3dtoys/maze.c
2024-08-19 12:36:35 -04:00

868 lines
27 KiB
C

#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 "ecs2.h"
#include "keys.h"
#include <stdlib.h>
// INteresting flags for performance comparisons
#define FASTFILL
#define WIDTH 480
#define HEIGHT 300
#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
#define AVGWEIGHT 0.85
// Game options
#define MAZESIZE 15
#define HSCALE 1.5
// Maze grows in the positive direction
#define MAZENORTH 1
#define MAZEEAST 2
#define MAZEVISIT 4
// When you rightshift these values, you "turn right".
// NOTE: north in this case is "towards the screen" because it moves in the
// positive direction. In this case, it's actually wound in the opposite
// direction of what you'd expect
#define DIRNORTH 8
#define DIRWEST 4
#define DIRSOUTH 2
#define DIREAST 1
#define TURNRIGHT(d) (d == 1 ? 8 : (d >> 1))
#define TURNLEFT(d) (d == 8 ? 1 : (d << 1))
#define STACKPUSH(s, t, v) s[t++] = v;
// 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;
struct vec2i dirtovec(uint8_t dir) {
struct vec2i result;
switch (dir) {
case DIREAST:
vec2i(result.v, 1, 0);
break;
case DIRWEST:
vec2i(result.v, -1, 0);
break;
case DIRNORTH:
vec2i(result.v, 0, 1);
break;
case DIRSOUTH:
vec2i(result.v, 0, -1);
break;
default:
vec2i(result.v, 0, 0);
}
return result;
}
mfloat_t dirtoyaw(uint8_t dir) {
switch (dir) {
case DIREAST:
return MPI_2;
case DIRWEST:
return -MPI_2;
case DIRNORTH:
return MPI;
case DIRSOUTH:
return 0;
default:
return 0;
}
}
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, uint8_t move) {
// eprintf("CHECKING DIR %d at (%d,%d), it is %d\n", move, x, y,
// maze[x + y * size]);
if (move == DIREAST) {
return (maze[x + y * size] & MAZEEAST) == 0;
} else if (move == DIRWEST) {
return (x > 0) && ((maze[x - 1 + y * size] & MAZEEAST) == 0);
} else if (move == DIRNORTH) {
return (maze[x + y * size] & MAZENORTH) == 0;
} else if (move == DIRSOUTH) {
return (y > 0) && ((maze[x + (y - 1) * size] & MAZENORTH) == 0);
}
return 0;
}
// Calculate which direction from the given position would have you
// facing down the longest hallway
uint8_t maze_longesthallway(uint8_t *maze, int size, int x, int y) {
uint8_t face = DIRNORTH;
uint8_t maxface = face;
uint16_t maxdist = 0;
while (face) {
uint16_t dist = 0;
int dx = x, dy = y;
struct vec2i move = dirtovec(face);
while (maze_connected(maze, dx, dy, size, face)) {
dx += move.x;
dy += move.y;
dist++;
}
if (dist > maxdist) {
maxface = face;
maxdist = dist;
}
face >>= 1;
}
eprintf("MAXFACE: %d\n", maxface);
return maxface;
}
// 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, struct vec2i *start,
struct vec2i *end) {
const int mazesquare = (size) * (size);
for (int i = 0; i < mazesquare; i++) {
maze[i] = MAZENORTH | MAZEEAST;
}
int *mazestack;
mallocordie(mazestack, sizeof(int) * mazesquare);
for (int i = 0; i < size * size; i++) {
mazestack[i] = -1;
}
// Push current cell onto stack, mark as visited
start->x = rand() % size;
start->y = rand() % size;
int x = start->x;
int y = start->y;
int mazetop = 0;
int maxmazetop = 0;
STACKPUSH(mazestack, mazetop, x + y * size);
maze[x + y * size] |= MAZEVISIT;
uint8_t visitable[4];
int visittop = 0;
// Now let's make a maze!
