x - origin.x) * invdirection.x;
|
||||||
|
F32 tHigh = (finish.x - origin.x) * invdirection.x;
|
||||||
|
F32 tMin = Min(tLow, tHigh);
|
||||||
|
F32 tMax = Max(tLow, tHigh);
|
||||||
|
// y
|
||||||
|
tLow = (start.y - origin.y) * invdirection.y;
|
||||||
|
tHigh = (finish.y - origin.y) * invdirection.y;
|
||||||
|
|
||||||
|
tMin = Max(tMin, Min(tLow, tHigh));
|
||||||
|
tMax = Min(tMax, Max(tLow, tHigh));
|
||||||
|
|
||||||
|
return tMax >= tMin;
|
||||||
|
}
|
||||||
|
|
||||||
|
V2f AABB_Centre(AABB a) {
|
||||||
|
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
|
||||||
|
}
|
||||||
|
|||||||
47
code/game/impl/bandit.c
Normal file
47
code/game/impl/bandit.c
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
#include "game/world.h"
|
||||||
|
#include "game/bandit.h"
|
||||||
|
|
||||||
|
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
|
||||||
|
if (
|
||||||
|
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
|
||||||
|
{
|
||||||
|
printf("You shot the bandit %*.s\n", Sv(bandit->name));
|
||||||
|
bandit->health--;
|
||||||
|
}
|
||||||
|
switch (bandit->mode) {
|
||||||
|
case BANDIT_WAITING:
|
||||||
|
bandit->waitTime+=delta;
|
||||||
|
if(bandit->waitTime > bandit->maxWaitTime) {
|
||||||
|
bandit->mode = BANDIT_WALKING;
|
||||||
|
do {
|
||||||
|
U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
|
||||||
|
bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
|
||||||
|
} while(bandit->targetNavNode == bandit->currentNavNode);
|
||||||
|
bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
|
||||||
|
bandit->walkTimer = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BANDIT_WALKING:
|
||||||
|
bandit->walkTimer+=delta;
|
||||||
|
if(bandit->walkTimer >= NPC_SPEED){
|
||||||
|
bandit->walkTimer = 0;
|
||||||
|
if(bandit->path.nodeCount == bandit->pathIndex+1){
|
||||||
|
bandit->mode = BANDIT_WAITING;
|
||||||
|
bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||||
|
bandit->waitTime = 0;
|
||||||
|
bandit->currentNavNode = bandit->targetNavNode;
|
||||||
|
bandit->pathIndex = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
|
||||||
|
bandit->pathIndex+=1;
|
||||||
|
}
|
||||||
|
NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
|
||||||
|
NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
|
||||||
|
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
|
||||||
|
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
|
||||||
|
break;
|
||||||
|
// TODO Shooting
|
||||||
|
// TODO Running away
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -6,45 +6,54 @@
|
|||||||
#define MAX_UNFINISHED 128
|
#define MAX_UNFINISHED 128
|
||||||
|
|
||||||
typedef struct navSearchNodeState navSearchNodeState;
|
typedef struct navSearchNodeState navSearchNodeState;
|
||||||
struct navSearchNodeState{
|
struct navSearchNodeState
|
||||||
|
{
|
||||||
bool visited;
|
bool visited;
|
||||||
U64 distance;
|
F64 distance;
|
||||||
U32 shortest;
|
U32 shortest;
|
||||||
bool addedToUnvisited;
|
bool addedToUnvisited;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct navSearchState navSearchState;
|
typedef struct navSearchState navSearchState;
|
||||||
struct navSearchState{
|
struct navSearchState
|
||||||
|
{
|
||||||
navSearchNodeState nodeStates[NAV_MAX_NODES];
|
navSearchNodeState nodeStates[NAV_MAX_NODES];
|
||||||
};
|
};
|
||||||
|
|
||||||
navSearchState initState(U32 start, U32 meshSize) {
|
navSearchState initState(U32 start, U32 meshSize)
|
||||||
navSearchState state = {};
|
