3dtoys/maze.c

791 lines
25 KiB
C
Raw Normal View History

2024-08-15 06:28:37 +00:00
#include "haloo3d/haloo3d.h"
2024-08-17 03:32:24 +00:00
#include "haloo3d/haloo3dex_console.h"
2024-08-15 06:28:37 +00:00
#include "haloo3d/haloo3dex_easy.h"
#include "haloo3d/haloo3dex_gen.h"
// #include "haloo3d/haloo3dex_img.h"
#include "haloo3d/haloo3dex_obj.h"
#include "haloo3d/haloo3dex_print.h"
#include "unigi/unigi.headers/src/main.h"
#include "unigi/unigi.platform.sdl1/src/main.c"
2024-08-18 23:07:45 +00:00
#include "ecs2.h"
2024-08-19 05:36:00 +00:00
// #include "ecs2_comps.h"
2024-08-17 03:32:24 +00:00
#include "keys.h"
2024-08-15 06:28:37 +00:00
#include <stdlib.h>
2024-08-17 22:11:00 +00:00
// INteresting flags for performance comparisons
#define FASTFILL
2024-08-18 09:32:28 +00:00
#define WIDTH 480
#define HEIGHT 300
2024-08-15 06:28:37 +00:00
#define ASPECT ((float)WIDTH / HEIGHT)
2024-08-18 09:32:28 +00:00
#define SCREENSCALE 2
2024-08-17 10:06:02 +00:00
#define SWIDTH (WIDTH * SCREENSCALE)
#define SHEIGHT (HEIGHT * SCREENSCALE)
2024-08-15 06:28:37 +00:00
#define NEARCLIP 0.01
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
#define AVGWEIGHT 0.85
// Game options
2024-08-18 05:26:07 +00:00
#define MAZESIZE 15
2024-08-18 09:32:28 +00:00
#define HSCALE 1.5
2024-08-15 06:28:37 +00:00
2024-08-18 05:26:07 +00:00
// Maze grows in the positive direction
#define MAZENORTH 1
2024-08-17 10:06:02 +00:00
#define MAZEEAST 2
#define MAZEVISIT 4
2024-08-18 08:33:01 +00:00
// When you rightshift these values, you "turn right".
// NOTE: north in this case is "towards the screen" because it moves in the
// positive direction. In this case, it's actually wound in the opposite
// direction of what you'd expect
2024-08-18 05:26:07 +00:00
#define DIRNORTH 8
2024-08-18 08:33:01 +00:00
#define DIRWEST 4
2024-08-18 05:26:07 +00:00
#define DIRSOUTH 2
2024-08-18 08:33:01 +00:00
#define DIREAST 1
2024-08-18 05:26:07 +00:00
2024-08-18 08:33:01 +00:00
#define TURNRIGHT(d) (d == 1 ? 8 : (d >> 1))
#define TURNLEFT(d) (d == 8 ? 1 : (d << 1))
2024-08-17 10:06:02 +00:00
#define STACKPUSH(s, t, v) s[t++] = v;
2024-08-18 08:33:01 +00:00
// Store all the values users can change at the beginning
float ditherstart = -1;
float ditherend = 8;
float fov = 90.0;
float minlight = 0.25;
int fps = 30;
uint16_t sky = 0xF000;
2024-08-18 05:26:07 +00:00
struct vec2i dirtovec(uint8_t dir) {
struct vec2i result;
switch (dir) {
case DIREAST:
vec2i(result.v, 1, 0);
break;
case DIRWEST:
vec2i(result.v, -1, 0);
break;
case DIRNORTH:
vec2i(result.v, 0, 1);
break;
case DIRSOUTH:
vec2i(result.v, 0, -1);
break;
default:
vec2i(result.v, 0, 0);
}
return result;
}
2024-08-18 04:30:29 +00:00
2024-08-17 10:06:02 +00:00
int maze_visited(uint8_t *maze, int x, int y, int size) {
return (maze[x + y * size] & MAZEVISIT) > 0;
}
2024-08-18 05:26:07 +00:00
int maze_connected(uint8_t *maze, int x, int y, int size, uint8_t move) {
2024-08-18 09:32:28 +00:00
// eprintf("CHECKING DIR %d at (%d,%d), it is %d\n", move, x, y,
// maze[x + y * size]);
2024-08-18 05:26:07 +00:00
if (move == DIREAST) {
2024-08-17 10:06:02 +00:00
return (maze[x + y * size] & MAZEEAST) == 0;
2024-08-18 05:26:07 +00:00
