3dtoys/terrain.c

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#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_easy.h"
#include "haloo3d/haloo3dex_gen.h"
#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
#include "haloo3d/lib/mathc.h"
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#include "unigi/unigi.headers/src/main.h"
#include "unigi/unigi.platform.sdl1/src/main.c"
#include "ecs2.h"
// #include "keys.h"
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#include "terrain_ecstypes.h"
#include <stdlib.h>
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#include <time.h>
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#define WIDTH 480
#define HEIGHT 300
#define SCREENSCALE 2
#define SWIDTH (WIDTH * SCREENSCALE)
#define SHEIGHT (HEIGHT * SCREENSCALE)
#define AVGWEIGHT 0.85
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#define DEFAULTUP \
{ .x = 0, .y = 1, .z = 0 }
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// These are initial values but there may be ways to change it
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#define CAM_INITPITCH MPI_2
#define INIT_NEARCLIP 0.01
#define INIT_FARCLIP 100.0
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#define INIT_FOV 90.0
#define INIT_DITHERSTART 10000
#define INIT_DITHEREND 10000
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#define INIT_PLAYERSPEED \
{ .x = 0, .y = 0, .z = -0.5 }
// Some globals you can mess around with potentially
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int fps = 30;
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// ---------------------------------------------------
// The terrain ecs systems
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// ---------------------------------------------------
// All initialization for a specific render context
void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p) {
render_context *rc = *erc;
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struct vec3 lookat;
mfloat_t cammatrix[MAT4_SIZE];
mfloat_t perspective[MAT4_SIZE];
// Some initial clearing
haloo3d_fb_cleardepth(&rc->window);
if (rc->windowclear & 0xF000) {
haloo3d_fb_clear(&rc->window, rc->windowclear);
}
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// Precalc stuff for later object rendering
rc->precalc_halfwidth = rc->window.width * H3DVF(0.5);
rc->precalc_halfheight = rc->window.height * H3DVF(0.5);
haloo3d_perspective(perspective, rc->fov,
(mfloat_t)rc->window.width / rc->window.height,
rc->nearclip, rc->farclip);
vec3_add(lookat.v, p->pos.v, p->lookvec.v);
haloo3d_my_lookat(cammatrix, p->pos.v, lookat.v, p->up.v);
mat4_inverse(cammatrix, cammatrix);
mat4_multiply(rc->precalc_screen, perspective, cammatrix);
}
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// Apply rotation to lookvec of placement, overrides lookvec
void sys_rotation(ecs_placement *p, ecs_rotation *r) {
YAWP2VEC(r->yaw, r->pitch, p->lookvec.v);
}
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void sys_movement(ecs_placement *p, ecs_movement *m, tecs **ecs) {
mfloat_t temp[VEC3_SIZE];
vec3_multiply_f(temp, m->lookvec.v, (*ecs)->delta_s);
vec3_add(p->lookvec.v, p->lookvec.v, temp);
vec3_multiply_f(temp, m->up.v, (*ecs)->delta_s);
vec3_add(p->up.v, p->up.v, temp);
vec3_multiply_f(temp, m->pos.v, (*ecs)->delta_s);
vec3_add(p->pos.v, p->pos.v, temp);
}
// Perform the entire rendering of an object
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void sys_renderobject(ecs_placement *p, ecs_object *o, tecs **ecs) {
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// --**-- First, precalc all the vertices in the object --**--
mfloat_t tmp[VEC4_SIZE];
mfloat_t modelm[MAT4_SIZE];
mfloat_t finalmatrix[MAT4_SIZE];
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struct vec4 precalc_verts[H3D_OBJ_MAXVERTICES];
vec3_add(tmp, p->pos.v, p->lookvec.v);
haloo3d_my_lookat(modelm, p->pos.v, tmp, p->up.v);
// Apply scale such that it looks like it was applied first (this prevents
// scaling applying skew to a rotated object)
haloo3d_mat4_prescalev(modelm, o->scale.v);
mat4_multiply(finalmatrix, o->context->precalc_screen, modelm);
haloo3d_precalc_verts(o->model, finalmatrix, precalc_verts);
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// --**-- Next, setup some rendering invariants --**--
struct vec3 lighting;
// The compiler is complaining about lighting being used unitialized, even
// though it's not. Just shut it up
vec3(lighting.v, 0, 0, 0);
o->context->rendersettings.texture = o->texture;
if (o->lighting) {
if (o->lighting->autolightfix) {
// Lighting doesn't rotate with the model unless you do it yourself.
