472 lines
18 KiB
C
472 lines
18 KiB
C
#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3dex_easy.h"
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#include "haloo3d/haloo3dex_gen.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "haloo3d/lib/mathc.h"
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#include "unigi/main.h"
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// #include "keys.h"
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#include "terrain_ecstypes.h"
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#include <stdlib.h>
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#include <time.h>
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#define WIDTH 480
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#define HEIGHT 300
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#define SCREENSCALE 2
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#define SWIDTH (WIDTH * SCREENSCALE)
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#define SHEIGHT (HEIGHT * SCREENSCALE)
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#define AVGWEIGHT 0.85
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#define DEFAULTUP \
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{ .x = 0, .y = 1, .z = 0 }
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// Lookvec for objects which all face forward along with the player
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#define DEFAULTLOOK \
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{ .x = 0, .y = 0, .z = -1 }
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// { .x = 1.0, .y = 1.0, .z = 1.0 }
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#define CHUNKSIZE 8 // How big each chunk is (x and y, square)
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#define CHUNKSCALE 1.0 / CHUNKSIZE
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#define VIEWDISTANCE 5
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#define PLBOXEDGE VIEWDISTANCE * 2 + 1
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#define MAXCHUNKPERFRAME 10
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// These are initial values but there may be ways to change it
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#define CAM_INITPITCH MPI_2
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#define INIT_NEARCLIP 0.01
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#define INIT_FARCLIP 100.0
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#define INIT_FOV 90.0
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#define INIT_DITHERSTART 10000
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#define INIT_DITHEREND 10000
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#define INIT_LIGHTPITCH -MPI / 4.0
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#define INIT_LIGHTYAW 0
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#define INIT_MINLIGHT 0.2
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#define INIT_PLAYERSPEED \
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{ .x = 0, .y = 0, .z = -0.5 }
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// Some globals you can mess around with potentially
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int fps = 30;
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#define PALETTEKEY "palette"
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void fastface(haloo3d_facei face, uint16_t tex, uint16_t v0, uint16_t v1,
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uint16_t v2) {
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face[0].texi = tex;
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face[1].texi = tex;
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face[2].texi = tex;
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face[0].posi = v0;
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face[1].posi = v1;
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face[2].posi = v2;
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}
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void gen_terrain(struct vec2i pos, haloo3d_obj *model) {
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eprintf("Generating terrain at %d,%d\n", pos.x, pos.y);
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// Don't allow the model to have more than some amount of faces/vertices.
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haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
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CHUNKSIZE * CHUNKSIZE * 4);
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// Generate the "ocean" floor
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// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
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struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
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int seauv = haloo3d_obj_addvtexture(model, seacol);
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eprintf("SEAUV: %f,%f\n", seacol.x, seacol.y);
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// 0xF26F));
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// clang-format off
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int bl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = 0, .w = 1});
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int br = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = 0, .w = 1});
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int tl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = CHUNKSIZE, .w = 1});
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int tr = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = CHUNKSIZE, .w = 1});
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// clang-format on
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haloo3d_facei face;
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fastface(face, seauv, bl, br, tl);
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haloo3d_obj_addface(model, face);
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fastface(face, seauv, br, tr, tl);
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model->numfaces += 2;
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haloo3d_obj_shrinktofit(model);
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}
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// Generate the entity/components/terrain for the chunk at the given
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// coordinates.