} else if (move == DIRWEST) {
2024-08-17 10:06:02 +00:00
return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
2024-08-18 05:26:07 +00:00
} else if (move == DIRNORTH) {
return (maze[x + y * size] & MAZENORTH) == 0;
} else if (move == DIRSOUTH) {
return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
2024-08-17 10:06:02 +00:00
}
return 0;
}
2024-08-19 05:36:00 +00:00
// Calculate which direction from the given position would have you
// facing down the longest hallway
uint8_t maze_longesthallway(uint8_t *maze, int size, int x, int y) {
uint8_t face = DIRNORTH;
uint8_t maxface = face;
uint16_t maxdist = 0;
while (face) {
uint16_t dist = 0;
int dx = x, dy = y;
struct vec2i move = dirtovec(face);
while (maze_connected(maze, dx, dy, size, face)) {
dx += move.x;
dy += move.y;
dist++;
}
if (dist > maxdist) {
maxface = face;
maxdist = dist;
}
face >>= 1;
}
return maxface;
}
2024-08-17 10:06:02 +00:00
// Generate a (square) maze. Utilize one bit of the maze (#2) to
// indicate whether it is visited
2024-08-19 05:36:00 +00:00
void maze_generate(uint8_t *maze, int size, struct vec2i *start,
struct vec2i *end) {
2024-08-17 10:06:02 +00:00
const int mazesquare = (size) * (size);
for (int i = 0; i < mazesquare; i++) {
2024-08-18 05:26:07 +00:00
maze[i] = MAZENORTH | MAZEEAST;
2024-08-17 10:06:02 +00:00
}
2024-08-16 08:30:28 +00:00
int *mazestack;
2024-08-17 10:06:02 +00:00
mallocordie(mazestack, sizeof(int) * mazesquare);
2024-08-16 08:30:28 +00:00
for (int i = 0; i < size * size; i++) {
mazestack[i] = -1;
}
// Push current cell onto stack, mark as visited
2024-08-19 05:36:00 +00:00
start->x = rand() % size;
start->y = rand() % size;
int x = start->x;
int y = start->y;
2024-08-17 10:06:02 +00:00
int mazetop = 0;
2024-08-19 05:36:00 +00:00
int maxmazetop = 0;
2024-08-17 10:06:02 +00:00
STACKPUSH(mazestack, mazetop, x + y * size);
maze[x + y * size] |= MAZEVISIT;
2024-08-18 05:26:07 +00:00
uint8_t visitable[4];
2024-08-17 10:06:02 +00:00
int visittop = 0;
2024-08-16 08:30:28 +00:00
// Now let's make a maze!
while (mazetop) {
2024-08-19 05:36:00 +00:00
// The end of the maze is the furthest into the stack we go. This should
// somewhat maximize the complexity of start to finish?
if (mazetop > maxmazetop) {
end->x = x;
end->y = y;
maxmazetop = mazetop;
}
2024-08-16 08:30:28 +00:00
mazetop--;
2024-08-17 10:06:02 +00:00
visittop = 0;
2024-08-16 08:30:28 +00:00
x = mazestack[mazetop] % size;
y = mazestack[mazetop] / size;
2024-08-17 10:06:02 +00:00
if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
2024-08-18 05:26:07 +00:00
visitable[visittop++] = DIRWEST;
2024-08-16 08:30:28 +00:00
}
2024-08-17 10:06:02 +00:00
if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
2024-08-18 05:26:07 +00:00
visitable[visittop++] = DIREAST;
2024-08-16 08:30:28 +00:00
}
2024-08-17 10:06:02 +00:00
if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
2024-08-18 05:26:07 +00:00
visitable[visittop++] = DIRSOUTH;
2024-08-16 08:30:28 +00:00
}
2024-08-17 10:06:02 +00:00
if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
2024-08-18 05:26:07 +00:00
visitable[visittop++] = DIRNORTH;
2024-08-16 08:30:28 +00:00
}
// You can generate a random location!