// In the easy system, you can request the renderer to do it for you
struct vec4 ltmp, lout;
// Lighting is centered at 0
vec4(ltmp.v, 0, 0, 0, 1);
// Calc the same lookat just without translation. THis should be the same
// rotation matrix used on the model
haloo3d_my_lookat(modelm, ltmp.v, p->lookvec.v, p->up.v);
// We actually want the inverse. Apparently to speed things up, the
// transpose works for rotation matrices(?) but I don't trust that this
// lookat does that
// mat4_inverse(modelm, modelm);
mat4_transpose(modelm, modelm);
// We HAVE to have a vec4 (oof)
vec4(ltmp.v, o->lighting->dir.x, o->lighting->dir.y, o->lighting->dir.z,
1);
haloo3d_vec4_multmat_into(&ltmp, modelm, &lout);
// No need to fix W, should all be good (no perspective divide). But we DO
// need to pull out that result
vec3(lighting.v, lout.x, lout.y, lout.z);
vec3_normalize(lighting.v, lighting.v);
} else {
vec3_assign(lighting.v, o->lighting->dir.v);
}
}
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// --**-- Finally, actually render faces --**--
haloo3d_facef face, baseface;
haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
for (int facei = 0; facei < o->model->numfaces; facei++) {
// Copy face values out of precalc array and clip them
haloo3d_make_facef(o->model->faces[facei], precalc_verts,
o->model->vtexture, face);
int tris = haloo3d_facef_clip(face, outfaces);
if (tris > 0) {
uint8_t oflags = o->context->rendersettings.flags;
if (o->lighting) {
haloo3d_obj_facef(o->model, o->model->faces[facei], baseface);
o->context->rendersettings.intensity =
haloo3d_calc_light(lighting.v, o->lighting->minlight, baseface);
} else {
o->context->rendersettings.intensity = H3DVF(1.0);
}
// if ((r->_objstate[object - r->objects] & H3D_EASYOBJSTATE_NOTRANS)) {
// r->rendersettings.flags &= ~H3DR_TRANSPARENCY;
// }
for (int ti = 0; ti < tris; ti++) {
int backface = !haloo3d_facef_finalize(outfaces[ti]);
if (o->cullbackface && backface) {
continue;
}
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(*ecs)->totaldrawn++;
// We still have to convert the points into the view
haloo3d_facef_viewport_into_fast(outfaces[ti],
o->context->precalc_halfwidth,
o->context->precalc_halfheight);
haloo3d_triangle(&o->context->window, &o->context->rendersettings,
outfaces[ti]);
}
o->context->rendersettings.flags = oflags;
}
}
}
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void sys_playerinput(ecs_input *in) {
in->numevents = 0;
unigi_type_event event;
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);
}
}
break;
}
in->numevents++;
} while (event.type != unigi_enum_event_none);
}
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// ---------------------------------------------------
// MAIN FUNCTION
// ---------------------------------------------------
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int main() { // int argc, char **argv) {
srand(clock());
// Init unigi system. Can use anything here that can render to screen
unigi_type_resolution res;
res.width = SWIDTH;
res.height = SHEIGHT;
res.depth = 0;
unigi_graphics_init();
unigi_window_create(res, "terrain.exe"); // render.printbuf);
eprintf("Initialized unigi system\n");
haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
haloo3d_fb *palettetex = haloo3d_easystore_addtex(&storage, "palette");
haloo3d_gen_palettetex(palettetex);
eprintf("Initialized storage and default textures/etc\n");
haloo3d_fb screen;
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
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haloo3d_print_tracker pt;
char printbuf[8192];
haloo3d_print_initdefault(&pt, printbuf, sizeof(printbuf));
pt.fb = &screen;
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haloo3d_easytimer frametimer, drawtimer, sdltimer;
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haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
