3dtoys/terrain.c

477 lines
18 KiB
C

#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_easy.h"
#include "haloo3d/haloo3dex_gen.h"
#include "haloo3d/haloo3dex_obj.h"
#include "haloo3d/haloo3dex_print.h"
#include "haloo3d/lib/mathc.h"
#include "unigi/main.h"
// #include "keys.h"
#include "terrain_ecstypes.h"
#include <stdlib.h>
#include <time.h>
#define WIDTH 480
#define HEIGHT 300
#define SCREENSCALE 2
#define SWIDTH (WIDTH * SCREENSCALE)
#define SHEIGHT (HEIGHT * SCREENSCALE)
#define AVGWEIGHT 0.85
#define DEFAULTUP \
{ .x = 0, .y = 1, .z = 0 }
// Lookvec for objects which all face forward along with the player
#define DEFAULTLOOK \
{ .x = 0, .y = 0, .z = -1 }
// { .x = 1.0, .y = 1.0, .z = 1.0 }
#define CHUNKSIZE 8 // How big each chunk is (x and y, square)
#define CHUNKSCALE 1.0 / CHUNKSIZE
#define VIEWDISTANCE 10
#define PLBOXEDGE (VIEWDISTANCE * 2 + 1)
#define MAXCHUNKPERFRAME 100
// These are initial values but there may be ways to change it
#define CAM_INITPITCH MPI_2
#define INIT_NEARCLIP 0.01
#define INIT_FARCLIP 100.0
#define INIT_FOV 90.0
#define INIT_DITHERSTART 10000
#define INIT_DITHEREND 10000
#define INIT_LIGHTPITCH -MPI / 4.0
#define INIT_LIGHTYAW 0
#define INIT_MINLIGHT 0.2
#define INIT_PLAYERSPEED \
{ .x = 0, .y = 0, .z = -40.5 }
// Some globals you can mess around with potentially
int fps = 60;
#define PALETTEKEY "palette"
void fastface(haloo3d_facei face, uint16_t tex, uint16_t v0, uint16_t v1,
uint16_t v2) {
face[0].texi = tex;
face[1].texi = tex;
face[2].texi = tex;
face[0].posi = v0;
face[1].posi = v1;
face[2].posi = v2;
}
void gen_terrain(struct vec3i pos, haloo3d_obj *model) {
eprintf("Generating terrain at %d,%d\n", pos.x, pos.z);
// Don't allow the model to have more than some amount of faces/vertices.
haloo3d_obj_resetfixed(model, CHUNKSIZE * CHUNKSIZE * 4,
CHUNKSIZE * CHUNKSIZE * 4);
// Generate the "ocean" floor.
// TODO: You need to change this to be a large plane that follows the player
// so you can use lighting on the islands but not on the water
// haloo3d_gen_paletteuv(0xF26F, model->vtexture[model->numvtextures++].v);
struct vec3 seacol = haloo3d_gen_paletteuv(0xF000 | (rand() & 0xFFF));
int seauv = haloo3d_obj_addvtexture(model, seacol);
// eprintf("SEAUV: %f,%f\n", seacol.x, seacol.y);
// 0xF26F));
// clang-format off
// REMEMBER: NEGATIVE Z IS FORWARD
int tl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = 0, .w = 1});
int tr = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = 0, .w = 1});
int bl = haloo3d_obj_addvertex(model, (struct vec4){.x = 0, .y = 0, .z = CHUNKSIZE, .w = 1});
int br = haloo3d_obj_addvertex(model, (struct vec4){.x = CHUNKSIZE, .y = 0, .z = CHUNKSIZE, .w = 1});
// clang-format on
haloo3d_facei face;
fastface(face, seauv, bl, br, tl);
haloo3d_obj_addface(model, face);
fastface(face, seauv, br, tr, tl);
haloo3d_obj_addface(model, face);
haloo3d_obj_shrinktofit(model);
}
// Generate the entity/components/terrain for the chunk at the given
// coordinates.