2024-08-17 10:06:02 +00:00
if (visittop) {
// Readd ourselves, we're moving
STACKPUSH(mazestack, mazetop, x + y * size);
2024-08-18 05:26:07 +00:00
uint8_t dir = visitable[rand() % visittop];
struct vec2i movedir = dirtovec(dir);
2024-08-16 08:30:28 +00:00
int nx = x + movedir.x;
int ny = y + movedir.y;
2024-08-17 10:06:02 +00:00
// Trust that the visitable array is always valid
2024-08-18 05:26:07 +00:00
if (dir == DIREAST) { // Tear down east wall
2024-08-17 10:06:02 +00:00
maze[x + y * size] &= ~MAZEEAST;
2024-08-18 05:26:07 +00:00
} else if (dir == DIRWEST) { // Move left and tear down east wall
2024-08-17 10:06:02 +00:00
maze[(x - 1) + y * size] &= ~MAZEEAST;
2024-08-18 05:26:07 +00:00
} else if (dir == DIRNORTH) { // tear down north wall
maze[x + y * size] &= ~MAZENORTH;
} else if (dir == DIRSOUTH) { // move down and tear down north wall
maze[x + (y - 1) * size] &= ~MAZENORTH;
2024-08-17 10:06:02 +00:00
}
2024-08-16 08:30:28 +00:00
// Push onto stack and set visited
2024-08-17 10:06:02 +00:00
STACKPUSH(mazestack, mazetop, nx + ny * size);
maze[nx + ny * size] |= MAZEVISIT;
2024-08-16 08:30:28 +00:00
}
}
2024-08-19 05:36:00 +00:00
eprintf("Maze generate: %d,%d -> %d,%d maxdepth: %d\n", start->x, start->y,
end->x, end->y, maxmazetop);
2024-08-16 08:30:28 +00:00
free(mazestack);
}
2024-08-17 10:06:02 +00:00
void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
2024-08-18 05:26:07 +00:00
// Simple: for each cell, we check if north or east is a wall. If so,
2024-08-18 08:33:01 +00:00
// generate it. Also, generate walls for the south and west global wall
2024-08-17 10:06:02 +00:00
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
2024-08-18 05:26:07 +00:00
if (!maze_connected(maze, x, y, size, DIREAST)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
2024-08-17 10:06:02 +00:00
}
2024-08-18 05:26:07 +00:00
if (!maze_connected(maze, x, y, size, DIRNORTH)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
2024-08-17 10:06:02 +00:00
}
}
}
2024-08-17 10:40:23 +00:00
for (int i = 0; i < size; i++) {
2024-08-18 05:26:07 +00:00
haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
2024-08-17 10:40:23 +00:00
}
2024-08-17 10:06:02 +00:00
}
2024-08-19 05:36:00 +00:00
// Turning into a blob? IDK. Maybe certain things should be
// global state, which is this.
typedef struct {
// float timedelta;
int fps;
uint8_t state;
uint8_t maze[MAZESIZE * MAZESIZE];
// int size;
// A suggested start and end. The end is the actual
// end, where we put the ending indicator
struct vec2i start;
struct vec2i end;
// Some simple calcs for you to use
mfloat_t cellsize;
} worldstate;
enum {
WSTATE_INIT = 0,
WSTATE_SPINUP = 1,
WSTATE_GAMEPLAY = 2,
WSTATE_GAMEOVER = 3,
WSTATE_SPINDOWN = 4
};
// A component that stores a position and a facing direction
// as an angle
typedef struct {
struct vec3 pos;
struct vec2 rot; // x is yaw, y is pitch
} ecs_placement;
// A component representing movement through the scene.
// typedef struct {
// struct vec3 posvel;
// mfloat_t yawvel;
// } ecs_movement;
// A component which links back to a camera
typedef struct {
haloo3d_camera *camera;
} ecs_camera;
// A component which allows automatic navigation
// of position through the use of timers.
typedef struct {
struct vec3 dest;
int timer;
} ecs_autonav;
// A component which allows automatic rotation
// through the use of timers.
typedef struct {
struct vec2 dest; // x is yaw, y is pitch
int timer;
} ecs_autorotate;
// A component which has pointers back to global world state.
typedef struct {
worldstate *state;
} ecs_worldstate;
// A component which holds onto data specifically for world
// entities. You can think of it as private data so people
// can't poke at the worldstate data
2024-08-18 23:07:45 +00:00
typedef struct {
2024-08-19 05:36:00 +00:00
worldstate *state;
haloo3d_obj_instance *walls;
uint16_t timer;
} ecs_world;
// void sys_move_placement(ecs_movement *m, ecs_placement *p) {
// vec3_add(p->pos.v, p->pos.v, m->posvel.v);
// p->yaw += m->yawvel;
// }
void sys_autonav(ecs_autonav *nav, ecs_placement *p) {
if (nav->timer <= 0) {
p->pos = nav->dest;
return;
}
mfloat_t xdiff = nav->dest.x - p->pos.x;
mfloat_t ydiff = nav->dest.y - p->pos.y;
mfloat_t zdiff = nav->dest.z - p->pos.z;
p->pos.x += xdiff / nav->timer;
p->pos.y += ydiff / nav->timer;
p->pos.z += zdiff / nav->timer;
nav->timer--;
}
void sys_autorotate(ecs_autorotate *arot, ecs_placement *p) {