while (mazetop) {
// The end of the maze is the furthest into the stack we go. This should
// somewhat maximize the complexity of start to finish?
if (mazetop > maxmazetop) {
end->x = x;
end->y = y;
maxmazetop = mazetop;
}
mazetop--;
visittop = 0;
x = mazestack[mazetop] % size;
y = mazestack[mazetop] / size;
if (x > 0 && !maze_visited(maze, x - 1, y, size)) {
visitable[visittop++] = DIRWEST;
}
if (x < size - 1 && !maze_visited(maze, x + 1, y, size)) {
visitable[visittop++] = DIREAST;
}
if (y > 0 && !maze_visited(maze, x, y - 1, size)) {
visitable[visittop++] = DIRSOUTH;
}
if (y < size - 1 && !maze_visited(maze, x, y + 1, size)) {
visitable[visittop++] = DIRNORTH;
}
// You can generate a random location!
if (visittop) {
// Readd ourselves, we're moving
STACKPUSH(mazestack, mazetop, x + y * size);
uint8_t dir = visitable[rand() % visittop];
struct vec2i movedir = dirtovec(dir);
int nx = x + movedir.x;
int ny = y + movedir.y;
// Trust that the visitable array is always valid
if (dir == DIREAST) { // Tear down east wall
maze[x + y * size] &= ~MAZEEAST;
} else if (dir == DIRWEST) { // Move left and tear down east wall
maze[(x - 1) + y * size] &= ~MAZEEAST;
} else if (dir == DIRNORTH) { // tear down north wall
maze[x + y * size] &= ~MAZENORTH;
} else if (dir == DIRSOUTH) { // move down and tear down north wall
maze[x + (y - 1) * size] &= ~MAZENORTH;
}
// Push onto stack and set visited
STACKPUSH(mazestack, mazetop, nx + ny * size);
maze[nx + ny * size] |= MAZEVISIT;
}
}
eprintf("Maze generate: %d,%d -> %d,%d maxdepth: %d\n", start->x, start->y,
end->x, end->y, maxmazetop);
free(mazestack);
}
void maze_wall_generate(uint8_t *maze, int size, haloo3d_obj *obj) {
// Reset ALL walls
obj->numfaces = 0;
// Simple: for each cell, we check if north or east is a wall. If so,
// generate it. Also, generate walls for the south and west global wall
for (int y = 0; y < size; y++) {
for (int x = 0; x < size; x++) {
if (!maze_connected(maze, x, y, size, DIREAST)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIREAST));
}
if (!maze_connected(maze, x, y, size, DIRNORTH)) {
haloo3d_gen_grid_quad(obj, x, y, dirtovec(DIRNORTH));
}
}
}
for (int i = 0; i < size; i++) {
haloo3d_gen_grid_quad(obj, i, 0, dirtovec(DIRSOUTH));
haloo3d_gen_grid_quad(obj, 0, i, dirtovec(DIRWEST));
}
}
// Turning into a blob? IDK. Maybe certain things should be
// global state, which is this.
typedef struct {
// float timedelta;
int fps;
uint8_t state;
uint8_t maze[MAZESIZE * MAZESIZE];
// int size;
// A suggested start and end. The end is the actual
// end, where we put the ending indicator
struct vec2i start;
struct vec2i end;
// Some simple calcs for you to use
mfloat_t cellsize;
} worldstate;
enum {
WSTATE_INIT = 0,
WSTATE_SPINUP = 1,
WSTATE_GAMEPLAY = 2,
WSTATE_GAMEOVER = 3,
WSTATE_SPINDOWN = 4
};
// A component that stores a position and a facing direction
// as an angle
typedef struct {
struct vec3 pos;
struct vec2 rot; // x is yaw, y is pitch
} ecs_placement;
// A component representing movement through the scene.