// NOTE: chunks are per x/y tile (terrain inside is just scaled
// down to fit inside the 1x1 box)
void gen_chunk(render_context *ctx, tecs *ecs, struct vec3i pos) {
// eprintf("Generating chunk at %d,%d\n", pos.x, pos.y);
ecs_eid id = tecs_newentity(ecs, 0);
ecs_playergarbage garbage;
sprintf(garbage.dynmodel, "e%d", id);
haloo3d_obj *model =
haloo3d_easystore_addobj(&ecs->storage, garbage.dynmodel);
gen_terrain(pos, model);
ECS_SETCOMPONENT(ecs, id, ecs_playergarbage) garbage;
ECS_SETCOMPONENT(ecs, id, ecs_chunk){.pos = pos};
ECS_SETCOMPONENT(ecs, id,
ecs_placement){.up = DEFAULTUP,
.lookvec = DEFAULTLOOK,
.pos = {.x = pos.x, .y = pos.y, .z = pos.z}};
// TODO: an easy place for optimization (if it's even needed)
// eprintf("TEX: %p\n", haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY));
ECS_SETCOMPONENT(ecs, id, ecs_object){
.texture = haloo3d_easystore_gettex(&ecs->storage, PALETTEKEY),
.scale = {.x = CHUNKSCALE, .y = CHUNKSCALE, .z = CHUNKSCALE},
.lighting = &ecs->chunklight,
.model = model,
.cullbackface = 1,
.context = {ctx},
.contextcount = 1};
}
void player_chunkload(ecs_placement *ppos, render_context *ctx, tecs *ecs) {
struct vec3i pchunk = {.x = floor(ppos->pos.x),
.y = floor(ppos->pos.y),
.z = floor(ppos->pos.z)};
// This is our little array of "filled chunks" around the player. We
// use this to figure out what to generate
ecs_eid surround[PLBOXEDGE][PLBOXEDGE] = {0};
// Need to pull all existing objects that are killable
ecs_eid matches[ECS_MAXENTITIES];
// Find + iterate over killable objects placed in world
int mcount = tecs_query(
ecs, ecs_playergarbage_fl | ecs_placement_fl | ecs_object_fl, matches);
eprintf("KILLABLE OBJS: %d PCHUNK: %d,%d\n", mcount, pchunk.x, pchunk.y);
for (int i = 0; i < mcount; i++) {
ecs_placement *placement =
&ECS_GETCOMPONENT(ecs, matches[i], ecs_placement);
ecs_object *obj = &ECS_GETCOMPONENT(ecs, matches[i], ecs_object);
// If this object is outside the view distance, we no longer have access to
// it
if (fabs(floor(placement->pos.x) - pchunk.x) > VIEWDISTANCE ||
fabs(floor(placement->pos.z) - pchunk.z) > VIEWDISTANCE) {
// OK, reduce the chunk refcount, since we're no longer close to it
obj->contextcount--;
}
// This is specifically a chunk, it might be within our view radius.
if (ECS_HASCOMPONENT(ecs, matches[i], ecs_chunk)) {
ecs_chunk *chunk = &ECS_GETCOMPONENT(ecs, matches[i], ecs_chunk);
int surx = chunk->pos.x - pchunk.x + VIEWDISTANCE;
int surz = chunk->pos.z - pchunk.z + VIEWDISTANCE;
if (surx >= 0 && surz >= 0 && surx < PLBOXEDGE && surz < PLBOXEDGE) {
// eprintf("SUR: %d %d\n", surx, sury);
surround[surz][surx] = 1; // matches[i];
}
}
}
int chunkgen = 0;
// We now have our view radius box and which chunks are not loaded. Up to
// some amount, let's load them
for (int z = pchunk.z - VIEWDISTANCE; z <= pchunk.z + VIEWDISTANCE; z++) {
for (int x = pchunk.x - VIEWDISTANCE; x <= pchunk.x + VIEWDISTANCE; x++) {
int surx = x - pchunk.x + VIEWDISTANCE;
int surz = z - pchunk.z + VIEWDISTANCE;
if (!surround[surz][surx]) {
gen_chunk(ctx, ecs, (struct vec3i){.x = x, .y = 0, .z = z});
//.y = pchunk.y - VIEWDISTANCE + y});
if (++chunkgen >= MAXCHUNKPERFRAME) {
break;
}
}
}
}
}
// ---------------------------------------------------
// The terrain ecs systems
// ---------------------------------------------------
// All initialization for a specific render context
void sys_rendercontext(ecs_rendercontext *erc, ecs_placement *p, tecs **ecs) {
render_context *rc = *erc;
struct vec3 lookat;
mfloat_t cammatrix[MAT4_SIZE];
mfloat_t perspective[MAT4_SIZE];
// Some initial clearing
haloo3d_fb_cleardepth(&rc->window);
if (rc->windowclear & 0xF000) {
haloo3d_fb_clear(&rc->window, rc->windowclear);
}
// Precalc stuff for later object rendering
rc->precalc_halfwidth = rc->window.width * H3DVF(0.5);
rc->precalc_halfheight = rc->window.height * H3DVF(0.5);
haloo3d_perspective(perspective, rc->fov,
(mfloat_t)rc->window.width / rc->window.height,
rc->nearclip, rc->farclip);
vec3_add(lookat.v, p->pos.v, p->lookvec.v);
haloo3d_my_lookat(cammatrix, p->pos.v, lookat.v, p->up.v);
mat4_inverse(cammatrix, cammatrix);
mat4_multiply(rc->precalc_screen, perspective, cammatrix);
// Well, since we're here... might as well do the player-related stuff.
