Maze generation!
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parent
171fde56a7
commit
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2
haloo3d
2
haloo3d
@ -1 +1 @@
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Subproject commit 11f20ce5e2b3053ce777151928500be797f3893f
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Subproject commit 775397220d63a5f92ad1ad16c0409c515ce13c30
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86
maze.c
86
maze.c
@ -34,6 +34,79 @@
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#define MAZESIZE 31
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#define MAZESIZE 31
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#define HSCALE 2.0
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#define HSCALE 2.0
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// Generate a (square) maze
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void gen_maze(haloo3d_obj *mazewalls, int size) {
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uint8_t *mazevisit;
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int *mazestack;
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mallocordie(mazevisit, sizeof(uint8_t) * size * size);
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mallocordie(mazestack, sizeof(int) * size * size);
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memset(mazevisit, 0, size * size);
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for (int i = 0; i < size * size; i++) {
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mazestack[i] = -1;
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}
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// Push current cell onto stack, mark as visited
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int x = size / 2;
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int y = size / 2;
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mazevisit[x + y * size] = 1;
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mazestack[0] = x + y * size;
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int mazetop = 1;
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struct vec2i visitable[4];
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int visitmax = 0;
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// Now let's make a maze!
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while (mazetop) {
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mazetop--;
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visitmax = 0;
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x = mazestack[mazetop] % size;
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y = mazestack[mazetop] / size;
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if (x > 0 && !mazevisit[x - 1 + y * size]) {
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visitable[visitmax].x = -1;
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visitable[visitmax++].y = 0;
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}
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if (x < size - 1 && !mazevisit[x + 1 + y * size]) {
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visitable[visitmax].x = 1;
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visitable[visitmax++].y = 0;
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}
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if (y > 0 && !mazevisit[x + (y - 1) * size]) {
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visitable[visitmax].x = 0;
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visitable[visitmax++].y = -1;
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}
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if (y < size - 1 && !mazevisit[x + (y + 1) * size]) {
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visitable[visitmax].x = 0;
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visitable[visitmax++].y = 1;
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}
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// You can generate a random location!
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if (visitmax) {
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mazetop++; // mazestack already has our location
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struct vec2i movedir = visitable[rand() % visitmax];
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int facebase = 4 * (x + y * size);
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// Faces are... somewhere.
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haloo3d_vertexi *face; // This is actually 6 vertices, the quad
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// Only y == -21 moves in the direction of facebase
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if (movedir.y == 1) {
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facebase += 4 * size; // backwards?
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} else if (movedir.x == -1) {
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facebase += 2;
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} else if (movedir.x == 1) {
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facebase += 6;
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}
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face = mazewalls->faces[facebase];
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for (int i = 0; i < 6; i++) {
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face[i].posi = 0; // this should make the triangles degenerate
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}
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int nx = x + movedir.x;
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int ny = y + movedir.y;
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// Push onto stack and set visited
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mazestack[mazetop++] = nx + ny * size;
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mazevisit[nx + ny * size] = 1;
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}
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}
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free(mazevisit);
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free(mazestack);
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}
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int main() { // int argc, char **argv) {
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int main() { // int argc, char **argv) {
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haloo3d_easystore storage;
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haloo3d_easystore storage;
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@ -69,6 +142,7 @@ int main() { // int argc, char **argv) {
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haloo3d_gen_plane(flooro, MAZESIZE);
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haloo3d_gen_plane(flooro, MAZESIZE);
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haloo3d_gen_plane(ceilo, MAZESIZE);
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haloo3d_gen_plane(ceilo, MAZESIZE);
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haloo3d_gen_grid(wallo, MAZESIZE);
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haloo3d_gen_grid(wallo, MAZESIZE);
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gen_maze(wallo, MAZESIZE);
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uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
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uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
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haloo3d_fb_init_tex(floort, 64, 64);
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haloo3d_fb_init_tex(floort, 64, 64);
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@ -107,7 +181,7 @@ int main() { // int argc, char **argv) {
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vec3(floori->scale.v, HSCALE, 1, HSCALE);
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vec3(floori->scale.v, HSCALE, 1, HSCALE);
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vec3(ceili->scale.v, HSCALE, 1, HSCALE);
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vec3(ceili->scale.v, HSCALE, 1, HSCALE);
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vec3(walli->scale.v, HSCALE, 0, HSCALE);
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vec3(walli->scale.v, HSCALE, 0, HSCALE);
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ceili->pos.y = 1;
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ceili->pos.y = 1; //-1;
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eprintf("Setup all object instances\n");
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eprintf("Setup all object instances\n");
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unigi_type_event event;
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unigi_type_event event;
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@ -126,6 +200,9 @@ int main() { // int argc, char **argv) {
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unigi_graphics_init();
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unigi_graphics_init();
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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// render.camera.pos.y = 5;
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// render.camera.pitch = 2.2;
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// -----------------------------------
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// -----------------------------------
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// Actual rendering
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// Actual rendering
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// -----------------------------------
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// -----------------------------------
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@ -137,13 +214,6 @@ int main() { // int argc, char **argv) {
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render.camera.yaw += 0.008;
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render.camera.yaw += 0.008;
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haloo3d_easyrender_beginframe(&render);
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haloo3d_easyrender_beginframe(&render);
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haloo3d_fb_clear(&render.window, 0xF000);
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haloo3d_fb_clear(&render.window, 0xF000);
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// memset(render.window.buffer, 0,
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// sizeof(uint16_t) * render.window.width * render.window.height);
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// for (int j = 0; j < 100; j++) {
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// ceilt->buffer[rand() % (ceilt->width * ceilt->height)] =
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// 0xF000 | (rand() & 0xFFF);
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// }
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walli->scale.y = fabs(sin(3 * render.camera.yaw));
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walli->scale.y = fabs(sin(3 * render.camera.yaw));
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// render.camera.up.x = sin(render.camera.yaw);
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// render.camera.up.x = sin(render.camera.yaw);
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