// typedef struct {
// struct vec3 posvel;
// mfloat_t yawvel;
// } ecs_movement;
// A component which links back to a camera
typedef struct {
haloo3d_camera *camera;
} ecs_camera;
// A component which allows automatic navigation
// of position through the use of timers.
typedef struct {
struct vec3 dest;
int timer;
} ecs_autonav;
// A component which allows automatic rotation
// through the use of timers.
typedef struct {
struct vec2 dest; // x is yaw, y is pitch
int timer;
} ecs_autorotate;
// Component which enables synchronized scale y from 0 to 1 or 1 to 0. It is
// expected that an external source is modifying the value
typedef struct {
haloo3d_obj_instance *obj;
mfloat_t *scale;
int *timer;
} ecs_syncgrow;
// A component which has pointers back to global world state.
// typedef struct {
// worldstate *state;
// } ecs_worldstate;
// #define MAXGROWERS 10
// A component which holds onto data specifically for world
// entities. You can think of it as private data so people
// can't poke at the worldstate data
typedef struct {
worldstate *state;
haloo3d_obj *wallmodel;
int scaletimer;
mfloat_t scaleto;
} ecs_world;
// void sys_move_placement(ecs_movement *m, ecs_placement *p) {
// vec3_add(p->pos.v, p->pos.v, m->posvel.v);
// p->yaw += m->yawvel;
// }
void sys_syncgrow(ecs_syncgrow *sg) {
// Only perform logic when a timer is running
if (*sg->timer) {
if (*sg->timer == 1) {
// Just jump right to it on the last frame. We don't run on frame 0
sg->obj->scale.y = *sg->scale;
} else {
mfloat_t scaleleft = *sg->scale - sg->obj->scale.y;
sg->obj->scale.y += scaleleft / *sg->timer;
}
}
}
void sys_autonav(ecs_autonav *nav, ecs_placement *p) {
// Only perform logic when the timer is running
if (nav->timer) {
// On the last frame, just set it outright, nothing else to do
if (nav->timer == 1) {
p->pos = nav->dest;
} else {
mfloat_t xdiff = nav->dest.x - p->pos.x;
mfloat_t ydiff = nav->dest.y - p->pos.y;
mfloat_t zdiff = nav->dest.z - p->pos.z;
p->pos.x += xdiff / nav->timer;
p->pos.y += ydiff / nav->timer;
p->pos.z += zdiff / nav->timer;
}
nav->timer--;
}
}
void sys_autorotate(ecs_autorotate *arot, ecs_placement *p) {
// Only perform logic when the timer is running
if (arot->timer) {
// On the last frame, set it outright
if (arot->timer == 1) {
p->rot = arot->dest;
} else {
mfloat_t xdiff = arot->dest.x - p->rot.x;
mfloat_t ydiff = arot->dest.y - p->rot.y;
p->rot.x += xdiff / arot->timer;
p->rot.y += ydiff / arot->timer;
}
arot->timer--;
}
}
// update camera with placement value on entity
void sys_camera(ecs_camera *cam, ecs_placement *p) {
cam->camera->pos = p->pos;
cam->camera->yaw = p->rot.x;
cam->camera->pitch = p->rot.y;
// eprintf("CAM: %f %f POS: %f %f %f\n", cam->camera->yaw, cam->camera->pitch,
// cam->camera->pos.x, cam->camera->pos.y, cam->camera->pos.z);
}
void sys_world(ecs_world *w) {
const int spinspeed = w->state->fps * 4 / 5;
switch (w->state->state) {
case WSTATE_INIT:
maze_generate(w->state->maze, MAZESIZE, &w->state->start, &w->state->end);
maze_wall_generate(w->state->maze, MAZESIZE, w->wallmodel);
eprintf("INIT MAZE COMPLETE, spinning up walls\n");
w->state->state = WSTATE_SPINUP;
w->scaletimer = spinspeed;
w->scaleto = 1;
break;
case WSTATE_SPINUP:
w->scaletimer--;
if (w->scaletimer == 0) {
eprintf("SPINUP COMPLETE, starting gameplay\n");
// Start gameplay. We won't know when it's done
w->state->state = WSTATE_GAMEPLAY;
}
break;
case WSTATE_GAMEOVER:
w->scaletimer = spinspeed;
w->scaleto = 0;
w->state->state = WSTATE_SPINDOWN;
eprintf("GAME OVER, spinning down\n");
break;
case WSTATE_SPINDOWN:
// Bring walls down, timer down
w->scaletimer--;
if (w->scaletimer == 0) {
eprintf("SPINDOWN COMPLETE, reinitializing\n");
// Start gameplay. We won't know when it's done
w->state->state = WSTATE_INIT;
}
break;
}
}
enum {
SAI_INIT,
SAI_READY,
SAI_GAMEPLAY,
};
// State for tracking a smart ai moving through the maze.