if (arot->timer <= 0) {
p->rot = arot->dest;
return;
}
mfloat_t xdiff = arot->dest.x - p->rot.x;
mfloat_t ydiff = arot->dest.y - p->rot.y;
p->rot.x += xdiff / arot->timer;
p->rot.y += ydiff / arot->timer;
arot->timer--;
}
void sys_camera(ecs_camera *cam, ecs_placement *p) {
cam->camera->pos = p->pos;
cam->camera->yaw = p->rot.x;
cam->camera->pitch = p->rot.y;
}
void sys_world(ecs_world *w) {
float scaleleft;
const int spinspeed = w->state->fps * 4 / 5;
switch (w->state->state) {
case WSTATE_INIT:
maze_generate(w->state->maze, MAZESIZE, &w->state->start, &w->state->end);
maze_wall_generate(w->state->maze, MAZESIZE, w->walls->model);
eprintf("INIT MAZE COMPLETE, spinning up walls\n");
w->state->state = WSTATE_SPINUP;
w->timer = spinspeed;
w->walls->scale.y = 0;
break;
case WSTATE_SPINUP:
// Bring walls up, timer down
scaleleft = 1 - w->walls->scale.y;
w->walls->scale.y += scaleleft / w->timer;
w->timer--;
if (w->timer == 0) {
eprintf("SPINUP COMPLETE, starting gameplay\n");
w->walls->scale.y = 1;
// Start gameplay. We won't know when it's done
w->state->state = WSTATE_GAMEPLAY;
}
break;
case WSTATE_GAMEOVER:
w->timer = spinspeed;
eprintf("GAME OVER, spinning down\n");
w->state->state = WSTATE_SPINDOWN;
break;
case WSTATE_SPINDOWN:
// Bring walls sown, timer down
scaleleft = w->walls->scale.y;
w->walls->scale.y -= scaleleft / w->timer;
w->timer--;
if (w->timer == 0) {
eprintf("SPINDOWN COMPLETE, reinitializing\n");
w->walls->scale.y = 0;
// Start gameplay. We won't know when it's done
w->state->state = WSTATE_INIT;
}
break;
}
}
// // A general position within the maze, and a pointer to the maze itself.
// // Can be used to traverse the maze
// typedef struct {
// uint8_t *maze;
// struct vec2i pos; // tile position within maze
// int size;
// uint8_t dir; // facing dir (see DIREAST/DIRSOUTH/etc);
// } ecs_maze;
// // Use a timer and a destination to move simply through
// typedef struct {
//
// } ecs_mazemove;
2024-08-18 23:07:45 +00:00
// State for tracking ai moving through the maze.
typedef struct {
uint8_t state;
// uint8_t nextdir;
uint32_t timer;
} ecs_smartai;
2024-08-19 05:36:00 +00:00
// typedef struct {
// uint8_t *maze;
// // What state the game is in, such as game initialize, animation, running,
// etc uint8_t state;
// } ecs_world;
2024-08-18 08:33:01 +00:00
// everything in the maze is controlled by the CPU. As such, movement
// is as simple as "go here by this time". No need to complicate the
// components?
2024-08-19 05:36:00 +00:00
/*
2024-08-18 23:07:45 +00:00
static void sys_ecs_smartai(ecs_smartai *smartai, ecs_maze *maze,
ecs_moveto *mt, ecs_rotateto *rt) {
2024-08-18 10:37:04 +00:00
int actiontime = fps / 2;
// Some states are triggered based on the timer
if (smartai->timer > 0) {
smartai->timer--;
}
// The rotation is delayed to make it feel a bit more like the original
// maze, which I think determined rotation and direction upon entering
// a tile. I instead calculate that in the middle of the tile. It doesn't
// really line up like it does on the windows screensaver but it's
// close enough for me.
if (smartai->timer == 0) {
if (smartai->state == 1) {
eprintf("TURNING RIGHT\n");
rt->dstrot.x = rt->dstrot.x + MPI_2;
rt->timer = actiontime;
maze->dir = TURNRIGHT(maze->dir);
smartai->state = 0;
} else if (smartai->state == 2) {
eprintf("TURNING LEFT\n");
rt->dstrot.x = rt->dstrot.x - MPI_2;
rt->timer = actiontime;
maze->dir = TURNLEFT(maze->dir);
smartai->state = 0;
2024-08-18 08:33:01 +00:00
}
2024-08-18 10:37:04 +00:00
}
// Only decide to do things if you're not moving anymore. Movement is the most
// important thing
if (mt->timer == 0) {
eprintf("SMARTAI: %d TIMER: %d DIR: %d POS: (%f, %f)\n", smartai->state,
smartai->timer, maze->dir, mt->pos.x, mt->pos.z);
// Player can only move forward if there's nothing in front of them
if (maze_connected(maze->maze, maze->pos.x, maze->pos.y, maze->size,
maze->dir)) {
2024-08-18 08:33:01 +00:00
struct vec2i movement = dirtovec(maze->dir);
maze->pos.x += movement.x;
maze->pos.y += movement.y;
2024-08-18 10:37:04 +00:00
mt->timer = actiontime;
2024-08-18 09:32:28 +00:00
mt->dst.x += HSCALE * movement.x;
mt->dst.z += HSCALE * movement.y;
2024-08-18 10:37:04 +00:00
smartai->state = 0;
}
if (smartai->timer <= 0) {
// Ok we might be moving, we might not be. Let's go ahead and calculate
// rotation based on the FUTURE direction we want to turn.
