3dtoys/maze.c

293 lines
9.3 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 "keys.h"
#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 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);
}