{
|
||||||
for(U32 i = 0; i < meshSize; i++) {
|
navSearchState state;
|
||||||
state.nodeStates[i].visited = false;
|
for (U32 i = 0; i < meshSize; i++)
|
||||||
|
{
|
||||||
|
state.nodeStates[i].visited = false;
|
||||||
state.nodeStates[i].addedToUnvisited = false;
|
state.nodeStates[i].addedToUnvisited = false;
|
||||||
state.nodeStates[i].distance = U64_MAX;
|
state.nodeStates[i].distance = F64_MAX;
|
||||||
state.nodeStates[i].shortest = 0;
|
state.nodeStates[i].shortest = 0;
|
||||||
}
|
}
|
||||||
state.nodeStates[start].distance = 0;
|
state.nodeStates[start].distance = 0;
|
||||||
return state;
|
return state;
|
||||||
}
|
}
|
||||||
|
|
||||||
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
|
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
|
||||||
U32 lowest = U32_MAX;
|
{
|
||||||
|
U32 lowest = U32_MAX;
|
||||||
U32 lowestI = U32_MAX;
|
U32 lowestI = U32_MAX;
|
||||||
bool startFound = false;
|
bool startFound = false;
|
||||||
for(U32 i = *offset; i < unfinishedCount; i++) {
|
for (U32 i = *offset; i < unfinishedCount; i++)
|
||||||
|
{
|
||||||
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
|
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
|
||||||
if(checkNode.visited) {
|
if (checkNode.visited)
|
||||||
if(!startFound) {
|
{
|
||||||
|
if (!startFound)
|
||||||
|
{
|
||||||
*offset = i;
|
*offset = i;
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
startFound = true;
|
startFound = true;
|
||||||
if (lowest > checkNode.distance) {
|
if (lowest > checkNode.distance)
|
||||||
lowest = cast(U32) checkNode.distance;
|
{
|
||||||
|
lowest = cast(U32) checkNode.distance;
|
||||||
lowestI = unfinishedIndexes[i];
|
lowestI = unfinishedIndexes[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -53,6 +62,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
|
|||||||
|
|
||||||
// Generate a path to follow between the start and end node.
|
// Generate a path to follow between the start and end node.
|
||||||
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
||||||
|
// 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);
|
navSearchState state = initState(start, mesh->nodeCount);
|
||||||
U32 unfinishedCount = 1;
|
U32 unfinishedCount = 1;
|
||||||
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
||||||
@@ -68,14 +83,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
|||||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||||
if(testNode->visited) {continue;}
|
if(testNode->visited) {continue;}
|
||||||
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||||
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
|
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
|
||||||
distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
|
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
|
||||||
if(testNode->distance > distance) {
|
if(testNode->distance > distance) {
|
||||||
testNode->distance = distance;
|
testNode->distance = distance;
|
||||||
testNode->shortest = lowestNodeIndex;
|
testNode->shortest = lowestNodeIndex;
|
||||||
}
|
}
|
||||||
if(!testNode->addedToUnvisited) {
|
if (!testNode->addedToUnvisited)
|
||||||
|
{
|
||||||
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
|
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
|
||||||
unfinishedCount++;
|
unfinishedCount++;
|
||||||
testNode->addedToUnvisited = true;
|
testNode->addedToUnvisited = true;
|
||||||
@@ -83,13 +99,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
|||||||
}
|
}
|
||||||
