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3 Commits

Author SHA1 Message Date
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
14 changed files with 179 additions and 166 deletions

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

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

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

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@@ -1,7 +1,7 @@
#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_Image D_Image; typedef struct D_Image D_Image;
struct D_Image { struct D_Image {

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@@ -19,10 +19,9 @@
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/testnavmesh.h" #include "game/testnavmesh.h"
int main(int argc, char **argv) int main(int argc, char **argv) {
{ (void) argc;
(void)argc; (void) argv;
(void)argv;
if (!SDL_Init(SDL_INIT_VIDEO)) if (!SDL_Init(SDL_INIT_VIDEO))
{ {
@@ -59,37 +58,45 @@ 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->npcCount = 2;
NPC *npc1 = &world->npcs[0];
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 87;
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
npc1->collision.size.x = 10;
npc1->collision.size.y = 10;
NPC *npc2 = &world->npcs[0];
npc2->collision.pos.x = 15;
npc2->collision.pos.y = 15;
npc2->collision.size.x = 10;
npc2->collision.size.y = 10;
npc2->name = S("James");
npc2->mode = NPC_ACTION_WAITING;
npc2->waitTime = 0;
npc2->maxWaitTime = 10;
npc2->currentNavNode = 0;
world->navMesh = &TestNavMesh;
world->npcPOI[0] = 100;
world->player.pos.x = 0;
world->player.pos.y = 0;
} }
Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4);
rbo.host_visible = true;
Vk_BufferCreate(&rbo);
bool running = true; 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));
@@ -102,17 +109,17 @@ int main(int argc, char **argv)
{ {
running = false; running = false;
} }
ProcessEvents(&e, &world); ProcessEvents(&e, game->world);
} }
UpdateWorld(1.0 / 60.0, &world); UpdateWorld(1.0/60.0, game->world);
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;
@@ -124,27 +131,27 @@ 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); 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);

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@@ -3,15 +3,15 @@
#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);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_H_

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@@ -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);

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@@ -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 +19,18 @@ 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);
#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_

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@@ -1,36 +1,15 @@
#include "game/aabb.h" #include "game/aabb.h"
#include <math.h> #include "core/types.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;
}

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@@ -6,8 +6,7 @@
#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; U64 distance;
U32 shortest; U32 shortest;
@@ -15,45 +14,37 @@ struct navSearchNodeState
}; };
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 = {};
navSearchState state; for(U32 i = 0; i < meshSize; i++) {
for (U32 i = 0; i < meshSize; i++) state.nodeStates[i].visited = false;
{
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 = U64_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];
} }
} }
@@ -61,8 +52,7 @@ 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) {
{
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};
@@ -73,26 +63,19 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
U32 unfinishedOffset = 0; U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start; U32 lowestNodeIndex = start;
bool found = false; bool found = false;
while (!found) while(!found) {
{ for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
{ navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI]; if(testNode->visited) {continue;}
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex]; U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
if (testNode->visited) 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);
continue; if(testNode->distance > distance) {
}
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)
{
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;
@@ -100,15 +83,13 @@ 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;

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@@ -4,34 +4,23 @@
void PlayerUpdate(SDL_Event *event, Player *player) void PlayerUpdate(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
SDL_MouseButtonEvent mouseBtn = event->button; switch(key.key) {
switch (key.key) case SDLK_W: {
{ player->pos.y += 10;
case SDLK_W: break;
{ }
player->pos.y += 10; case SDLK_A: {
break; player->pos.x -= 10;
} break;
case SDLK_A: }
{ case SDLK_D: {
player->pos.x -= 10; player->pos.x += 10;
break; break;
} }
case SDLK_D: case SDLK_S: {
{ player->pos.y -= 10;
player->pos.x += 10; break;
break; }
} }
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
} }

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

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

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@@ -25,7 +25,7 @@ struct World {
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.