Compare commits

15 Commits

Author SHA1 Message Date
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
20 changed files with 660 additions and 123 deletions

View File

@@ -1,8 +1,22 @@
#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;
@@ -28,6 +42,11 @@ V3f V3f_Scale(V3f x, F32 s) {
return result;
}
V3f V3f_Sub(V3f a, V3f b) {
V3f result = { a.x - b.x, a.y - b.y, a.z - b.z };
return result;
}
F32 V3f_Dot(V3f a, V3f b) {
F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
return result;
@@ -140,7 +159,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
//
V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
// Calculate inverse position
//
@@ -160,4 +179,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
return result;
}
// Random
Random Random_Seed(U64 seed) {
Random result = { seed };
return result;
}
U64 Random_Next(Random *rnd) {
U64 result = rnd->state;
result ^= (result << 13);
result ^= (result >> 7);
result ^= (result << 17);
rnd->state = result;
return result;
}
F32 Random_F32(Random *rnd, F32 min, F32 max) {
F32 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
F64 Random_F64(Random *rnd, F64 min, F64 max) {
F64 result = min + (Random_Unilateral(rnd) * (max - min));
return result;
}
U32 Random_U32(Random *rnd, U32 min, U32 max) {
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
return result;
}
F32 Random_Unilateral(Random *rnd) {
F32 result = Random_Next(rnd) / (F32) U64_MAX;
return result;
}
F32 Random_Bilateral(Random *rnd) {
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
return result;
}

View File

@@ -4,6 +4,13 @@
#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 {
@@ -93,14 +100,23 @@ struct R2f {
V2f max;
};
typedef struct R3f R3f;
struct R3f {
V3f min;
V3f max;
};
function V2f V2F(F32 x, F32 y);
function V3f V3F(F32 x, F32 y, F32 z);
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
function R2f R2F(V2f min, V2f max);
function V2f V2f_Scale(V2f x, F32 s);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function V3f V3f_Sub(V3f a, V3f b);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);
@@ -114,4 +130,21 @@ 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);
#endif // LD_CORE_MATH_H_

View File

@@ -34,4 +34,7 @@ struct Str8 {
#define U32_MAX ((U32) -1)
#define U64_MAX ((U64) -1)
#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
#endif // LD_CORE_TYPES_H_

View File

@@ -30,7 +30,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
rbo_info.offset = 0;
rbo_info.range = VK_WHOLE_SIZE;
VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
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;
@@ -38,6 +39,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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;
@@ -48,7 +58,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
writes[1].dstSet = set;
writes[1].dstBinding = 1;
writes[1].descriptorCount = draw->n_images;
writes[1].descriptorCount = total;
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
writes[1].pImageInfo = image_info;
@@ -111,8 +121,8 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
}
if (opts->flags & D_RECT_IGNORE_ASPECT) {
rect->w = opts->w;
rect->h = opts->h;
rect->w = opts->dim.w;
rect->h = opts->dim.h;
}
else {
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;
}
}
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;
}
}

View File

@@ -1,7 +1,30 @@
#if !defined(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;
struct D_Image {
@@ -30,6 +53,9 @@ struct G_Camera;
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
Vk_Buffer staging;
M_Arena *arena;
U32 n_pipelines;
Vk_Pipeline *pipelines;
@@ -37,6 +63,9 @@ struct D_Context {
U32 n_images;
D_Image *images;
U32 n_fonts;
D_Font *fonts;
U32 max_rects;
U32 n_rects;
D_Rect *rects;
@@ -65,9 +94,15 @@ struct D_RectOpts {
F32 angle;
union {
F32 w, h;
F32 scale, _h;
V2f dim;
struct {
F32 w, h;
};
struct {
F32 scale, _h;
};
};
union {
@@ -79,7 +114,11 @@ struct D_RectOpts {
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