uint8_t rightdir = TURNRIGHT(maze->dir);
uint8_t leftdir = TURNLEFT(maze->dir);
if (maze_connected(maze->maze, maze->pos.x, maze->pos.y, maze->size,
rightdir)) {
// Always choose right over left
smartai->state = 1;
smartai->timer = 2 * actiontime / 5;
eprintf("WILL TURN RIGHT TO: %d\n", rightdir);
} else if (!maze_connected(maze->maze, maze->pos.x, maze->pos.y,
maze->size, maze->dir)) {
// We only move left if the player can't move forward or right
smartai->state = 2;
smartai->timer = 2 * actiontime / 5;
eprintf("WILL TURN LEFT (stuck) TO: %d\n", leftdir);
}
2024-08-18 08:33:01 +00:00
}
}
}
2024-08-19 05:36:00 +00:00
*/
// static void sys_ecs_world(ecs_world *world, ecs_maze *maze, ecs_moveto *mt,
// ecs_rotateto *rt) {}
2024-08-15 06:28:37 +00:00
2024-08-18 23:07:45 +00:00
// Setup ECS system for our game
ECS_START(mecs)
2024-08-19 05:36:00 +00:00
ECS_COMPONENT(ecs_worldstate);
ECS_COMPONENT(ecs_world);
ECS_COMPONENT(ecs_autonav);
ECS_COMPONENT(ecs_autorotate);
ECS_COMPONENT(ecs_placement);
2024-08-18 23:07:45 +00:00
ECS_COMPONENT(ecs_camera);
2024-08-19 05:36:00 +00:00
// ECS_COMPONENT(ecs_moveto);
// ECS_COMPONENT(ecs_rotateto);
// ECS_COMPONENT(ecs_smartai);
// ECS_COMPONENT(ecs_camera);
// ECS_COMPONENT(ecs_maze);
2024-08-18 23:07:45 +00:00
ECS_END(mecs)
// And then a copy of the components here... that sucksssss
2024-08-19 05:36:00 +00:00
ECS_CID(ecs_worldstate, 0);
ECS_CID(ecs_world, 1);
ECS_CID(ecs_autonav, 2);
ECS_CID(ecs_autorotate, 3);
ECS_CID(ecs_placement, 4);
ECS_CID(ecs_camera, 5);
// ECS_CID(ecs_moveto, 0);
// ECS_CID(ecs_rotateto, 1);
// ECS_CID(ecs_smartai, 2);
// ECS_CID(ecs_camera, 3);
// ECS_CID(ecs_maze, 4);
ECS_SYSTEM1(mecs, sys_world, ecs_world);
ECS_SYSTEM2(mecs, sys_autonav, ecs_autonav, ecs_placement);
ECS_SYSTEM2(mecs, sys_autorotate, ecs_autorotate, ecs_placement);
ECS_SYSTEM2(mecs, sys_camera, ecs_camera, ecs_placement);
// ECS_SYSTEM1(mecs, sys_ecs_moveto, ecs_moveto);
// ECS_SYSTEM1(mecs, sys_ecs_rotateto, ecs_rotateto);
// ECS_SYSTEM2(mecs, sys_ecs_moveto_camera, ecs_moveto, ecs_camera);
// ECS_SYSTEM2(mecs, sys_ecs_rotateto_camera, ecs_rotateto, ecs_camera);
// ECS_SYSTEM4(mecs, sys_ecs_smartai, ecs_smartai, ecs_maze, ecs_moveto,
// ecs_rotateto);
void init_floortexture(haloo3d_fb *floort) {
// uint16_t cols[4] = {0xFD93, 0xFB83, 0xFFFF}; //, 0xFDDD};
uint16_t cols[1] = {0xFD93};
haloo3d_fb_init_tex(floort, 64, 64);
haloo3d_apply_alternating(floort, cols, 1);
haloo3d_apply_noise(floort, NULL, 1.0 / 6);
}
void init_ceilingtexture(haloo3d_fb *ceilt) {
uint16_t cols[1] = {0xFFFF}; //, 0xFDDD};
// haloo3d_apply_alternating(floort, cols, 2);
haloo3d_fb_init_tex(ceilt, 64, 64);
haloo3d_apply_alternating(ceilt, cols, 1);
haloo3d_apply_noise(ceilt, NULL, 1.0 / 4);
haloo3d_apply_brick(ceilt, 16, 8, 0xFAAA);
}
void init_walltexture(haloo3d_fb *wallt) {
haloo3d_fb_init_tex(wallt, 64, 64);
uint16_t wallcols[] = {0xFA22};
haloo3d_apply_alternating(wallt, wallcols, 1);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
haloo3d_apply_brick(wallt, 18, 13, 0xFEEE);
// haloo3d_apply_brick(wallt, 14, 8, 0xFD94);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
}
2024-08-18 23:07:45 +00:00
2024-08-18 08:33:01 +00:00
int main() { // int argc, char **argv) {
2024-08-17 03:32:24 +00:00
2024-08-15 06:28:37 +00:00
haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
2024-08-16 07:10:49 +00:00
haloo3d_fb screen;
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
2024-08-15 06:28:37 +00:00
haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
2024-08-15 07:33:11 +00:00
render.camera.pos.y = 0.5;
2024-08-16 07:10:49 +00:00
render.tprint.fb = &screen;
2024-08-19 05:36:00 +00:00