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// NOTE: chunks are per x/y tile (terrain inside is just scaled
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// down to fit inside the 1x1 box)
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void gen_chunk(render_context *ctx, tecs *ecs, struct vec2i pos) {
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// eprintf("Generating chunk at %d,%d\n", pos.x, pos.y);
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ecs_eid id = tecs_newentity(ecs, 0);
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ecs_playergarbage garbage;
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sprintf(garbage.dynmodel, "e%d", id);
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haloo3d_obj *model =
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haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
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gen_terrain(pos, model);
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ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
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ECS_SETCOMPONENT(ecs, id, ecs_chunk){.pos = pos};
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ECS_SETCOMPONENT(ecs, id,
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ecs_placement){.up = DEFAULTUP,
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.lookvec = DEFAULTLOOK,
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.pos = {.x = pos.x, .y = 0, .z = pos.y}};
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// TODO: an easy place for optimization (if it's even needed)
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// eprintf("TEX: %p\n", haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY));
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ECS_SETCOMPONENT(ecs, id, ecs_object){
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.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
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.scale = {.x = CHUNKSCALE, .y = CHUNKSCALE, .z = CHUNKSCALE},
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.lighting = NULL, //&ecs->chunklight,
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.model = model,
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.cullbackface = 0,
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.context = {ctx},
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.contextcount = 1};
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}
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void player_chunkload(ecs_placement *ppos, render_context *ctx, tecs *ecs) {
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struct vec2i pchunk = {.x = floor(ppos->pos.x), .y = floor(ppos->pos.z)};
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// This is our little array of "filled chunks" around the player. We
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// use this to figure out what to generate
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ecs_eid surround[PLBOXEDGE][PLBOXEDGE] = {0};
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// Need to pull all existing objects that are killable
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ecs_eid matches[ECS_MAXENTITIES];
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// Find + iterate over killable objects placed in world
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int mcount = tecs_query(
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ecs, ecs_playergarbage_fl | ecs_placement_fl | ecs_object_fl, matches);
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eprintf("KILLABLE OBJS: %d PCHUNK: %d,%d\n", mcount, pchunk.x, pchunk.y);
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for (int i = 0; i < mcount; i++) {
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ecs_placement *placement =
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&ECS_GETCOMPONENT(ecs, matches[i], ecs_placement);
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ecs_object *obj = &ECS_GETCOMPONENT(ecs, matches[i], ecs_object);
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// If this object is outside the view distance, we no longer have access to
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// it
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if (fabs(floor(placement->pos.x) - pchunk.x) > VIEWDISTANCE ||
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fabs(floor(placement->pos.y) - pchunk.y) > VIEWDISTANCE) {
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// OK, reduce the chunk refcount, since we're no longer close to it
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obj->contextcount--;
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}
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// This is specifically a chunk, it might be within our view radius.
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if (ECS_HASCOMPONENT(ecs, matches[i], ecs_chunk)) {
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ecs_chunk *chunk = &ECS_GETCOMPONENT(ecs, matches[i], ecs_chunk);
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int surx = chunk->pos.x - pchunk.x + VIEWDISTANCE;
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int sury = chunk->pos.y - pchunk.y + VIEWDISTANCE;
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if (surx >= 0 && sury >= 0 && surx < PLBOXEDGE && sury < PLBOXEDGE) {
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// eprintf("SUR: %d %d\n", surx, sury);
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surround[sury][surx] = 1; // matches[i];
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}
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}
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}
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int chunkgen = 0;
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// We now have our view radius box and which chunks are not loaded. Up to
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// some amount, let's load them
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for (int y = pchunk.y - VIEWDISTANCE; y <= pchunk.y + VIEWDISTANCE; y++) {
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for (int x = pchunk.x - VIEWDISTANCE; x <= pchunk.x + PLBOXEDGE; x++) {
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int surx = x - pchunk.x + VIEWDISTANCE;
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int sury = y - pchunk.y + VIEWDISTANCE;
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if (!surround[sury][surx]) {
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gen_chunk(ctx, ecs, (struct vec2i){.x = x, .y = y});
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//.y = pchunk.y - VIEWDISTANCE + y});
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if (++chunkgen >= MAXCHUNKPERFRAME) {
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break;
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}
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}
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}
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}
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}
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// ---------------------------------------------------
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// The terrain ecs systems
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// ---------------------------------------------------
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// All initialization for a specific render context
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void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p, tecs **ecs) {
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render_context *rc = *erc;
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struct vec3 lookat;
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mfloat_t cammatrix[MAT4_SIZE];
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mfloat_t perspective[MAT4_SIZE];
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// Some initial clearing
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haloo3d_fb_cleardepth(&rc->window);
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if (rc->windowclear & 0xF000) {
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haloo3d_fb_clear(&rc->window, rc->windowclear);
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}
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// Precalc stuff for later object rendering
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rc->precalc_halfwidth = rc->window.width * H3DVF(0.5);
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rc->precalc_halfheight = rc->window.height * H3DVF(0.5);
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haloo3d_perspective(perspective, rc->fov,
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(mfloat_t)rc->window.width / rc->window.height,
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rc->nearclip, rc->farclip);
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vec3_add(lookat.v, p->pos.v, p->lookvec.v);
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haloo3d_my_lookat(cammatrix, p->pos.v, lookat.v, p->up.v);
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mat4_inverse(cammatrix, cammatrix);
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mat4_multiply(rc->precalc_screen, perspective, cammatrix);
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// Well, since we're here... might as well do the player-related stuff.
