#include #include #include #define STB_IMAGE_IMPLEMENTATION 1 #include #include "core/core.h" #include "core/types.h" #include "game/npc.h" #include "os/core.h" #include "vulkan/core.h" #include "draw/core.h" #include "game/core.h" #include "game/impl/world.c" #include "game/impl/npc.c" #include "game/testnavmesh.h" int main(int argc, char **argv) { (void)argc; (void)argv; if (!SDL_Init(SDL_INIT_VIDEO)) { printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); return 1; } SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY); if (!window) { printf("[Error] :: Failed to create window (%s)\n", SDL_GetError()); return 1; } Vk_Setup(window); G_State *game = 0; { M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4)); game = M_ArenaPush(arena, G_State); game->arena = arena; G_ImagesLoad(game); G_PipelinesLoad(game); G_Camera *camera = &game->camera; camera->x = V3F(1, 0, 0); camera->y = V3F(0, 1, 0); camera->z = V3F(0, 0, 1); camera->p = V3F(0, 0, 48); camera->fov = 60.0f; camera->nearp = 0.01f; camera->farp = 1000.0f; game->draw.camera = camera; } 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)); while (running) { SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_EVENT_QUIT) { running = false; } ProcessEvents(&e, &world); } UpdateWorld(1.0 / 60.0, &world); int w, h; SDL_GetWindowSizeInPixels(window, &w, &h); game->draw.window_width = w; game->draw.window_height = h; G_CalulateCamera(&game->camera, (F32)w / (F32)h); Vk_Frame *frame = Vk_FrameBegin(window); VkCommandBuffer cmd = frame->cmd; VkClearValue clear_colour; clear_colour.color.float32[0] = 1.0f; clear_colour.color.float32[1] = 0.0f; clear_colour.color.float32[2] = 0.0f; clear_colour.color.float32[3] = 1.0f; VkRenderingAttachmentInfo colour_attachment = {0}; colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colour_attachment.clearValue = clear_colour; VkRenderingInfo rendering_info = {0}; rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; rendering_info.renderArea = (VkRect2D){0, 0, w, h}; rendering_info.layerCount = 1; rendering_info.colorAttachmentCount = 1; rendering_info.pColorAttachments = &colour_attachment; vk.CmdBeginRendering(cmd, &rendering_info); D_Begin(&game->draw, frame, D_MAX_RECTS); 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); D_End(&game->draw, frame); vk.CmdEndRendering(cmd); Vk_FrameEnd(); } SDL_DestroyWindow(window); SDL_Quit(); return 0; } #include "core/core.c" #include "os/core.c" #include "vulkan/core.c" #include "draw/core.c" #include "game/core.c"