state.nodeStates[lowestNodeIndex].visited = true;
|
state.nodeStates[lowestNodeIndex].visited = true;
|
||||||
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
|
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
|
||||||
if(lowestNodeIndex == end) {
|
if (lowestNodeIndex == end)
|
||||||
|
{
|
||||||
found = true;
|
found = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
NavPath res_path = {0};
|
NavPath res_path = {0};
|
||||||
U32 index = end;
|
U32 index = end;
|
||||||
while(index!=start) {
|
while (index != start)
|
||||||
|
{
|
||||||
res_path.indexes[res_path.nodeCount] = index;
|
res_path.indexes[res_path.nodeCount] = index;
|
||||||
res_path.nodeCount++;
|
res_path.nodeCount++;
|
||||||
index = state.nodeStates[index].shortest;
|
index = state.nodeStates[index].shortest;
|
||||||
|
|||||||
@@ -1,22 +1,22 @@
|
|||||||
#include "game/npc.h"
|
#include "game/npc.h"
|
||||||
#include "game/world.h"
|
#include "game/world.h"
|
||||||
#include "core/types.h"
|
#include "core/types.h"
|
||||||
|
#include "core/math.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
void UpdateNPC(F32 delta, NPC *npc, World *world) {
|
||||||
|
|
||||||
void updateNPC(F32 delta, NPC *npc, World *world) {
|
|
||||||
switch (npc->mode) {
|
switch (npc->mode) {
|
||||||
case NPC_ACTION_WAITING:
|
case NPC_ACTION_WAITING:
|
||||||
npc->waitTime+=delta;
|
npc->waitTime+=delta;
|
||||||
if(npc->waitTime > npc->maxWaitTime) {
|
if(npc->waitTime > npc->maxWaitTime) {
|
||||||
npc->mode = NPC_ACTION_WALKING;
|
npc->mode = NPC_ACTION_WALKING;
|
||||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
// TODO change targets to poi's rather than just random nodes
|
||||||
npc->targetNavNode = next; // TODO RANDOM
|
// TODO choose either global POI's or use NPC custom poi if
|
||||||
printf("Starting to nav path\n");
|
// customPOI is true
|
||||||
|
do {
|
||||||
|
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||||
|
} while(npc->targetNavNode == npc->currentNavNode);
|
||||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||||
printf("done\n");
|
|
||||||
npc->walkTimer = 0;
|
npc->walkTimer = 0;
|
||||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case NPC_ACTION_WALKING:
|
case NPC_ACTION_WALKING:
|
||||||
@@ -24,18 +24,18 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
if(npc->walkTimer >= NPC_SPEED){
|
if(npc->walkTimer >= NPC_SPEED){
|
||||||
npc->walkTimer = 0;
|
npc->walkTimer = 0;
|
||||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||||
printf("Finished! so I'm waiting\n");
|
|
||||||
npc->mode = NPC_ACTION_WAITING;
|
npc->mode = NPC_ACTION_WAITING;
|
||||||
npc->maxWaitTime = 20; // TODO RANDOM
|
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||||
npc->waitTime = 0;
|
npc->waitTime = 0;
|
||||||
|
npc->currentNavNode = npc->targetNavNode;
|
||||||
npc->pathIndex = 0;
|
npc->pathIndex = 0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
npc->pathIndex+=1;
|
|
||||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||||
|
npc->pathIndex+=1;
|
||||||
}
|
}
|
||||||
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
||||||
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
|
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
|
||||||
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
||||||
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -1,26 +1,78 @@
|
|||||||
#include "../player.h"
|
#include "../player.h"
|
||||||
|
#include <SDL3/SDL_events.h>
|
||||||
#include <SDL3/SDL_keycode.h>
