#include #include #include #include #define STB_IMAGE_IMPLEMENTATION 1 #include #define STB_RECT_PACK_IMPLEMENTATION 1 #include #define STB_TRUETYPE_IMPLEMENTATION 1 #include #include "core/core.h" #include "core/types.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/impl/bandit.c" #include "game/testnavmesh.h" int main(int argc, char **argv) { (void) argc; (void) argv; if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); return 1; } SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY); if (!window) { printf("[Error] :: Failed to create window (%s)\n", SDL_GetError()); return 1; } SDL_AudioStream *austream; Str8 audio_data; M_TempScope(0, 0) { SDL_AudioSpec spec; spec.format = SDL_AUDIO_S16LE; spec.channels = 2; spec.freq = 44100; austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0); if (!austream) { printf("Failed to open audio stream (%s)\n", SDL_GetError()); } Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE); Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec)); SDL_AudioSpec wav_spec; U32 count; SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count); audio_data.count = count; } Vk_Setup(window); G_State *game = 0; { M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4)); game = M_ArenaPush(arena, G_State); game->arena = arena; game->draw.arena = arena; G_ImagesLoad(game); G_PipelinesLoad(game); G_AudioLoad(game); G_Camera *camera = &game->camera; camera->x = V3F(1, 0, 0); camera->y = V3F(0, 1, 0); camera->z = V3F(0, 0, 1); camera->p = V3F(0, 0, 48); camera->fov = 60.0f; camera->nearp = 0.01f; camera->farp = 1000.0f; game->draw.camera = camera; World *world = M_ArenaPush(arena, World); game->world = world; world->arena = arena; 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; } D_Animation animation; { U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white")); D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f); } bool running = true; printf("%zu size in bytes\n", sizeof(TestNavMesh)); const int width = 1280; const int height = 720; while (running) { SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_EVENT_QUIT) { running = false; } V3f projection = G_CameraUnproject(&game->camera, V2f_Clip( V2F(e.button.x, e.button.y), V2F((F32) width, (F32) height) )); game->world->mouseProjected = V2F(projection.x, projection.y); ProcessEvents(&e, game->world); } UpdateWorld(1.0f / 60.0f, game->world); D_AnimationUpdate(&animation, 1.0f / 250.0f); 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); game->draw.window_width = w; game->draw.window_height = h; G_CalculateCamera(&game->camera, (F32)w / (F32)h); Vk_Frame *frame = Vk_FrameBegin(window); VkCommandBuffer cmd = frame->cmd; 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); //RenderWorld(game->world, &game->draw); // D_Rect(&game->draw, 0.0f, 0.0f, .texture = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f); // D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f); // D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); G_WorldDraw(game, game->world); R2f aframe = D_AnimationFrame(&animation); D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT); 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"