eprintf("Initialized renderer\n");
2024-08-16 07:10:49 +00:00
2024-08-17 22:11:00 +00:00
haloo3d_easytimer frametimer, sdltimer, filltimer;
2024-08-15 07:33:11 +00:00
haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
2024-08-15 07:53:13 +00:00
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
2024-08-17 22:11:00 +00:00
haloo3d_easytimer_init(&filltimer, AVGWEIGHT);
2024-08-15 06:28:37 +00:00
// Load the junk + generate stuff
haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor");
haloo3d_obj *ceilo = haloo3d_easystore_addobj(&storage, "ceiling");
2024-08-16 07:10:49 +00:00
haloo3d_obj *wallo = haloo3d_easystore_addobj(&storage, "walls");
2024-08-15 06:28:37 +00:00
haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor");
haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling");
2024-08-16 07:10:49 +00:00
haloo3d_fb *wallt = haloo3d_easystore_addtex(&storage, "walls");
2024-08-19 05:36:00 +00:00
2024-08-15 06:28:37 +00:00
haloo3d_gen_plane(flooro, MAZESIZE);
haloo3d_gen_plane(ceilo, MAZESIZE);
2024-08-17 10:06:02 +00:00
haloo3d_gen_grid(wallo, MAZESIZE, 0);
2024-08-19 05:36:00 +00:00
init_floortexture(floort);
init_ceilingtexture(ceilt);
init_walltexture(wallt);
2024-08-17 10:06:02 +00:00
2024-08-15 07:33:11 +00:00
eprintf("Initialized models and textures\n");
2024-08-15 06:28:37 +00:00
2024-08-19 05:36:00 +00:00
worldstate wstate;
memset(&wstate, 0, sizeof(worldstate));
wstate.fps = fps;
wstate.state = WSTATE_INIT;
wstate.cellsize = HSCALE;
2024-08-15 06:28:37 +00:00
// Lighting. Note that for performance, the lighting is always calculated
// against the base model, and is thus not realistic if the object rotates in
// the world. This can be fixed easily, since each object gets its own
// lighting vector, which can easily be rotated in the opposite direction of
// the model
struct vec3 light;
vec3(light.v, 0, -MCOS(LIGHTANG), MSIN(LIGHTANG));
haloo3d_obj_instance *floori =
haloo3d_easyrender_addinstance(&render, flooro, floort);
2024-08-16 07:10:49 +00:00
haloo3d_obj_instance *walli =
haloo3d_easyrender_addinstance(&render, wallo, wallt);
2024-08-15 06:28:37 +00:00
haloo3d_obj_instance *ceili =
haloo3d_easyrender_addinstance(&render, ceilo, ceilt);
2024-08-15 07:33:11 +00:00
floori->cullbackface = 0;
ceili->cullbackface = 0;
2024-08-16 07:10:49 +00:00
walli->cullbackface = 0;
vec3(floori->scale.v, HSCALE, 1, HSCALE);
vec3(ceili->scale.v, HSCALE, 1, HSCALE);
2024-08-18 08:33:01 +00:00
vec3(walli->scale.v, HSCALE, 1, HSCALE);
2024-08-18 23:07:45 +00:00
// vec3(walli->scale.v, HSCALE, 0, HSCALE);
2024-08-18 09:32:28 +00:00
floori->pos.x += MAZESIZE / 2.0 * HSCALE;
floori->pos.z += MAZESIZE / 2.0 * HSCALE;
ceili->pos.x += MAZESIZE / 2.0 * HSCALE;
ceili->pos.z += MAZESIZE / 2.0 * HSCALE;
walli->pos.x += MAZESIZE / 2.0 * HSCALE;
walli->pos.z += MAZESIZE / 2.0 * HSCALE;
2024-08-16 08:30:28 +00:00
ceili->pos.y = 1; //-1;
2024-08-15 07:33:11 +00:00
eprintf("Setup all object instances\n");
2024-08-15 06:28:37 +00:00
unigi_type_event event;
unigi_type_resolution res;
2024-08-16 07:10:49 +00:00
res.width = SWIDTH;
res.height = SHEIGHT;
2024-08-15 08:32:40 +00:00
res.depth = 0;
2024-08-15 06:28:37 +00:00
int totaldrawn = 0;
2024-08-15 07:33:11 +00:00
eprintf("Scene has %d tris, %d verts\n", render.totalfaces,
render.totalverts);
2024-08-15 06:28:37 +00:00
// Init unigi system
unigi_graphics_init();
2024-08-15 07:33:11 +00:00
unigi_window_create(res, "maze.exe"); // render.printbuf);
2024-08-15 06:28:37 +00:00
2024-08-18 08:33:01 +00:00
// render.camera.pos.y = 4; // 5;
// render.camera.pitch = MPI - 0.1; // 2.2;
// ceili->pos.y = -10;
2024-08-17 10:06:02 +00:00
2024-08-19 05:36:00 +00:00
haloo3d_debugconsole dc;