typedef struct {
uint8_t state;
uint8_t rotstate;
uint8_t dir;
uint32_t timer;
struct vec2i mpos;
worldstate *ws;
} ecs_smartai;
static void sys_smartai(ecs_smartai *smartai, ecs_placement *p,
ecs_autonav *anav, ecs_autorotate *arot) {
const int actiontime = smartai->ws->fps / 2;
const int rotdelaytime = 2 * actiontime / 5;
switch (smartai->state) {
case SAI_INIT:
// Here, we wait until the world state is spinup, in which
// case we can spawn and face
if (smartai->ws->state == WSTATE_SPINUP) {
smartai->mpos = smartai->ws->start;
p->pos.x = smartai->ws->cellsize * (smartai->ws->start.x + 0.5);
p->pos.z = smartai->ws->cellsize * (smartai->ws->start.y + 0.5);
// Reset autonav
anav->dest = p->pos;
anav->timer = 0;
smartai->dir =
maze_longesthallway(smartai->ws->maze, MAZESIZE, smartai->ws->start.x,
smartai->ws->start.y);
p->rot.x = dirtoyaw(smartai->dir);
// reset autorotate
arot->dest = p->rot;
arot->timer = 0;
smartai->state = SAI_READY;
eprintf("PLAYER READY: %f %f (%f), waiting for spinup\n", anav->dest.x,
anav->dest.z, arot->dest.x);
}
break;
case SAI_READY:
if (smartai->ws->state == WSTATE_GAMEPLAY) {
smartai->state = SAI_GAMEPLAY;
eprintf("PLAYER STARTING GAMEPLAY\n");
}
break;
case SAI_GAMEPLAY:
// Normal gameplay: move through the maze, etc.
// Some states are triggered based on the timer
if (smartai->timer > 0) {
smartai->timer--;
}
// The rotation is delayed to make it feel a bit more like the original
// maze, which I think determined rotation and direction upon entering
// a tile. I instead calculate that in the middle of the tile. It doesn't
// really line up like it does on the windows screensaver but it's
// close enough for me.