haloo3d_easytimer_init(&drawtimer, AVGWEIGHT);
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
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render_context context;
context.windowclear = 0xF000;
context.nearclip = INIT_NEARCLIP;
context.farclip = INIT_FARCLIP;
context.fov = INIT_FOV;
haloo3d_fb_init(&context.window, WIDTH, HEIGHT);
eprintf("Initialized screen buffers, context, and timers\n");
tecs ecs;
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ecs.delta_s = 0;
tecs_init(&ecs);
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int tecs_size = sizeof(tecs);
ecs_eid playerid = tecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
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.pos = {.x = 0, .y = 10, .z = 0}, .up = DEFAULTUP};
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ECS_SETCOMPONENT(&ecs, playerid, ecs_movement){.pos = INIT_PLAYERSPEED};
ECS_SETCOMPONENT(&ecs, playerid, ecs_rotation){.yaw = 0,
.pitch = CAM_INITPITCH};
ECS_SETCOMPONENT(&ecs, playerid, ecs_rendercontext) & context;
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ECS_SETCOMPONENT(&ecs, playerid, ecs_input){};
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ecs_placement *playerpos = &ECS_GETCOMPONENT(&ecs, playerid, ecs_placement);
eprintf("Setup ECS system (%d bytes)\n", tecs_size);
// MAIN LOOP
while (1) {
haloo3d_easytimer_start(&frametimer);
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haloo3d_print_refresh(&pt);
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ecs.totaldrawn = 0;
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// ECS logic (which includes rendering)
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if (ecs.delta_s) {
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ECS_RUNSYSTEM1(&ecs, sys_playerinput, ecs_input);
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ECS_RUNSYSTEM2(&ecs, sys_rotation, ecs_placement, ecs_rotation);
ECS_RUNSYSTEM3(&ecs, sys_movement, ecs_placement, ecs_movement, tecs);
ECS_RUNSYSTEM2(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement);
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haloo3d_easytimer_start(&drawtimer);
ECS_RUNSYSTEM3(&ecs, sys_renderobject, ecs_placement, ecs_object, tecs);
haloo3d_easytimer_end(&drawtimer);
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}
// Scale 3D into final buffer
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haloo3d_fb_fill(&screen, &context.window);
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// clang-format off
haloo3d_print(&pt,
"Pframe: %05.2f (%05.2f) DT: %0.3f\n"
"PSDLFl: %05.2f (%05.2f)\n"
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"Render: %05.2f (%05.2f)\n"
"PlPos: %05.2f (%05.2f)\n"
"Tris: %d\n",
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frametimer.last * 1000, frametimer.sum * 1000, ecs.delta_s,
sdltimer.last * 1000, sdltimer.sum * 1000,
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drawtimer.last * 1000, drawtimer.sum * 1000,
playerpos->pos.x, playerpos->pos.z,
ecs.totaldrawn);
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// clang-format on
// Finally, actually put buffer onto screen
haloo3d_easytimer_start(&sdltimer);
unigi_graphics_blit(0, (unigi_type_color *)screen.buffer,
res.width * res.height);
unigi_graphics_flush();
haloo3d_easytimer_end(&sdltimer);
haloo3d_easytimer_end(&frametimer);
// Wait for next frame based on fps
float waittime = (1.0 / fps) - frametimer.last;
if (waittime > 0) {
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
}
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ecs.delta_s = frametimer.last + MAX(waittime, 0);
}
haloo3d_fb_free(&screen);
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haloo3d_fb_free(&context.window);
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haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}