|
#include <SDL3/SDL_keycode.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
void PlayerInput(SDL_Event *event, Player *player)
|
||||||
{
|
{
|
||||||
SDL_KeyboardEvent key = event->key;
|
SDL_KeyboardEvent key = event->key;
|
||||||
switch(key.key) {
|
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||||
case SDLK_W: {
|
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||||
player->pos.y += 10;
|
bool val = event->type == SDL_EVENT_KEY_DOWN;
|
||||||
|
switch (key.key)
|
||||||
|
{
|
||||||
|
case SDLK_W:
|
||||||
|
{
|
||||||
|
player->controls.upDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_A: {
|
case SDLK_A:
|
||||||
player->pos.x -= 10;
|
{
|
||||||
|
player->controls.leftDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_D: {
|
case SDLK_D:
|
||||||
player->pos.x += 10;
|
{
|
||||||
|
player->controls.rightDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_S: {
|
case SDLK_S:
|
||||||
player->pos.y -= 10;
|
{
|
||||||
|
player->controls.downDown = val;
|
||||||
break;
|
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;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,18 +1,75 @@
|
|||||||
#include "../world.h"
|
#include "../world.h"
|
||||||
#include "../npc.h"
|
#include "../npc.h"
|
||||||
#include "../player.h"
|
#include "../player.h"
|
||||||
|
#include "../aabb.h"
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
#include "../map.h"
|
||||||
|
|
||||||
void UpdateWorld(F32 delta, World *world) {
|
void UpdateWorld(F32 delta, World *world)
|
||||||
|
{
|
||||||
|
UpdateBandit(delta, &world->bandit, world);
|
||||||
UpdateNPCs(delta, world);
|
UpdateNPCs(delta, world);
|
||||||
|
PlayerUpdate(delta, &world->player);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateNPCs(F32 delta, World *world) {
|
void UpdateNPCs(F32 delta, World *world)
|
||||||
for(int i = 0; i < world->npcCount; i++) {
|
{
|
||||||
updateNPC(delta, &world->npcs[i], 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) {
|
void ProcessEvents(SDL_Event *event, World *world)
|
||||||
PlayerUpdate(event, &world->player);
|
{
|
||||||
|
PlayerInput(event, &world->player);
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderWorld(World *world, D_Context *draw) {
|
||||||
|
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
|
||||||
|
for (int i = 0; i < 4800; i++)
|
||||||
|
{
|
||||||
|
D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
|
||||||
|
}
|
||||||
|
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);
|
||||||
|
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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, drawPos.x, drawPos.y, .texture = 0, .dim = world->bandit.collision.size, .flags = D_RECT_IGNORE_ASPECT);
|
||||||
|
}
|
||||||
|
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
void G_WorldDraw(G_State *game, World *world) {
|
||||||
|
D_Context *draw = &game->draw;
|
||||||
|
|
||||||
|
(void) world;
|
||||||
|
|
||||||
|
for (F32 y = -128; y < 128; y += 1.1f) {
|
||||||
|
for (F32 x = -128; x < 128; x += 1.1f) {
|
||||||
|
|
||||||
|
U32 ux = (U32) x;
|
||||||
|
U32 uy = (U32) y;
|
||||||
|
|
||||||
|
U32 tid = 15;
|
||||||
|
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
|
||||||
|
tid = 16;
|
||||||
|
}
|
||||||
|
|
||||||
|
D_Rect(draw, x, y, .texture = tid);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
65
code/game/map.h
Normal file
65
code/game/map.h
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
#include "world.h"
|
||||||
|
|
||||||