if (smartai->timer == 0) {
if (smartai->rotstate == 1) {
eprintf("TURNING RIGHT\n");
arot->dest.x += MPI_2;
arot->timer = actiontime;
smartai->dir = TURNRIGHT(smartai->dir);
smartai->rotstate = 0;
} else if (smartai->rotstate == 2) {
eprintf("TURNING LEFT\n");
arot->dest.x -= MPI_2;
arot->timer = actiontime;
smartai->dir = TURNLEFT(smartai->dir);
smartai->rotstate = 0;
}
}
// Only decide to do things if you're not moving anymore. Movement is the
// most important thing
if (anav->timer == 0) {
eprintf("SMARTAI: %d TIMER: %d DIR: %d POS: (%f, %f)\n",
smartai->rotstate, smartai->timer, smartai->dir, p->pos.x,
p->pos.z);
if (smartai->mpos.x == smartai->ws->end.x &&
smartai->mpos.y == smartai->ws->end.y) {
eprintf("YOU WIN\n");
smartai->ws->state = WSTATE_GAMEOVER;
smartai->state = SAI_INIT;
return;
}
// Player can only move forward if there's nothing in front of them
if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
MAZESIZE, smartai->dir)) {
struct vec2i movement = dirtovec(smartai->dir);
smartai->mpos.x += movement.x;
smartai->mpos.y += movement.y;
anav->timer = actiontime;
anav->dest.x = p->pos.x + smartai->ws->cellsize * movement.x;
anav->dest.z = p->pos.z + smartai->ws->cellsize * movement.y;
smartai->rotstate = 0;
}
// Figure out if a rotation should be scheduled
if (smartai->timer <= 0) {
// Ok we might be moving, we might not be. Let's go ahead and calculate
// rotation based on the FUTURE direction we want to turn.
uint8_t rightdir = TURNRIGHT(smartai->dir);
uint8_t leftdir = TURNLEFT(smartai->dir);
if (maze_connected(smartai->ws->maze, smartai->mpos.x, smartai->mpos.y,
MAZESIZE, rightdir)) {
// Always choose right over left
smartai->rotstate = 1;
smartai->timer = rotdelaytime;
eprintf("WILL TURN RIGHT TO: %d\n", rightdir);
} else if (!maze_connected(smartai->ws->maze, smartai->mpos.x,
smartai->mpos.y, MAZESIZE, smartai->dir)) {
// We only move left if the player can't move forward or right
smartai->rotstate = 2;
smartai->timer = rotdelaytime;
eprintf("WILL TURN LEFT (stuck) TO: %d\n", leftdir);
}
}
}
break;
}
}
// Setup ECS system for our game
ECS_START(mecs)
// ECS_COMPONENT(ecs_worldstate);
ECS_COMPONENT(ecs_world);
ECS_COMPONENT(ecs_autonav);
ECS_COMPONENT(ecs_autorotate);
ECS_COMPONENT(ecs_placement);
ECS_COMPONENT(ecs_camera);
ECS_COMPONENT(ecs_smartai);
ECS_COMPONENT(ecs_syncgrow);
ECS_END(mecs)
// And then a copy of the components here... that sucksssss
ECS_CID(ecs_worldstate, 0);
ECS_CID(ecs_world, 1);
ECS_CID(ecs_autonav, 2);
ECS_CID(ecs_autorotate, 3);
ECS_CID(ecs_placement, 4);
ECS_CID(ecs_camera, 5);
ECS_CID(ecs_smartai, 6);
ECS_CID(ecs_syncgrow, 7);
ECS_SYSTEM1(mecs, sys_world, ecs_world);
ECS_SYSTEM1(mecs, sys_syncgrow, ecs_syncgrow);
ECS_SYSTEM2(mecs, sys_autonav, ecs_autonav, ecs_placement);
ECS_SYSTEM2(mecs, sys_autorotate, ecs_autorotate, ecs_placement);
ECS_SYSTEM2(mecs, sys_camera, ecs_camera, ecs_placement);
ECS_SYSTEM4(mecs, sys_smartai, ecs_smartai, ecs_placement, ecs_autonav,
ecs_autorotate);
void init_floortexture(haloo3d_fb *floort) {
uint16_t cols[1] = {0xFD93};
haloo3d_fb_init_tex(floort, 64, 64);
haloo3d_apply_alternating(floort, cols, 1);
haloo3d_apply_noise(floort, NULL, 1.0 / 6);
}
void init_ceilingtexture(haloo3d_fb *ceilt) {
uint16_t cols[1] = {0xFFFF};
haloo3d_fb_init_tex(ceilt, 64, 64);