@@ -1,10 +1,17 @@
#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 "game/npc.h"
@@ -17,6 +24,7 @@
#include "game/impl/world.c"
#include "game/impl/npc.c"
#include "game/impl/bandit.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv)
@@ -45,6 +53,7 @@ int main(int argc, char **argv)
game = M_ArenaPush(arena, G_State);
game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
@@ -62,34 +71,49 @@ int main(int argc, char **argv)
camera->farp = 1000.0f;
game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);
game->world = world;
world->random = Random_Seed(29237489723847);
world->npcCount = 1;
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 = 1;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 0;
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
}
Bandit *badman = &world->bandit;
badman->collision.pos.x = 15;
badman->collision.pos.y = 15;
badman->collision.size.x = 10;
badman->collision.size.y = 10;
badman->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.pos.x = 0;
world->player.pos.y = 0;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0;
}
Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true;
World world = {
.npcCount = 2,
.npcs = {
{.collision = {{10, 10}, {10, 10}},
.name = S("Matt"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 5,
.currentNavNode = 87},
{.collision = {{15, 15}, {10, 10}},
.name = S("James"),
.mode = NPC_ACTION_WAITING,
.waitTime = 0,
.maxWaitTime = 10,
.currentNavNode = 0}},
.navMesh = &TestNavMesh,
.npcPOI = {100},
.player = {.pos = {0, 0}}};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -102,9 +126,13 @@ int main(int argc, char **argv)
{
running = false;
}
ProcessEvents(&e, &world);
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;
SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -112,7 +140,7 @@ int main(int argc, char **argv)
game->draw.window_width = w;
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);
VkCommandBuffer cmd = frame->cmd;
@@ -142,6 +170,7 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);

View File

@@ -6,7 +6,7 @@ enum BANDIT_ACTION {
BANDIT_WAITING,
BANDIT_WALKING,
BANDIT_RUNNING,
BANDIT_SHOOTOUT,
BANDIT_SHOOTING,
};
typedef struct Bandit Bandit;
@@ -22,6 +22,7 @@ struct Bandit {
// 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];

View File

@@ -9,14 +9,14 @@ void G_ImagesLoad(G_State *game) {
FS_List assets = FS_PathList(temp.arena, path);
Vk_Buffer staging = { 0 };
staging.size = MB(256);
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging.host_visible = true;
Vk_Buffer *staging = &draw->staging;
staging->size = MB(256);
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
staging->host_visible = true;
Vk_BufferCreate(&staging);
Vk_BufferCreate(staging);
U8 *base = staging.data;
U8 *base = staging->data;
U64 offset = 0;
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
@@ -108,7 +108,7 @@ void G_ImagesLoad(G_State *game) {
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
@@ -145,7 +145,7 @@ void G_ImagesLoad(G_State *game) {
base += image_sz;
offset += image_sz;
Assert(offset <= staging.size);
Assert(offset <= staging->size);
draw->n_images += 1;
@@ -198,7 +198,7 @@ void G_ImagesLoad(G_State *game) {
vk.CmdPipelineBarrier2(cmds->handle, &dep);
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &copy);
dep.pImageMemoryBarriers = &shader_read;
@@ -251,7 +251,7 @@ void G_PipelinesLoad(G_State *game) {
bindings[1].binding = 1;
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
bindings[1].descriptorCount = game->draw.n_images;
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
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 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);
}
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"

View File

@@ -1,5 +1,6 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
#include "world.h"
typedef struct G_Camera G_Camera;
struct G_Camera {
@@ -18,17 +19,24 @@ struct G_State {
D_Context draw;
G_Camera camera;
World *world;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_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 "player.h"
#include "nav.h"
#include "npc.h"
#include "world.h"
#endif // LD_GAME_CORE_H_

View File

@@ -23,14 +23,14 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
// 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);
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));
tMin = Max(tMin, Min(tLow, tHigh));
tMax = Min(tMax, Max(tLow, tHigh));
return tMax >= tMin;
}
}

41
code/game/impl/bandit.c Normal file
View File

@@ -0,0 +1,41 @@
#include "game/world.h"
#include "game/bandit.h"
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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
}
}

View File

@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState
{
bool visited;
U64 distance;
F64 distance;
U32 shortest;
bool addedToUnvisited;
};
@@ -27,7 +27,7 @@ navSearchState initState(U32 start, U32 meshSize)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].distance = F64_MAX;
state.nodeStates[i].shortest = 0;
}
state.nodeStates[start].distance = 0;
@@ -61,8 +61,13 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
}
// Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
{
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
// 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};
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start;
bool found = false;
while (!found)
{
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
{
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
if (testNode->visited)
{
continue;
}
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if (testNode->distance > distance)
{
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;
}

