3dtoys/maze.c

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#include "haloo3d/haloo3d.h"
#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"
#include <stdlib.h>
// Performance options
#define DOLIGHTING
// #define FASTTRIS
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#define DITHERSTART -1
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#define DITHEREND 8
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#define TARGETFPS 30
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#define SECPERFRAME (1.0 / TARGETFPS)
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#define WIDTH 320
#define HEIGHT 200
#define SWIDTH WIDTH * 3
#define SHEIGHT HEIGHT * 3
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#define ASPECT ((float)WIDTH / HEIGHT)
#define FOV 90.0
#define NEARCLIP 0.01
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
#define MINLIGHT 0.25
#define AVGWEIGHT 0.85
// Game options
#define MAZESIZE 31
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#define HSCALE 2.0
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int main() { // int argc, char **argv) {
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haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
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haloo3d_fb screen;
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
haloo3d_recti texrect = {.x1 = 0, .y1 = 0, .x2 = WIDTH, .y2 = HEIGHT};
haloo3d_recti screenrect = {.x1 = 0, .y1 = 0, .x2 = SWIDTH, .y2 = SHEIGHT};
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haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
haloo3d_perspective(render.perspective, FOV, ASPECT, NEARCLIP, FARCLIP);
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render.camera.pos.y = 0.5;
#ifdef FASTTRIS
render.trifunc = H3D_EASYRENDER_FASTFUNC;
#endif
eprintf("Initialized renderer\n");
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render.tprint.fb = &screen;
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haloo3d_easytimer frametimer, sdltimer;
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haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
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haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
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// Load the junk + generate stuff
haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor");
haloo3d_obj *ceilo = haloo3d_easystore_addobj(&storage, "ceiling");
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haloo3d_obj *wallo = haloo3d_easystore_addobj(&storage, "walls");
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haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor");
haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling");
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haloo3d_fb *wallt = haloo3d_easystore_addtex(&storage, "walls");
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haloo3d_gen_plane(flooro, MAZESIZE);
haloo3d_gen_plane(ceilo, MAZESIZE);
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haloo3d_gen_grid(wallo, MAZESIZE);
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uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
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haloo3d_fb_init_tex(floort, 64, 64);
haloo3d_apply_alternating(floort, cols, 1);
haloo3d_apply_noise(floort, NULL, 1.0 / 6);
// haloo3d_apply_alternating(floort, cols, 2);
haloo3d_fb_init_tex(ceilt, 16, 16);
haloo3d_apply_alternating(ceilt, cols + 2, 2);
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, 16, 11, 0xFEEE);
// haloo3d_apply_brick(wallt, 14, 8, 0xFD94);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
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eprintf("Initialized models and textures\n");
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// 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);
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haloo3d_obj_instance *walli =
haloo3d_easyrender_addinstance(&render, wallo, wallt);
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haloo3d_obj_instance *ceili =
haloo3d_easyrender_addinstance(&render, ceilo, ceilt);
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floori->cullbackface = 0;
ceili->cullbackface = 0;
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walli->cullbackface = 0;
vec3(floori->scale.v, HSCALE, 1, HSCALE);
vec3(ceili->scale.v, HSCALE, 1, HSCALE);
vec3(walli->scale.v, HSCALE, 0, HSCALE);
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ceili->pos.y = 1;
eprintf("Setup all object instances\n");
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unigi_type_event event;
unigi_type_resolution res;
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res.width = SWIDTH;
res.height = SHEIGHT;
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res.depth = 0;
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int totaldrawn = 0;
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eprintf("Scene has %d tris, %d verts\n", render.totalfaces,
render.totalverts);
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// Init unigi system
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// sprintf(render.printbuf, "maze.exe - %s %s %s", argv[1], argv[2], argv[3]);
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unigi_graphics_init();
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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// -----------------------------------
// Actual rendering
// -----------------------------------
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// ceili->texture = &render.window;
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while (1) {
haloo3d_easytimer_start(&frametimer);
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render.camera.yaw += 0.008;
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haloo3d_easyrender_beginframe(&render);
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haloo3d_fb_clear(&render.window, 0xF000);
// memset(render.window.buffer, 0,
// sizeof(uint16_t) * render.window.width * render.window.height);
// for (int j = 0; j < 100; j++) {
// ceilt->buffer[rand() % (ceilt->width * ceilt->height)] =
// 0xF000 | (rand() & 0xFFF);
// }
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);
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unigi_event_get(&event);
if (event.type == unigi_enum_event_input_keyboard) {
exit(0);
}
totaldrawn = 0;
haloo3d_obj_instance *object = NULL;
// Iterate over objects
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while ((object = haloo3d_easyrender_nextinstance(&render, object)) !=
NULL) {
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// 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++) {
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totaldrawn += haloo3d_easyrender_renderface(
&render, object, fi, DITHERSTART, DITHEREND, MINLIGHT);
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}
}
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haloo3d_sprite(&screen, &render.window, texrect, screenrect);
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haloo3d_print(&render.tprint,
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"Last frame: %05.2f (%05.2f)\nLast SDLFl: %05.2f "
"(%05.2f)\nTris: %d / %d\nVerts: %d\n",
frametimer.last * 1000, frametimer.sum * 1000,
sdltimer.last * 1000, sdltimer.sum * 1000, totaldrawn,
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render.totalfaces, render.totalverts);
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unigi_graphics_blit(0, (unigi_type_color *)screen.buffer,
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res.width * res.height);
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haloo3d_easytimer_start(&sdltimer);
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unigi_graphics_flush();
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haloo3d_easytimer_end(&sdltimer);
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haloo3d_easytimer_end(&frametimer);
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float waittime = SECPERFRAME - frametimer.last;
if (waittime > 0) {
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
}
}
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}