haloo3d_apply_alternating(ceilt, cols, 1);
haloo3d_apply_noise(ceilt, NULL, 1.0 / 4);
haloo3d_apply_brick(ceilt, 16, 8, 0xFAAA);
}
void init_walltexture(haloo3d_fb *wallt) {
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, 18, 13, 0xFEEE);
// haloo3d_apply_brick(wallt, 14, 8, 0xFD94);
haloo3d_apply_noise(wallt, NULL, 1.0 / 8);
}
void init_starttexture(haloo3d_fb *startt) {
haloo3d_fb_init_tex(startt, 64, 64);
haloo3d_recti rect = {.x1 = 20, .x2 = 44, .y1 = 24, .y2 = 40};
haloo3d_apply_rect(startt, &rect, 0xF777, 1);
}
void init_mazeinstances(haloo3d_obj_instance *floori,
haloo3d_obj_instance *ceili,
haloo3d_obj_instance *walli,
haloo3d_obj_instance *starti) {
floori->cullbackface = 0;
ceili->cullbackface = 0;
walli->cullbackface = 0;
starti->cullbackface = 0;
vec3(floori->scale.v, HSCALE, 1, HSCALE);
vec3(ceili->scale.v, HSCALE, 1, HSCALE);
vec3(walli->scale.v, HSCALE, 0, HSCALE);
vec3(starti->scale.v, 1, 0, 1);
floori->pos.x += MAZESIZE / 2.0 * HSCALE;
floori->pos.z += MAZESIZE / 2.0 * HSCALE;
ceili->pos.x += MAZESIZE / 2.0 * HSCALE;
ceili->pos.z += MAZESIZE / 2.0 * HSCALE;
walli->pos.x += MAZESIZE / 2.0 * HSCALE;
walli->pos.z += MAZESIZE / 2.0 * HSCALE;
ceili->pos.y = 1;
}
int main() { // int argc, char **argv) {
haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
haloo3d_fb screen;
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
render.camera.pos.y = 0.5;
render.tprint.fb = &screen;
eprintf("Initialized renderer\n");
haloo3d_easytimer frametimer, sdltimer, filltimer, logictimer;
haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
haloo3d_easytimer_init(&filltimer, AVGWEIGHT);
haloo3d_easytimer_init(&logictimer, 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_obj *starto = haloo3d_easystore_addobj(&storage, "start");
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_fb *startt = haloo3d_easystore_addtex(&storage, "start");
haloo3d_gen_plane(flooro, MAZESIZE);
haloo3d_gen_plane(ceilo, MAZESIZE);
haloo3d_gen_grid(wallo, MAZESIZE, 0);
init_floortexture(floort);
init_ceilingtexture(ceilt);
init_walltexture(wallt);
init_starttexture(startt);
haloo3d_gen_quad(starto, startt);
eprintf("Initialized models and textures\n");
worldstate wstate;
memset(&wstate, 0, sizeof(worldstate));
wstate.fps = fps;
wstate.state = WSTATE_INIT;
wstate.cellsize = HSCALE;
// 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);
haloo3d_obj_instance *starti =
haloo3d_easyrender_addinstance(&render, starto, startt);
init_mazeinstances(floori, ceili, walli, starti);
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
unigi_graphics_init();
unigi_window_create(res, "maze.exe"); // render.printbuf);
// render.camera.pos.y = 4; // 5;
// render.camera.pitch = MPI - 0.1; // 2.2;
// ceili->pos.y = -10;
haloo3d_debugconsole dc;
haloo3d_debugconsole_init(&dc);
haloo3d_debugconsole_set(&dc, "render/fps.i", &wstate.fps);
haloo3d_debugconsole_set(&dc, "render/fov.f", &fov);
haloo3d_debugconsole_set(&dc, "render/trifunc.i", &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, "camera/pos_y.f", &render.camera.pos.y);
haloo3d_debugconsole_set(&dc, "camera/pitch.f", &render.camera.pitch);
haloo3d_debugconsole_set(&dc, "obj/ceil/pos_y.f", &ceili->pos.y);
// Set up ECS entities. For this game, we mostly have global entities.
