New maze generation

This commit is contained in:
Carlos Sanchez 2024-08-17 06:06:02 -04:00
parent a5b905ab43
commit 3593722378
2 changed files with 107 additions and 58 deletions

@ -1 +1 @@
Subproject commit d7b2d938cd5b53a65c5bdd78f62c1a7160c576e6
Subproject commit fbcc3e9103e7f84390827dc1a63151f2ad72d158

163
maze.c
View File

@ -13,14 +13,12 @@
#include <stdlib.h>
// Performance options
// #define SECPERFRAME (1.0 / TARGETFPS)
#define WIDTH 320
#define HEIGHT 200
#define SWIDTH WIDTH * 3
#define SHEIGHT HEIGHT * 3
#define WIDTH 640
#define HEIGHT 400
#define ASPECT ((float)WIDTH / HEIGHT)
#define SCREENSCALE 2
#define SWIDTH (WIDTH * SCREENSCALE)
#define SHEIGHT (HEIGHT * SCREENSCALE)
#define NEARCLIP 0.01
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
@ -30,79 +28,120 @@
#define MAZESIZE 31
#define HSCALE 2.0
// Generate a (square) maze
void gen_maze(haloo3d_obj *mazewalls, int size) {
uint8_t *mazevisit;
// #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;
}
int *mazestack;
mallocordie(mazevisit, sizeof(uint8_t) * size * size);
mallocordie(mazestack, sizeof(int) * size * size);
memset(mazevisit, 0, size * size);
mallocordie(mazestack, sizeof(int) * mazesquare);
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;
mazevisit[x + y * size] = 1;
mazestack[0] = x + y * size;
int mazetop = 1;
int mazetop = 0;
STACKPUSH(mazestack, mazetop, x + y * size);
maze[x + y * size] |= MAZEVISIT;
struct vec2i visitable[4];
int visitmax = 0;
int visittop = 0;
// Now let's make a maze!
while (mazetop) {
mazetop--;
visitmax = 0;
visittop = 0;
x = mazestack[mazetop] % size;
y = mazestack[mazetop] / size;
if (x > 0 && !mazevisit[x - 1 + y * size]) {
visitable[visitmax].x = -1;
visitable[visitmax++].y = 0;
if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
visitable[visittop].x = -1;
visitable[visittop++].y = 0;
}
if (x < size - 1 && !mazevisit[x + 1 + y * size]) {
visitable[visitmax].x = 1;
visitable[visitmax++].y = 0;
if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
visitable[visittop].x = 1;
visitable[visittop++].y = 0;
}
if (y > 0 && !mazevisit[x + (y - 1) * size]) {
visitable[visitmax].x = 0;
visitable[visitmax++].y = -1;
if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
visitable[visittop].x = 0;
visitable[visittop++].y = -1;
}
if (y < size - 1 && !mazevisit[x + (y + 1) * size]) {
visitable[visitmax].x = 0;
visitable[visitmax++].y = 1;
if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
visitable[visittop].x = 0;
visitable[visittop++].y = 1;
}
// You can generate a random location!
if (visitmax) {
mazetop++; // mazestack already has our location
struct vec2i movedir = visitable[rand() % visitmax];
int facebase = 4 * (x + y * size);
// Faces are... somewhere.
haloo3d_vertexi *face; // This is actually 6 vertices, the quad
// Only y == -21 moves in the direction of facebase
if (movedir.y == 1) {
facebase += 4 * size; // backwards?
} else if (movedir.x == -1) {
facebase += 2;
} else if (movedir.x == 1) {
facebase += 6;
}
face = mazewalls->faces[facebase];
for (int i = 0; i < 6; i++) {
face[i].posi = 0; // this should make the triangles degenerate
}
if (visittop) {
// Readd ourselves, we're moving
STACKPUSH(mazestack, mazetop, x + y * size);
struct vec2i movedir = visitable[rand() % visittop];
int nx = x + movedir.x;
int ny = y + movedir.y;
// 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;
}
// Push onto stack and set visited
mazestack[mazetop++] = nx + ny * size;
mazevisit[nx + ny * size] = 1;
STACKPUSH(mazestack, mazetop, nx + ny * size);
maze[nx + ny * size] |= MAZEVISIT;
}
}
free(mazevisit);
free(mazestack);
}
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);
}
}
}
}
int main() { // int argc, char **argv) {
// Store all the values users can change at the beginning
@ -127,7 +166,6 @@ int main() { // int argc, char **argv) {
haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
render.camera.pos.y = 0.5;
// render.trifunc = H3D_EASYRENDER_FASTFUNC;
eprintf("Initialized renderer\n");
haloo3d_debugconsole_set(&dc, "render/fps.i", &fps);
@ -137,6 +175,8 @@ int main() { // int argc, char **argv) {
haloo3d_debugconsole_set(&dc, "render/ditherend.f", &ditherend);
haloo3d_debugconsole_set(&dc, "render/sky.u16x", &sky);
haloo3d_debugconsole_set(&dc, "render/fasttris.i", &sky);
haloo3d_debugconsole_set(&dc, "camera/pos_y.f", &render.camera.pos.y);
haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
render.tprint.fb = &screen;
@ -153,8 +193,14 @@ int main() { // int argc, char **argv) {
haloo3d_fb *wallt = haloo3d_easystore_addtex(&storage, "walls");
haloo3d_gen_plane(flooro, MAZESIZE);
haloo3d_gen_plane(ceilo, MAZESIZE);
haloo3d_gen_grid(wallo, MAZESIZE);
gen_maze(wallo, MAZESIZE);
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);
uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
haloo3d_fb_init_tex(floort, 64, 64);
@ -212,8 +258,11 @@ int main() { // int argc, char **argv) {
unigi_graphics_init();
unigi_window_create(res, "maze.exe"); // render.printbuf);
// render.camera.pos.y = 5;
// render.camera.pitch = 2.2;
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);
// -----------------------------------
// Actual rendering