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// After all, we can be sure this is a player... right?
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player_chunkload(p, rc, *ecs);
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}
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// Apply rotation to lookvec of placement, overrides lookvec
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void sys_rotation(ecs_placement *p, ecs_rotation *r) {
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YAWP2VEC(r->yaw, r->pitch, p->lookvec.v);
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}
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void sys_movement(ecs_placement *p, ecs_movement *m, tecs **ecs) {
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mfloat_t temp[VEC3_SIZE];
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vec3_multiply_f(temp, m->lookvec.v, (*ecs)->delta_s);
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vec3_add(p->lookvec.v, p->lookvec.v, temp);
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vec3_multiply_f(temp, m->up.v, (*ecs)->delta_s);
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vec3_add(p->up.v, p->up.v, temp);
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vec3_multiply_f(temp, m->pos.v, (*ecs)->delta_s);
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vec3_add(p->pos.v, p->pos.v, temp);
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}
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// Perform the entire rendering of an object
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void sys_renderobject(ecs_placement *p, ecs_object *o, tecs **ecs) {
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// --**-- First, precalc all the vertices in the object --**--
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mfloat_t tmp[VEC4_SIZE];
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mfloat_t modelm[MAT4_SIZE];
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mfloat_t finalmatrix[MAT4_SIZE];
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struct vec4 precalc_verts[H3D_OBJ_MAXVERTICES];
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vec3_add(tmp, p->pos.v, p->lookvec.v);
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haloo3d_my_lookat(modelm, p->pos.v, tmp, p->up.v);
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// Apply scale such that it looks like it was applied first (this prevents
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// scaling applying skew to a rotated object)
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haloo3d_mat4_prescalev(modelm, o->scale.v);
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// We might be rendering into multiple contexts in a multiplayer game (or
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// just different angles or something)
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for (int ctx = 0; ctx < o->contextcount; ctx++) {
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mat4_multiply(finalmatrix, o->context[ctx]->precalc_screen, modelm);
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haloo3d_precalc_verts(o->model, finalmatrix, precalc_verts);
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// --**-- Next, setup some rendering invariants --**--
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struct vec3 lighting;
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// The compiler is complaining about lighting being used unitialized, even
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// though it's not. Just shut it up
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vec3(lighting.v, 0, 0, 0);
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o->context[ctx]->rendersettings.texture = o->texture;
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if (o->lighting) {
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if (o->lighting->autolightfix) {
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// Lighting doesn't rotate with the model unless you do it yourself.
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// In the easy system, you can request the renderer to do it for you
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struct vec4 ltmp, lout;
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// Lighting is centered at 0
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vec4(ltmp.v, 0, 0, 0, 1);
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// Calc the same lookat just without translation. THis should be the
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// same rotation matrix used on the model
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haloo3d_my_lookat(modelm, ltmp.v, p->lookvec.v, p->up.v);
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// We actually want the inverse. Apparently to speed things up, the
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// transpose works for rotation matrices(?) but I don't trust that this
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// lookat does that
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// mat4_inverse(modelm, modelm);
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mat4_transpose(modelm, modelm);
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// We HAVE to have a vec4 (oof)
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vec4(ltmp.v, o->lighting->dir.x, o->lighting->dir.y, o->lighting->dir.z,
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1);
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haloo3d_vec4_multmat_into(<mp, modelm, &lout);
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// No need to fix W, should all be good (no perspective divide). But we
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// DO need to pull out that result
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vec3(lighting.v, lout.x, lout.y, lout.z);
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vec3_normalize(lighting.v, lighting.v);
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} else {
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vec3_assign(lighting.v, o->lighting->dir.v);
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}
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}
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// --**-- Finally, actually render faces --**--
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haloo3d_facef face, baseface;
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haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
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for (int facei = 0; facei < o->model->numfaces; facei++) {
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// Copy face values out of precalc array and clip them
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haloo3d_make_facef(o->model->faces[facei], precalc_verts,
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o->model->vtexture, face);
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int tris = haloo3d_facef_clip(face, outfaces);
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if (tris > 0) {
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uint8_t oflags = o->context[ctx]->rendersettings.flags;
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if (o->lighting) {
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haloo3d_obj_facef(o->model, o->model->faces[facei], baseface);
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o->context[ctx]->rendersettings.intensity =
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haloo3d_calc_light(lighting.v, o->lighting->minlight, baseface);
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} else {
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o->context[ctx]->rendersettings.intensity = H3DVF(1.0);
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}