mecs ecs;
mecs_init(&ecs);
ecs_eid worldid = mecs_newentity(&ecs, 0);
eprintf("World eid: %d\n", worldid);
ECS_SETCOMPONENT(&ecs, worldid, ecs_world){
.state = &wstate, .wallmodel = wallo, .scaletimer = 0};
ecs_world *eworld = ecs.c_ecs_world + worldid;
// Setup some dynamic objects
ecs_eid wallid = mecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, wallid, ecs_syncgrow){
.obj = walli, .scale = &eworld->scaleto, .timer = &eworld->scaletimer};
ecs_eid startid = mecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, startid, ecs_syncgrow){
.obj = starti, .scale = &eworld->scaleto, .timer = &eworld->scaletimer};
// Player is ofc most complicated
ecs_eid playerid = mecs_newentity(&ecs, 0);
eprintf("Player eid: %d\n", playerid);
// ECS_SETCOMPONENT(&ecs, playerid, ecs_worldstate){.state = &wstate};
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
.pos = render.camera.pos,
.rot = {.x = render.camera.yaw, .y = render.camera.pitch}};
ECS_SETCOMPONENT(&ecs, playerid, ecs_camera){.camera = &render.camera};
ECS_SETCOMPONENT(&ecs, playerid, ecs_autonav){.timer = 0};
ECS_SETCOMPONENT(&ecs, playerid, ecs_autorotate){.timer = 0};
ECS_SETCOMPONENT(&ecs, playerid, ecs_smartai){
.state = SAI_INIT, .ws = &wstate, .rotstate = 0, .timer = 0};
// -----------------------------------
// 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);
do {
unigi_event_get(&event);
switch (event.type) {
case 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);
}
}
break;
}
} while (event.type != unigi_enum_event_none);
// ---------------------------
// Game logic?
// ---------------------------
haloo3d_easytimer_start(&logictimer);
for (int i = 0; i < ECS_MAXENTITIES; i++) {
sys_world_run(&ecs, i);
sys_smartai_run(&ecs, i);
sys_syncgrow_run(&ecs, i);
sys_autonav_run(&ecs, i);
sys_autorotate_run(&ecs, i);
sys_camera_run(&ecs, i);
}
haloo3d_easytimer_end(&logictimer);
starti->pos = render.camera.pos;
starti->pos.z -= 1;
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_easytimer_start(&filltimer);
#ifdef FASTFILL
haloo3d_fb_fill(&screen, &render.window);
#else
haloo3d_recti texrect = {.x1 = 0, .y1 = 0, .x2 = WIDTH, .y2 = HEIGHT};
haloo3d_recti screenrect = {.x1 = 0, .y1 = 0, .x2 = SWIDTH, .y2 = SHEIGHT};
haloo3d_sprite(&screen, &render.window, texrect, screenrect);
#endif
haloo3d_easytimer_end(&filltimer);
haloo3d_print(&render.tprint,
"Pframe: %05.2f (%05.2f)\nPSDLFl: %05.2f "
"(%05.2f)\nFill: %05.2f "
"(%05.2f)\nLogic: %05.2f (%05.2f)\nTris: %d / %d\nVerts: "
"%d\nWState: %d",
frametimer.last * 1000, frametimer.sum * 1000,
sdltimer.last * 1000, sdltimer.sum * 1000,
filltimer.last * 1000, filltimer.sum * 1000,
logictimer.last * 1000, logictimer.sum * 1000, totaldrawn,
render.totalfaces, render.totalverts, wstate.state);
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);
float waittime = (1.0 / fps) - frametimer.last;
if (waittime > 0) {
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
}
}
// Just to get the compiler to STOP COMPLAINING about unused
mecs_deleteentity(&ecs, worldid);
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}