View File

@@ -1,22 +1,22 @@
#include "game/npc.h"
#include "game/world.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) {
case NPC_ACTION_WAITING:
npc->waitTime+=delta;
if(npc->waitTime > npc->maxWaitTime) {
npc->mode = NPC_ACTION_WALKING;
U32 next = npc->targetNavNode == 100 ? 20 : 100;
npc->targetNavNode = next; // TODO RANDOM
printf("Starting to nav path\n");
// 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);
printf("done\n");
npc->walkTimer = 0;
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
}
break;
case NPC_ACTION_WALKING:
@@ -24,18 +24,18 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
if(npc->walkTimer >= NPC_SPEED){
npc->walkTimer = 0;
if(npc->path.nodeCount == npc->pathIndex+1){
printf("Finished! so I'm waiting\n");
npc->mode = NPC_ACTION_WAITING;
npc->maxWaitTime = 20; // TODO RANDOM
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
npc->waitTime = 0;
npc->currentNavNode = npc->targetNavNode;
npc->pathIndex = 0;
return;
}
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
npc->pathIndex+=1;
}
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.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;

View File

@@ -1,37 +1,78 @@
#include "../player.h"
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
void PlayerUpdate(SDL_Event *event, Player *player)
void PlayerInput(SDL_Event *event, Player *player)
{
player->controls.shot = false;
SDL_KeyboardEvent key = event->key;
SDL_MouseButtonEvent mouseBtn = event->button;
switch (key.key)
{
case SDLK_W:
{
player->pos.y += 10;
break;
}
case SDLK_A:
{
player->pos.x -= 10;
break;
}
case SDLK_D:
{
player->pos.x += 10;
break;
}
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
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 = V2F(mouseBtn.x, mouseBtn.y);
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
} else if(player->reloadTimer == 0) {
player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n");
};
}
}
void PlayerUpdate(F32 delta, Player *player) {
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;
}

View File

@@ -5,18 +5,55 @@
void UpdateWorld(F32 delta, World *world)
{
// UpdateNPCs(delta, world);
UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world);
PlayerUpdate(delta, &world->player);
}
void UpdateNPCs(F32 delta, World *world)
{
for (int i = 0; i < world->npcCount; i++)
for (U32 i = 0; i < world->npcCount; i++)
{
updateNPC(delta, &world->npcs[i], world);
UpdateNPC(delta, &world->npcs[i], world);
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
// TODO we need to unproject the mouse location !!!
printf("You shot %.*s\n", Sv(world->npcs[i].name));
}
}
}
void ProcessEvents(SDL_Event *event, World *world)
{
PlayerUpdate(event, &world->player);
PlayerInput(event, &world->player);
}
void RenderWorld(World *world, D_Context *draw) {
for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i];
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
}
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
}
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);
}
}
}

View File

@@ -5,7 +5,7 @@
#include "npc_look.h"
#include "../core/types.h"
#define NPC_SPEED 0.2f
#define NPC_SPEED 1.0f
typedef enum NPC_ACTION NPC_ACTION;
enum NPC_ACTION {
@@ -23,6 +23,10 @@ struct NPC {
Str8 name;
NPC_LOOK look;
bool customPOI;
U32 customPOICount;
U32 npcPOI[16];
//// Actions
NPC_ACTION mode;
// How long they've been waiting

View File

@@ -6,13 +6,31 @@
#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
{
V2f pos;
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_

View File

@@ -4,6 +4,7 @@
#include "player.h"
#include "npc.h"
#include "bandit.h"
#include "../core/math.h"
// Areas are which
typedef U32 World_Area;
@@ -16,6 +17,7 @@ typedef struct World World;
struct World {
//// Static stuff
NavMesh *navMesh;
Random random;
//// Player
Player player;
@@ -25,7 +27,7 @@ struct World {
NPC npcs[128];
////Bandit
// The bandit the player is after.
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
@@ -33,8 +35,10 @@ struct 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 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_

View File

@@ -518,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
vk.BeginCommandBuffer(result->handle, &begin_info);
frame->next_scratch += 1;
return result;
}

View File

@@ -50,11 +50,19 @@ vec4 unorm_colour(uint c) {
return result;
}
vec2 rotate2f(vec2 v, float angle) {
float s = sin(angle);
float c = cos(angle);
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
return result;
}
void main() {
G_Rect rect = rects[gl_InstanceIndex];
uint idx = indices[gl_VertexIndex];
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
gl_Position = proj * vec4(p, 1.0f, 1.0f);