// After all, we can be sure this is a player... right?
player_chunkload(p, rc, *ecs);
}
// Apply rotation to lookvec of placement, overrides lookvec
void sys_rotation(ecs_placement *p, ecs_rotation *r) {
YAWP2VEC(r->yaw, r->pitch, p->lookvec.v);
}
void sys_movement(ecs_placement *p, ecs_movement *m, tecs **ecs) {
mfloat_t temp[VEC3_SIZE];
vec3_multiply_f(temp, m->lookvec.v, (*ecs)->delta_s);
vec3_add(p->lookvec.v, p->lookvec.v, temp);
vec3_multiply_f(temp, m->up.v, (*ecs)->delta_s);
vec3_add(p->up.v, p->up.v, temp);
vec3_multiply_f(temp, m->pos.v, (*ecs)->delta_s);
vec3_add(p->pos.v, p->pos.v, temp);
}
// Perform the entire rendering of an object
void sys_renderobject(ecs_placement *p, ecs_object *o, tecs **ecs) {
// --**-- First, precalc all the vertices in the object --**--
mfloat_t tmp[VEC4_SIZE];
mfloat_t modelm[MAT4_SIZE];
mfloat_t finalmatrix[MAT4_SIZE];
struct vec4 precalc_verts[H3D_OBJ_MAXVERTICES];
vec3_add(tmp, p->pos.v, p->lookvec.v);
haloo3d_my_lookat(modelm, p->pos.v, tmp, p->up.v);
// Apply scale such that it looks like it was applied first (this prevents
// scaling applying skew to a rotated object)
haloo3d_mat4_prescalev(modelm, o->scale.v);
// We might be rendering into multiple contexts in a multiplayer game (or
// just different angles or something)
for (int ctx = 0; ctx < o->contextcount; ctx++) {
mat4_multiply(finalmatrix, o->context[ctx]->precalc_screen, modelm);
haloo3d_precalc_verts(o->model, finalmatrix, precalc_verts);
// --**-- Next, setup some rendering invariants --**--
struct vec3 lighting;
// The compiler is complaining about lighting being used unitialized, even
// though it's not. Just shut it up
vec3(lighting.v, 0, 0, 0);
o->context[ctx]->rendersettings.texture = o->texture;
if (o->lighting) {
if (o->lighting->autolightfix) {
// Lighting doesn't rotate with the model unless you do it yourself.