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// if ((r->_objstate[object - r->objects] & H3D_EASYOBJSTATE_NOTRANS)) {
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// r->rendersettings.flags &= ~H3DR_TRANSPARENCY;
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// }
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for (int ti = 0; ti < tris; ti++) {
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int backface = !haloo3d_facef_finalize(outfaces[ti]);
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if (o->cullbackface && backface) {
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continue;
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}
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(*ecs)->totaldrawn++;
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// We still have to convert the points into the view
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haloo3d_facef_viewport_into_fast(outfaces[ti],
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o->context[ctx]->precalc_halfwidth,
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o->context[ctx]->precalc_halfheight);
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haloo3d_triangle(&o->context[ctx]->window,
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&o->context[ctx]->rendersettings, outfaces[ti]);
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}
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o->context[ctx]->rendersettings.flags = oflags;
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}
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}
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}
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}
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void sys_playerinput(ecs_input *in) {
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in->numevents = 0;
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unigi_type_event event;
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do {
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unigi_event_get(&event);
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switch (event.type) {
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case unigi_enum_event_input_keyboard:
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if (event.data.input_keyboard.down) {
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switch (event.data.input_keyboard.button) {
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// case KEY_SPACE:
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// haloo3d_debugconsole_beginprompt(&dc);
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// break;
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default:
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exit(0);
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}
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}
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break;
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}
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in->numevents++;
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} while (event.type != unigi_enum_event_none);
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}
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void sys_playergarbage(ecs_playergarbage *pg, ecs_object *ob, tecs **ecs) {
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ecs_eid id = tecs_eid(ecs);
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if (ob->contextcount <= 0) {
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eprintf("Deleting object %d\n", id);
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if (pg->dynmodel[0]) {
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haloo3d_easystore_deleteobj(&(*ecs)->storage, pg->dynmodel,
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haloo3d_obj_free);
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}
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tecs_deleteentity(*ecs, id);
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}
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}
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// void sys_chunk(ecs_chunk *ch, ecs_object *o, tecs **ecs) {
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// // Is it really ok to have this check every single time? Seems kinda
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// wasteful if (ch->generation == 1) {
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// }
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// }
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// ---------------------------------------------------
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// MAIN FUNCTION
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// ---------------------------------------------------
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int main() { // int argc, char **argv) {
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srand(clock());
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// Init unigi system. Can use anything here that can render to screen
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unigi_type_resolution res;
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res.width = SWIDTH;
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res.height = SHEIGHT;
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res.depth = 0;
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unigi_graphics_init();
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unigi_window_create(res, "terrain.exe"); // render.printbuf);
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eprintf("Initialized unigi system\n");
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haloo3d_fb screen;
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haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
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haloo3d_print_tracker pt;
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char printbuf[8192];
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haloo3d_print_initdefault(&pt, printbuf, sizeof(printbuf));
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pt.fb = &screen;
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pt.scale = 1;
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haloo3d_easytimer frametimer, drawtimer, sdltimer;
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haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
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haloo3d_easytimer_init(&drawtimer, AVGWEIGHT);
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haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
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render_context context;
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context.windowclear = 0xFF00;
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context.nearclip = INIT_NEARCLIP;
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context.farclip = INIT_FARCLIP;
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context.fov = INIT_FOV;
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haloo3d_fb_init(&context.window, WIDTH, HEIGHT);
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eprintf("Initialized screen buffers, context, and timers\n");
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tecs ecs;
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ecs.delta_s = 0;
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tecs_init(&ecs);
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int tecs_size = sizeof(tecs);
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YAWP2VEC(INIT_LIGHTYAW, INIT_LIGHTPITCH, ecs.globallighting.v);
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// An issue? Not a pointer? Eeehhh....