haloo3d_debugconsole_init(&dc);
haloo3d_debugconsole_set(&dc, "render/fps.i", &fps);
haloo3d_debugconsole_set(&dc, "render/fov.f", &fov);
haloo3d_debugconsole_set(&dc, "render/trifunc.i", &render.trifunc);
haloo3d_debugconsole_set(&dc, "render/ditherstart.f", &ditherstart);
haloo3d_debugconsole_set(&dc, "render/ditherend.f", &ditherend);
haloo3d_debugconsole_set(&dc, "render/sky.u16x", &sky);
haloo3d_debugconsole_set(&dc, "camera/pos_y.f", &render.camera.pos.y);
haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
2024-08-17 10:06:02 +00:00
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
2024-08-16 08:30:28 +00:00
2024-08-19 05:36:00 +00:00
// Set up ECS entities. For this game, we mostly have global entities.
2024-08-18 23:07:45 +00:00
mecs ecs;
mecs_init(&ecs);
2024-08-18 04:30:29 +00:00
2024-08-19 05:36:00 +00:00
ecs_eid worldid = mecs_newentity(&ecs, 0);
eprintf("World eid: %d\n", worldid);
ECS_SETCOMPONENT(&ecs, worldid,
ecs_world){.state = &wstate, .walls = walli, .timer = 0};
2024-08-18 23:07:45 +00:00
ecs_eid playerid = mecs_newentity(&ecs, 0);
2024-08-18 08:33:01 +00:00
eprintf("Player eid: %d\n", playerid);
2024-08-19 05:36:00 +00:00
ECS_SETCOMPONENT(&ecs, playerid, ecs_worldstate){.state = &wstate};
ECS_SETCOMPONENT(&ecs, playerid, ecs_camera){.camera = &render.camera};
ECS_SETCOMPONENT(&ecs, playerid, ecs_autonav){.timer = 0};
ECS_SETCOMPONENT(&ecs, playerid, ecs_autorotate){.timer = 0};
// if (playerid == -1) {
// dieerr("WHY IS PLAYERID -1???\n");
// }
// // System is setup such that camera position matches maze index
// render.camera.pos.x = 0.5 * HSCALE;
// render.camera.pos.z = 0.5 * HSCALE;
// struct vec2i playerstart = {.x = 0, .y = 0};
// struct vec2 playerrotation = {.x = render.camera.yaw,
// .y = render.camera.pitch};
// ECS_SETCOMPONENT(&ecs, playerid, ecs_rotateto){
// .rot = playerrotation, .dstrot = playerrotation, .timer = 0};
// ECS_SETCOMPONENT(&ecs, playerid, ecs_maze){
// .maze = maze, .pos = playerstart, .size = MAZESIZE, .dir = DIRSOUTH};
// ECS_SETCOMPONENT(&ecs, playerid, ecs_camera) & render.camera;
// ECS_SETCOMPONENT(&ecs, playerid, ecs_smartai){.state = 0, .timer = 0};
// eprintf("Player component mask: %lx\n", ecs.entities[playerid]);
2024-08-18 04:30:29 +00:00
2024-08-15 06:28:37 +00:00
// -----------------------------------
// Actual rendering
// -----------------------------------
2024-08-16 07:10:49 +00:00
// ceili->texture = &render.window;
2024-08-15 06:28:37 +00:00
while (1) {
haloo3d_easytimer_start(&frametimer);
2024-08-18 08:33:01 +00:00
// render.camera.yaw += 0.008;
2024-08-17 03:32:24 +00:00
haloo3d_perspective(render.perspective, fov, ASPECT, NEARCLIP, FARCLIP);
2024-08-15 06:28:37 +00:00
haloo3d_easyrender_beginframe(&render);
2024-08-17 03:32:24 +00:00
haloo3d_fb_clear(&render.window, sky);
2024-08-16 07:10:49 +00:00
2024-08-18 08:33:01 +00:00
// walli->scale.y = fabs(sin(3 * render.camera.yaw));
// render.camera.up.x = sin(render.camera.yaw);
// render.camera.up.y = cos(render.camera.yaw);
// walli->up.x = sin(3 * render.camera.yaw);
// walli->up.y = cos(4 * render.camera.yaw);
2024-08-15 06:28:37 +00:00
2024-08-19 05:36:00 +00:00
do {
unigi_event_get(&event);
switch (event.type) {
case unigi_enum_event_input_keyboard:
if (event.data.input_keyboard.down) {
switch (event.data.input_keyboard.button) {
case KEY_SPACE:
haloo3d_debugconsole_beginprompt(&dc);
break;
default:
exit(0);
}
2024-08-17 03:32:24 +00:00
}
2024-08-19 05:36:00 +00:00
break;
2024-08-17 03:32:24 +00:00
}
2024-08-19 05:36:00 +00:00
} while (event.type != unigi_enum_event_none);
2024-08-15 06:28:37 +00:00
2024-08-18 04:30:29 +00:00
// ---------------------------
// Game logic?