// In the easy system, you can request the renderer to do it for you
struct vec4 ltmp, lout;
// Lighting is centered at 0
vec4(ltmp.v, 0, 0, 0, 1);
// Calc the same lookat just without translation. THis should be the
// same rotation matrix used on the model
haloo3d_my_lookat(modelm, ltmp.v, p->lookvec.v, p->up.v);
// We actually want the inverse. Apparently to speed things up, the
// transpose works for rotation matrices(?) but I don't trust that this
// lookat does that
// mat4_inverse(modelm, modelm);
mat4_transpose(modelm, modelm);
// We HAVE to have a vec4 (oof)
vec4(ltmp.v, o->lighting->dir.x, o->lighting->dir.y, o->lighting->dir.z,
1);
haloo3d_vec4_multmat_into(&ltmp, modelm, &lout);
// No need to fix W, should all be good (no perspective divide). But we
// DO need to pull out that result
vec3(lighting.v, lout.x, lout.y, lout.z);
vec3_normalize(lighting.v, lighting.v);
} else {
vec3_assign(lighting.v, o->lighting->dir.v);
}
}
// --**-- Finally, actually render faces --**--
haloo3d_facef face, baseface;
haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
for (int facei = 0; facei < o->model->numfaces; facei++) {
// Copy face values out of precalc array and clip them
haloo3d_make_facef(o->model->faces[facei], precalc_verts,
o->model->vtexture, face);
int tris = haloo3d_facef_clip(face, outfaces);
if (tris > 0) {
uint8_t oflags = o->context[ctx]->rendersettings.flags;
if (o->lighting) {
haloo3d_obj_facef(o->model, o->model->faces[facei], baseface);
o->context[ctx]->rendersettings.intensity =
haloo3d_calc_light(lighting.v, o->lighting->minlight, baseface);
} else {
o->context[ctx]->rendersettings.intensity = H3DVF(1.0);
}
// if ((r->_objstate[object - r->objects] & H3D_EASYOBJSTATE_NOTRANS)) {
// r->rendersettings.flags &= ~H3DR_TRANSPARENCY;
// }
for (int ti = 0; ti < tris; ti++) {
int backface = !haloo3d_facef_finalize(outfaces[ti]);
if (o->cullbackface && backface) {
continue;
}
(*ecs)->totaldrawn++;
// We still have to convert the points into the view
haloo3d_facef_viewport_into_fast(outfaces[ti],
o->context[ctx]->precalc_halfwidth,
o->context[ctx]->precalc_halfheight);
haloo3d_triangle(&o->context[ctx]->window,
&o->context[ctx]->rendersettings, outfaces[ti]);
}
o->context[ctx]->rendersettings.flags = oflags;
}
}
}
}
void sys_playerinput(ecs_input *in) {
in->numevents = 0;
unigi_type_event event;
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;
}
in->numevents++;
} while (event.type != unigi_enum_event_none);
}
void sys_playergarbage(ecs_playergarbage *pg, ecs_object *ob, tecs **ecs) {
ecs_eid id = tecs_eid(ecs);
if (ob->contextcount <= 0) {
eprintf("Deleting object %d\n", id);
if (pg->dynmodel[0]) {
haloo3d_easystore_deleteobj(&(*ecs)->storage, pg->dynmodel,
haloo3d_obj_free);
}
tecs_deleteentity(*ecs, id);
}
}
// void sys_chunk(ecs_chunk *ch, ecs_object *o, tecs **ecs) {
// // Is it really ok to have this check every single time? Seems kinda
// wasteful if (ch->generation == 1) {
// }
// }
// ---------------------------------------------------
// MAIN FUNCTION
// ---------------------------------------------------
int main() { // int argc, char **argv) {
srand(clock());
// Init unigi system. Can use anything here that can render to screen
unigi_type_resolution res;
res.width = SWIDTH;
res.height = SHEIGHT;
res.depth = 0;
unigi_graphics_init();
unigi_window_create(res, "terrain.exe"); // render.printbuf);
eprintf("Initialized unigi system\n");
haloo3d_fb screen;
haloo3d_fb_init(&screen, SWIDTH, SHEIGHT);
haloo3d_print_tracker pt;
char printbuf[8192];
haloo3d_print_initdefault(&pt, printbuf, sizeof(printbuf));
pt.fb = &screen;
pt.scale = 1;
haloo3d_easytimer frametimer, drawtimer, sdltimer;
haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
haloo3d_easytimer_init(&drawtimer, AVGWEIGHT);
haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
render_context context;
context.windowclear = 0xF333;
context.nearclip = INIT_NEARCLIP;
context.farclip = INIT_FARCLIP;
context.fov = INIT_FOV;
haloo3d_fb_init(&context.window, WIDTH, HEIGHT);
eprintf("Initialized screen buffers, context, and timers\n");
tecs ecs;
ecs.delta_s = 0;
tecs_init(&ecs);
int tecs_size = sizeof(tecs);
YAWP2VEC(INIT_LIGHTYAW, INIT_LIGHTPITCH, ecs.globallighting.v);
// An issue? Not a pointer? Eeehhh....
ecs.chunklight.dir = ecs.globallighting;
ecs.chunklight.minlight = INIT_MINLIGHT;
ecs.chunklight.autolightfix = 0;
haloo3d_easystore_init(&ecs.storage);
haloo3d_fb *palettetex = haloo3d_easystore_addtex(&ecs.storage, PALETTEKEY);
haloo3d_gen_palettetex(palettetex);
eprintf("Setup ECS system + obj/tex storage (%d bytes)\n", tecs_size);
ecs_eid playerid = tecs_newentity(&ecs, 0);
ECS_SETCOMPONENT(&ecs, playerid, ecs_placement){
.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);
}