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ecs.chunklight.dir = ecs.globallighting;
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ecs.chunklight.minlight = INIT_MINLIGHT;
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ecs.chunklight.autolightfix = 0;
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haloo3d_easystore_init(&ecs.storage);
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haloo3d_fb *palettetex = haloo3d_easystore_addtex(&ecs.storage, PALETTEKEY);
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haloo3d_gen_palettetex(palettetex);
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eprintf("Setup ECS system + obj/tex storage (%d bytes)\n", tecs_size);
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ecs_eid playerid = tecs_newentity(&ecs, 0);
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ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
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.pos = {.x = 0, .y = 1, .z = 0}, .up = DEFAULTUP};
|
|
ECS_SETCOMPONENT(&ecs, playerid, ecs_movement){.pos = INIT_PLAYERSPEED};
|
|
ECS_SETCOMPONENT(&ecs, playerid, ecs_rotation){.yaw = 0,
|
|
.pitch = CAM_INITPITCH};
|
|
ECS_SETCOMPONENT(&ecs, playerid, ecs_rendercontext) & context;
|
|
ECS_SETCOMPONENT(&ecs, playerid, ecs_input){};
|
|
ecs_placement *playerpos = &ECS_GETCOMPONENT(&ecs, playerid, ecs_placement);
|
|
|
|
eprintf("Setup player\n");
|
|
|
|
// MAIN LOOP
|
|
while (1) {
|
|
haloo3d_easytimer_start(&frametimer);
|
|
haloo3d_print_refresh(&pt);
|
|
ecs.totaldrawn = 0;
|
|
|
|
// ECS logic (which includes rendering)
|
|
if (ecs.delta_s) {
|
|
ECS_RUNSYSTEM1(&ecs, sys_playerinput, ecs_input);
|
|
ECS_RUNSYSTEM2(&ecs, sys_rotation, ecs_placement, ecs_rotation);
|
|
ECS_RUNSYSTEM3(&ecs, sys_movement, ecs_placement, ecs_movement, tecs);
|
|
ECS_RUNSYSTEM3(&ecs, sys_rendercontext, ecs_rendercontext, ecs_placement,
|
|
tecs);
|
|
// ECS_RUNSYSTEM3(&ecs, sys_chunk, ecs_chunk, ecs_object, tecs);
|
|
ECS_RUNSYSTEM3(&ecs, sys_playergarbage, ecs_playergarbage, ecs_object,
|
|
tecs);
|
|
haloo3d_easytimer_start(&drawtimer);
|
|
ECS_RUNSYSTEM3(&ecs, sys_renderobject, ecs_placement, ecs_object, tecs);
|
|
haloo3d_easytimer_end(&drawtimer);
|
|
}
|
|
|
|
// Scale 3D into final buffer
|
|
haloo3d_fb_fill(&screen, &context.window);
|
|
|
|
// clang-format off
|
|
haloo3d_print(&pt,
|
|
"Pframe: %05.2f (%05.2f) DT: %0.3f\n"
|
|
"PSDLFl: %05.2f (%05.2f)\n"
|
|
"Render: %05.2f (%05.2f)\n"
|
|
"PlPos: %05.2f (%05.2f)\n"
|
|
"Tris: %d\n",
|
|
frametimer.last * 1000, frametimer.sum * 1000, ecs.delta_s,
|
|
sdltimer.last * 1000, sdltimer.sum * 1000,
|
|
drawtimer.last * 1000, drawtimer.sum * 1000,
|
|
playerpos->pos.x, playerpos->pos.z,
|
|
ecs.totaldrawn);
|
|
// clang-format on
|
|
|
|
// Finally, actually put buffer onto screen
|
|
haloo3d_easytimer_start(&sdltimer);
|
|
unigi_graphics_blit(0, (unigi_type_color *)screen.buffer,
|
|
res.width * res.height);
|
|
unigi_graphics_flush();
|
|
haloo3d_easytimer_end(&sdltimer);
|
|
|
|
haloo3d_easytimer_end(&frametimer);
|
|
|
|
// Wait for next frame based on fps
|
|
float waittime = (1.0 / fps) - frametimer.last;
|
|
if (waittime > 0) {
|
|
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
|
|
}
|
|
ecs.delta_s = frametimer.last + MAX(waittime, 0);
|
|
}
|
|
|
|
haloo3d_fb_free(&screen);
|
|
haloo3d_fb_free(&context.window);
|
|
haloo3d_easystore_deleteallobj(&ecs.storage, haloo3d_obj_free);
|
|
haloo3d_easystore_deletealltex(&ecs.storage, haloo3d_fb_free);
|
|
}
|