|
|
||||||
|
World_Tile dirt = {.rotation=0,.collision=false,.tile=16};//0
|
||||||
|
World_Tile middlePath = {.rotation=0,.collision=false,.tile=6};//1
|
||||||
|
World_Tile middlePathEdgeTop = {.rotation=0,.collision=false,.tile=7};//2
|
||||||
|
World_Tile middlePathEdgeRight = {.rotation=PI_F32/2,.collision=false,.tile=7};//3
|
||||||
|
World_Tile middlePathEdgeBottom = {.rotation=PI_F32,.collision=false,.tile=7};//4
|
||||||
|
World_Tile middlePathEdgeLeft = {.rotation=-PI_F32/2,.collision=false,.tile=7};//5
|
||||||
|
World_Tile middlePathCornerTopLeft = {.rotation=0,.collision=false,.tile=5};//6
|
||||||
|
World_Tile middlePathCornerTopRight = {.rotation=PI_F32/2,.collision=false,.tile=5};//7
|
||||||
|
World_Tile middlePathCornerBottomRight = {.rotation=-PI_F32,.collision=false,.tile=5};//8
|
||||||
|
World_Tile middlePathCornerTurnBottomLeft = {.rotation=-PI_F32/2,.collision=false,.tile=5};//9
|
||||||
|
int map[] = {
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,6,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,9,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||||
|
};
|
||||||
@@ -5,7 +5,7 @@
|
|||||||
#include "npc_look.h"
|
#include "npc_look.h"
|
||||||
#include "../core/types.h"
|
#include "../core/types.h"
|
||||||
|
|
||||||
#define NPC_SPEED 0.2f
|
#define NPC_SPEED 1.0f
|
||||||
|
|
||||||
typedef enum NPC_ACTION NPC_ACTION;
|
typedef enum NPC_ACTION NPC_ACTION;
|
||||||
enum NPC_ACTION {
|
enum NPC_ACTION {
|
||||||
@@ -22,6 +22,11 @@ struct NPC {
|
|||||||
AABB collision;
|
AABB collision;
|
||||||
Str8 name;
|
Str8 name;
|
||||||
NPC_LOOK look;
|
NPC_LOOK look;
|
||||||
|
World_Area currentArea;
|
||||||
|
|
||||||
|
bool customPOI;
|
||||||
|
U32 customPOICount;
|
||||||
|
U32 npcPOI[16];
|
||||||
|
|
||||||
//// Actions
|
//// Actions
|
||||||
NPC_ACTION mode;
|
NPC_ACTION mode;
|
||||||
|
|||||||
@@ -6,12 +6,33 @@
|
|||||||
|
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
|
||||||
|
#define PLAYER_SPEED 10.0f
|
||||||
|
#define PLAYER_RELOAD_TIME 1.5f
|
||||||
|
#define PLAYER_BULLET_COUNT 6
|
||||||
|
|
||||||
|
typedef struct ControlState ControlState;
|
||||||
|
struct ControlState {
|
||||||
|
bool rightDown;
|
||||||
|
bool leftDown;
|
||||||
|
bool upDown;
|
||||||
|
bool downDown;
|
||||||
|
bool shot;
|
||||||
|
};
|
||||||
|
|
||||||
typedef struct Player Player;
|
typedef struct Player Player;
|
||||||
struct Player
|
struct Player
|
||||||
{
|
{
|
||||||
|
World *world;
|
||||||
V2f pos;
|
V2f pos;
|
||||||
|
World_Area currentArea;
|
||||||
|
U32 bulletsLoaded;
|
||||||
|
ControlState controls;
|
||||||
|
V2f shotPos;
|
||||||
|
|
||||||
|
F32 reloadTimer;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
function void PlayerInput(SDL_Event *event, Player *player);
|
||||||
|
function void PlayerUpdate(F32 delta, Player *player);
|
||||||
|
|
||||||
#endif // LD_GAME_PLAYER_H_
|
#endif // LD_GAME_PLAYER_H_
|
||||||
|
|||||||
@@ -1,31 +1,48 @@
|
|||||||
#if !defined(LD_GAME_WORLD_H_)
|
#if !defined(LD_GAME_WORLD_H_)
|
||||||
#define LD_GAME_WORLD_H_
|
#define LD_GAME_WORLD_H_
|
||||||
|
|
||||||
|
#include "../core/math.h"
|
||||||
|
|
||||||
|
// Areas are which
|
||||||
|
typedef U32 World_Area;
|
||||||
|
enum World_Area
|
||||||
|
{
|
||||||
|
WORLD_AREA_OUTSIDE = (1 << 0),
|
||||||
|
WORLD_AREA_SALOON = (1 << 1),
|
||||||
|
WORLD_PATH_MIDDLE_EDGE = (1 << 2),
|
||||||
|
WORLD_PATH_MIDDLE = (1 << 3),
|
||||||
|
WORLD_PATH_CORNER = (1 << 4),
|
||||||
|