// ---------------------------
2024-08-18 23:07:45 +00:00
for (int i = 0; i < ECS_MAXENTITIES; i++) {
2024-08-19 05:36:00 +00:00
sys_world_run(&ecs, i);
sys_autonav_run(&ecs, i);
sys_autorotate_run(&ecs, i);
sys_camera_run(&ecs, i);
// sys_ecs_world_run(&ecs, i);
// sys_ecs_smartai_run(&ecs, i);
// sys_ecs_moveto_run(&ecs, i);
// sys_ecs_rotateto_run(&ecs, i);
// sys_ecs_moveto_camera_run(&ecs, i);
// sys_ecs_rotateto_camera_run(&ecs, i);
2024-08-18 04:30:29 +00:00
}
2024-08-15 06:28:37 +00:00
totaldrawn = 0;
haloo3d_obj_instance *object = NULL;
// Iterate over objects
2024-08-15 07:33:11 +00:00
while ((object = haloo3d_easyrender_nextinstance(&render, object)) !=
NULL) {
2024-08-15 06:28:37 +00:00
// Setup final model matrix and the precalced vertices
haloo3d_easyrender_beginmodel(&render, object);
// Iterate over object faces
for (int fi = 0; fi < object->model->numfaces; fi++) {
2024-08-15 07:33:11 +00:00
totaldrawn += haloo3d_easyrender_renderface(
2024-08-17 03:32:24 +00:00
&render, object, fi, ditherstart, ditherend, minlight);
2024-08-15 06:28:37 +00:00
}
}
2024-08-17 22:11:00 +00:00
haloo3d_easytimer_start(&filltimer);
#ifdef FASTFILL
haloo3d_fb_fill(&screen, &render.window);
#else
haloo3d_recti texrect = {.x1 = 0, .y1 = 0, .x2 = WIDTH, .y2 = HEIGHT};
haloo3d_recti screenrect = {.x1 = 0, .y1 = 0, .x2 = SWIDTH, .y2 = SHEIGHT};
2024-08-16 07:10:49 +00:00
haloo3d_sprite(&screen, &render.window, texrect, screenrect);
2024-08-17 22:11:00 +00:00
#endif
haloo3d_easytimer_end(&filltimer);
2024-08-16 07:10:49 +00:00
2024-08-15 06:28:37 +00:00
haloo3d_print(&render.tprint,
2024-08-17 22:11:00 +00:00
"Last frame: %05.2f (%05.2f)\nLast fill: %05.2f "
"(%05.2f)\nLast SDLFl: %05.2f "
2024-08-15 07:53:13 +00:00
"(%05.2f)\nTris: %d / %d\nVerts: %d\n",
frametimer.last * 1000, frametimer.sum * 1000,
2024-08-17 22:11:00 +00:00
filltimer.last * 1000, filltimer.sum * 1000,
2024-08-15 07:53:13 +00:00
sdltimer.last * 1000, sdltimer.sum * 1000, totaldrawn,
2024-08-15 07:33:11 +00:00
render.totalfaces, render.totalverts);
2024-08-15 06:28:37 +00:00
2024-08-17 22:11:00 +00:00
haloo3d_easytimer_start(&sdltimer);
2024-08-16 07:10:49 +00:00
unigi_graphics_blit(0, (unigi_type_color *)screen.buffer,
2024-08-15 06:28:37 +00:00
res.width * res.height);
unigi_graphics_flush();
2024-08-15 07:53:13 +00:00
haloo3d_easytimer_end(&sdltimer);
2024-08-15 06:28:37 +00:00
haloo3d_easytimer_end(&frametimer);
2024-08-15 07:53:13 +00:00
2024-08-17 03:32:24 +00:00
float waittime = (1.0 / fps) - frametimer.last;
2024-08-15 06:28:37 +00:00
if (waittime > 0) {
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
}
}
2024-08-18 05:26:07 +00:00
// Just to get the compiler to STOP COMPLAINING about unused
2024-08-19 05:36:00 +00:00
mecs_deleteentity(&ecs, worldid);
2024-08-18 05:26:07 +00:00
2024-08-15 06:28:37 +00:00
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}