3dtoys/maze.c

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#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3dex_console.h"
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#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"
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#include "keys.h"
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#include <stdlib.h>
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#define WIDTH 640
#define HEIGHT 400
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#define ASPECT ((float)WIDTH / HEIGHT)
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#define SCREENSCALE 2
#define SWIDTH (WIDTH * SCREENSCALE)
#define SHEIGHT (HEIGHT * SCREENSCALE)
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#define NEARCLIP 0.01
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
#define AVGWEIGHT 0.85
// Game options
#define MAZESIZE 31
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#define HSCALE 2.0
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// #define MAZESQUARE ((MAZESIZE + 1) * (MAZESIZE + 1))
// Maze grows down and to the right.
#define MAZESOUTH 1
#define MAZEEAST 2
#define MAZEVISIT 4
#define STACKPUSH(s, t, v) s[t++] = v;
int maze_visited(uint8_t *maze, int x, int y, int size) {
return (maze[x + y * size] & MAZEVISIT) > 0;
}
int maze_connected(uint8_t *maze, int x, int y, int size, struct vec2i move) {
if (move.x == 1) {
return (maze[x + y * size] & MAZEEAST) == 0;
} else if (move.x == -1) {
return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
} else if (move.y == 1) {
return (maze[x + y * size] & MAZESOUTH) == 0;
} else if (move.y == -1) {
return (y > 0) && ((maze[x + (y - 1) * size] & MAZESOUTH) == 0);
}
return 0;
}
// Generate a (square) maze. Utilize one bit of the maze (#2) to
// indicate whether it is visited
void maze_generate(uint8_t *maze, int size) {
const int mazesquare = (size) * (size);
for (int i = 0; i < mazesquare; i++) {
maze[i] = MAZESOUTH | MAZEEAST;
}
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int *mazestack;
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mallocordie(mazestack, sizeof(int) * mazesquare);
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for (int i = 0; i < size * size; i++) {
mazestack[i] = -1;
}
// Push current cell onto stack, mark as visited
int x = size / 2;
int y = size / 2;
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int mazetop = 0;
STACKPUSH(mazestack, mazetop, x + y * size);
maze[x + y * size] |= MAZEVISIT;
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struct vec2i visitable[4];
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int visittop = 0;
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// Now let's make a maze!
while (mazetop) {
mazetop--;
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visittop = 0;
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x = mazestack[mazetop] % size;
y = mazestack[mazetop] / size;
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if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
visitable[visittop].x = -1;
visitable[visittop++].y = 0;
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}
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if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
visitable[visittop].x = 1;
visitable[visittop++].y = 0;
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}
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if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
visitable[visittop].x = 0;
visitable[visittop++].y = -1;
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}
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if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
visitable[visittop].x = 0;
visitable[visittop++].y = 1;
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}
// You can generate a random location!
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if (visittop) {
// Readd ourselves, we're moving
STACKPUSH(mazestack, mazetop, x + y * size);
struct vec2i movedir = visitable[rand() % visittop];
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int nx = x + movedir.x;
int ny = y + movedir.y;
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// Trust that the visitable array is always valid
if (movedir.x == 1) { // Tear down east wall
maze[x + y * size] &= ~MAZEEAST;
} else if (movedir.x == -1) { // Move left and tear down east wall
maze[(x - 1) + y * size] &= ~MAZEEAST;
} else if (movedir.y == 1) { // tear down south wall
maze[x + y * size] &= ~MAZESOUTH;
} else if (movedir.y == -1) { // move up and tear down south wall
maze[x + (y - 1) * size] &= ~MAZESOUTH;
}
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// Push onto stack and set visited
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STACKPUSH(mazestack, mazetop, nx + ny * size);
maze[nx + ny * size] |= MAZEVISIT;
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}
}
free(mazestack);
}
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void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
// Simple: for each cell, we check if south or east is a wall. If so,
// generate it. Also, generate walls for the north and west global wall
struct vec2i dir;
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
dir.x = 1;
dir.y = 0;
if (!maze_connected(maze, x, y, size, dir)) {
haloo3d_gen_grid_quad(obj, x, y, dir);
}
dir.x = 0;
dir.y = 1;
if (!maze_connected(maze, x, y, size, dir)) {
haloo3d_gen_grid_quad(obj, x, y, dir);
}
}
}
}
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int main() { // int argc, char **argv) {
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// 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;
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haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
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haloo3d_debugconsole dc;
haloo3d_debugconsole_init(&dc);
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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);
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render.camera.pos.y = 0.5;
eprintf("Initialized renderer\n");
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haloo3d_debugconsole_set(&dc, "render/fps.i", &fps);
haloo3d_debugconsole_set(&dc, "render/fov.f", &fov);
haloo3d_debugconsole_set(&dc, "render/trifunc.f", &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, "render/fasttris.i", &sky);
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haloo3d_debugconsole_set(&dc, "camera/pos_y.f", &render.camera.pos.y);
haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
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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, 0);
// no generic maze generator, we just do it raw. Each cell has a byte which
// indicates if the wall to the NORTH (#0 bit) and the wall to the WEST (#1
// bit) are solid. Because of this, we need one additional row and column
uint8_t maze[MAZESIZE * MAZESIZE];
maze_generate(maze, MAZESIZE);
maze_wall_generate(maze, MAZESIZE, wallo);
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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; //-1;
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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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render.camera.pos.y = 5;
render.camera.pitch = 2.2;
ceili->pos.y = -10;
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
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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_perspective(render.perspective, fov, ASPECT, NEARCLIP, FARCLIP);
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haloo3d_easyrender_beginframe(&render);
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haloo3d_fb_clear(&render.window, sky);
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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) {
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if (event.data.input_keyboard.down) {
switch (event.data.input_keyboard.button) {
case KEY_SPACE:
haloo3d_debugconsole_beginprompt(&dc);
break;
default:
exit(0);
}
}
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}
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(
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&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 = (1.0 / fps) - frametimer.last;
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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);
}