WORLD_PATH_CORNER_EDGE = (1 << 5),
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct World_Tile World_Tile;
|
||||||
|
struct World_Tile
|
||||||
|
{
|
||||||
|
World_Area tile;
|
||||||
|
double rotation;
|
||||||
|
bool collision;
|
||||||
|
};
|
||||||
|
|
||||||
|
typedef struct World World;
|
||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "bandit.h"
|
#include "bandit.h"
|
||||||
|
|
||||||
// Areas are which
|
|
||||||
typedef U32 World_Area;
|
|
||||||
enum World_Area {
|
|
||||||
WORLD_AREA_OUTSIDE = (1 << 0),
|
|
||||||
WORLD_AREA_SALOON = (1 << 1),
|
|
||||||
};
|
|
||||||
|
|
||||||
typedef struct World World;
|
|
||||||
struct World {
|
struct World {
|
||||||
//// Static stuff
|
//// Static stuff
|
||||||
NavMesh *navMesh;
|
NavMesh *navMesh;
|
||||||
|
Random random;
|
||||||
|
V2f mouseProjected;
|
||||||
|
|
||||||
//// Player
|
//// Player
|
||||||
Player player;
|
Player player;
|
||||||
|
|
||||||
//// NPCs
|
//// NPCs
|
||||||
U32 npcCount;
|
U32 npcCount;
|
||||||
NPC npcs[128];
|
NPC npcs[128];
|
||||||
|
|
||||||
////Bandit
|
////Bandit
|
||||||
// The bandit the player is after.
|
// The bandit the player is after.
|
||||||
Bandit bandit;
|
Bandit bandit;
|
||||||
|
|
||||||
// NPC points of interest, places to walk to.
|
// NPC points of interest, places to walk to.
|
||||||
@@ -33,8 +50,10 @@ struct World {
|
|||||||
};
|
};
|
||||||
|
|
||||||
function void UpdateWorld(F32 delta, World *world);
|
function void UpdateWorld(F32 delta, World *world);
|
||||||
|
function void RenderWorld(World *world, D_Context *drawContext);
|
||||||
function void ProcessEvents(SDL_Event *event, World *world);
|
function void ProcessEvents(SDL_Event *event, World *world);
|
||||||
function void UpdateNPCs(F32 delta, World *world);
|
function void UpdateNPCs(F32 delta, World *world);
|
||||||
function void updateNPC(F32 delta, NPC *npc, World *world);
|
function void UpdateNPC(F32 delta, NPC *npc, World *world);
|
||||||
|
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
|
||||||
|
|
||||||
#endif // LD_GAME_WORLD_H_
|
#endif // LD_GAME_WORLD_H_
|
||||||
|
|||||||
@@ -518,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
|
|||||||
|
|
||||||
vk.BeginCommandBuffer(result->handle, &begin_info);
|
vk.BeginCommandBuffer(result->handle, &begin_info);
|
||||||
|
|
||||||
|
frame->next_scratch += 1;
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -50,11 +50,19 @@ vec4 unorm_colour(uint c) {
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec2 rotate2f(vec2 v, float angle) {
|
||||||
|
float s = sin(angle);
|
||||||
|
float c = cos(angle);
|
||||||
|
|
||||||
|
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
G_Rect rect = rects[gl_InstanceIndex];
|
G_Rect rect = rects[gl_InstanceIndex];
|
||||||
uint idx = indices[gl_VertexIndex];
|
uint idx = indices[gl_VertexIndex];
|
||||||
|
|
||||||
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||||
|
|
||||||
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
|||||||
2
linux
2
linux
@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
|
|||||||
|
|
||||||
echo "[Building source]"
|
echo "[Building source]"
|
||||||
|
|
||||||
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
COMPILER_OPTS="-Wall -Wno-override-init-side-effects -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
||||||
LINKER_OPTS="-lSDL3 -lm"
|
LINKER_OPTS="-lSDL3 -lm"
|
||||||
|
|
||||||
if [[ $release == 1 ]]
|
if [[ $release == 1 ]]
|
||||||
|
|||||||
Reference in New Issue
Block a user