#include "haloo3d/haloo3d.h" #include "haloo3d/haloo3dex_console.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 "keys.h" #include // Performance options // #define SECPERFRAME (1.0 / TARGETFPS) #define WIDTH 320 #define HEIGHT 200 #define SWIDTH WIDTH * 3 #define SHEIGHT HEIGHT * 3 #define ASPECT ((float)WIDTH / HEIGHT) #define NEARCLIP 0.01 #define FARCLIP 100.0 #define LIGHTANG -MPI / 4.0 #define AVGWEIGHT 0.85 // Game options #define MAZESIZE 31 #define HSCALE 2.0 // Generate a (square) maze void gen_maze(haloo3d_obj *mazewalls, int size) { uint8_t *mazevisit; int *mazestack; mallocordie(mazevisit, sizeof(uint8_t) * size * size); mallocordie(mazestack, sizeof(int) * size * size); memset(mazevisit, 0, size * size); 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; struct vec2i visitable[4]; int visitmax = 0; // Now let's make a maze! while (mazetop) { mazetop--; visitmax = 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 < size - 1 && !mazevisit[x + 1 + y * size]) { visitable[visitmax].x = 1; visitable[visitmax++].y = 0; } if (y > 0 && !mazevisit[x + (y - 1) * size]) { visitable[visitmax].x = 0; visitable[visitmax++].y = -1; } if (y < size - 1 && !mazevisit[x + (y + 1) * size]) { visitable[visitmax].x = 0; visitable[visitmax++].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 } int nx = x + movedir.x; int ny = y + movedir.y; // Push onto stack and set visited mazestack[mazetop++] = nx + ny * size; mazevisit[nx + ny * size] = 1; } } free(mazevisit); free(mazestack); } int main() { // int argc, char **argv) { // 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; haloo3d_easystore storage; haloo3d_easystore_init(&storage); haloo3d_debugconsole dc; haloo3d_debugconsole_init(&dc); 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}; 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); 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); render.tprint.fb = &screen; haloo3d_easytimer frametimer, sdltimer; haloo3d_easytimer_init(&frametimer, AVGWEIGHT); haloo3d_easytimer_init(&sdltimer, AVGWEIGHT); // Load the junk + generate stuff haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor"); haloo3d_obj *ceilo = haloo3d_easystore_addobj(&storage, "ceiling"); haloo3d_obj *wallo = haloo3d_easystore_addobj(&storage, "walls"); haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor"); haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling"); 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); uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD}; 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); eprintf("Initialized models and textures\n"); // 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); haloo3d_obj_instance *walli = haloo3d_easyrender_addinstance(&render, wallo, wallt); haloo3d_obj_instance *ceili = haloo3d_easyrender_addinstance(&render, ceilo, ceilt); floori->cullbackface = 0; ceili->cullbackface = 0; walli->cullbackface = 0; vec3(floori->scale.v, HSCALE, 1, HSCALE); vec3(ceili->scale.v, HSCALE, 1, HSCALE); vec3(walli->scale.v, HSCALE, 0, HSCALE); ceili->pos.y = 1; //-1; eprintf("Setup all object instances\n"); unigi_type_event event; unigi_type_resolution res; res.width = SWIDTH; res.height = SHEIGHT; res.depth = 0; int totaldrawn = 0; eprintf("Scene has %d tris, %d verts\n", render.totalfaces, render.totalverts); // Init unigi system // sprintf(render.printbuf, "maze.exe - %s %s %s", argv[1], argv[2], argv[3]); unigi_graphics_init(); unigi_window_create(res, "maze.exe"); // render.printbuf); // render.camera.pos.y = 5; // render.camera.pitch = 2.2; // ----------------------------------- // Actual rendering // ----------------------------------- // ceili->texture = &render.window; while (1) { haloo3d_easytimer_start(&frametimer); render.camera.yaw += 0.008; haloo3d_perspective(render.perspective, fov, ASPECT, NEARCLIP, FARCLIP); haloo3d_easyrender_beginframe(&render); haloo3d_fb_clear(&render.window, sky); 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); unigi_event_get(&event); if (event.type == 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); } } } totaldrawn = 0; haloo3d_obj_instance *object = NULL; // Iterate over objects while ((object = haloo3d_easyrender_nextinstance(&render, object)) != NULL) { // 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++) { totaldrawn += haloo3d_easyrender_renderface( &render, object, fi, ditherstart, ditherend, minlight); } } haloo3d_sprite(&screen, &render.window, texrect, screenrect); haloo3d_print(&render.tprint, "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, render.totalfaces, render.totalverts); unigi_graphics_blit(0, (unigi_type_color *)screen.buffer, res.width * res.height); haloo3d_easytimer_start(&sdltimer); unigi_graphics_flush(); haloo3d_easytimer_end(&sdltimer); haloo3d_easytimer_end(&frametimer); float waittime = (1.0 / fps) - 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); }