diff --git a/art/furnace.aseprite b/art/furnace.aseprite new file mode 100644 index 0000000..ac4b914 Binary files /dev/null and b/art/furnace.aseprite differ diff --git a/art/gen/coal.png b/art/gen/coal.png index 5b3fde8..18e8cec 100644 Binary files a/art/gen/coal.png and b/art/gen/coal.png differ diff --git a/art/gen/furnace.png b/art/gen/furnace.png new file mode 100644 index 0000000..936446a Binary files /dev/null and b/art/gen/furnace.png differ diff --git a/code/foundation/src/gen/texgen_fallback.c b/code/foundation/src/gen/texgen_fallback.c index 5615ea7..5208460 100644 --- a/code/foundation/src/gen/texgen_fallback.c +++ b/code/foundation/src/gen/texgen_fallback.c @@ -46,6 +46,7 @@ Texture2D texgen_build_sprite_fallback(asset_id id) { // NOTE(zaklaus): devices case ASSET_CHEST: return LoadTexEco("chest"); + case ASSET_FURNACE: return LoadTexEco("furnace"); default: return GenColorEco(PINK); break; } diff --git a/code/foundation/src/utils/raylib_helpers.h b/code/foundation/src/utils/raylib_helpers.h index 7486443..50a3314 100644 --- a/code/foundation/src/utils/raylib_helpers.h +++ b/code/foundation/src/utils/raylib_helpers.h @@ -252,3 +252,34 @@ void DrawRectangleLinesEco(float posX, float posY, float width, float height, Co rlVertex2f(posX + 1, posY + 1); rlEnd(); } + +static inline +void DrawSpriteTextureEco(Texture2D texture, Vector3 position, float width, float height, float length, Color color) { + float x = position.x; + float y = position.y; + float z = position.z; + + Vector3 rotationAxis = {1.0f, 0.f, 0.f}; + + // NOTE: Plane is always created on XZ ground + rlSetTexture(texture.id); + + rlPushMatrix(); + rlTranslatef(position.x, position.y, position.z); + rlRotatef(25.f, rotationAxis.x, rotationAxis.y, rotationAxis.z); + rlScalef(width, height, length); + + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Top Face + rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(-0.5f, 0.0f, 0.5f); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(0.5f, 0.0f, -0.5f); // Top Right Of The Texture and Quad + rlEnd(); + rlPopMatrix(); + + rlSetTexture(0); +} diff --git a/code/games/sandbox/src/renderer.c b/code/games/sandbox/src/renderer.c index bdcd173..986c9ca 100644 --- a/code/games/sandbox/src/renderer.c +++ b/code/games/sandbox/src/renderer.c @@ -1,5 +1,6 @@ -static Camera2D render_camera; +static Camera3D render_camera; static float zoom_overlay_tran = 0.0f; +static float cam_zoom = 1.5f; #define CAM_OVERLAY_ZOOM_LEVEL 0.15f #define ALPHA(x) ColorAlpha(x, data->tran_time) @@ -9,7 +10,7 @@ float zpl_to_degrees(float); void DrawNametag(const char* name, uint64_t key, entity_view *data, float x, float y) { float size = 16.f; - float font_size = lerp(4.0f, 32.0f, 0.5f/(float)render_camera.zoom); + float font_size = lerp(4.0f, 32.0f, 0.5f/1.0f);//(float)render_camera.zoom); float font_spacing = 1.1f; float title_bg_offset = 4; float fixed_title_offset = 8.f; @@ -26,6 +27,8 @@ void DEBUG_draw_ground(uint64_t key, entity_view * data) { case EKIND_CHUNK: { world_view *view = game_world_view_get_active(); float size = (float)(view->chunk_size * WORLD_BLOCK_SIZE); + float half_size = size / 2.0f; + float half_block_size = (float)(WORLD_BLOCK_SIZE >> 1); float offset = 0.0; float x = data->x * size + offset; @@ -35,13 +38,28 @@ void DEBUG_draw_ground(uint64_t key, entity_view * data) { float scale = (size)/(float)(tex.texture.width); tex.texture.width *= (int32_t)scale; tex.texture.height *= (int32_t)scale; - DrawTextureRec(tex.texture, (Rectangle){0, 0, size, -size}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time)); + // DrawTextureRec(tex.texture, (Rectangle){0, 0, size, -size}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time)); + DrawCubeTexture(tex.texture, (Vector3){x+half_size, 0.0f, y+half_size}, size, 0.01f, size, WHITE); for (size_t ty = 0; ty < view->chunk_size; ty++) { for (size_t tx = 0; tx < view->chunk_size; tx++) { block_id blk_id = data->outer_blocks[(ty*view->chunk_size)+tx]; if (blk_id != 0) { - DrawTextureRec(GetBlockImage(blk_id), ASSET_SRC_RECT(), (Vector2){x+tx*WORLD_BLOCK_SIZE, y+ty*WORLD_BLOCK_SIZE}, ColorAlpha(WHITE, data->tran_time)); + // DrawTextureRec(GetBlockImage(blk_id), ASSET_SRC_RECT(), (Vector2){x+tx*WORLD_BLOCK_SIZE, y+ty*WORLD_BLOCK_SIZE}, ColorAlpha(WHITE, data->tran_time)); + DrawCubeTexture(GetBlockImage(blk_id), (Vector3){x + tx*WORLD_BLOCK_SIZE+half_block_size, 32.0f, y + ty*WORLD_BLOCK_SIZE+half_block_size}, 64, 0.01f, 64, WHITE); + } + } + } + + for (int by = 0; by < 16; by++) { + for (int bx = 0; bx < 16; bx++) { + switch (blocks_get_flags(data->blocks[by*16+bx])) { + case BLOCK_FLAG_COLLISION:{ + DrawCubeWires((Vector3){x + bx*WORLD_BLOCK_SIZE+half_block_size, 34.f, y + by*WORLD_BLOCK_SIZE+half_block_size}, 64, 66, 64, BLUE); + }break; + case BLOCK_FLAG_HAZARD:{ + DrawCubeWires((Vector3){x + bx*WORLD_BLOCK_SIZE+half_block_size, 16.667f, y + by*WORLD_BLOCK_SIZE+half_block_size}, 64, 33, 64, RED); + }break; } } } @@ -72,7 +90,12 @@ void DEBUG_draw_overlay(uint64_t key, entity_view * data) { extern bool inv_is_open; void DEBUG_draw_entities(uint64_t key, entity_view * data) { + world_view *view = game_world_view_get_active(); float size = 16.f; + uint16_t ground_offset = 30; + float bl_size = (float)(view->chunk_size * WORLD_BLOCK_SIZE); + float half_size = bl_size / 2.0f; + float half_block_size = (float)(WORLD_BLOCK_SIZE >> 1); switch (data->kind) { case EKIND_DEMO_NPC: { @@ -86,7 +109,8 @@ void DEBUG_draw_entities(uint64_t key, entity_view * data) { float y = data->y; float health = (data->hp / data->max_hp); DrawNametag("Player", key, data, x, y); - DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time)); + // DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time)); + DrawSphere((Vector3){x,ground_offset,y}, size, ColorAlpha(YELLOW, data->tran_time)); if (data->has_items && !data->inside_vehicle) { float ix = data->x; @@ -109,7 +133,24 @@ void DEBUG_draw_entities(uint64_t key, entity_view * data) { case EKIND_ITEM: { float x = data->x - 32.f; float y = data->y - 32.f; - DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); + // DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); + // DrawCubeTexture(GetSpriteTexture2D(assets_find(data->asset)), (Vector3){x + half_block_size, 32.0f, y + half_block_size}, 64, 0.01f, 64, WHITE); + DrawSpriteTextureEco(GetSpriteTexture2D(assets_find(data->asset)), (Vector3){x + half_block_size, half_block_size/2, y + half_block_size}, 32, 0.01f, 32, WHITE); + + if (data->quantity > 1) { + DrawTextEco(zpl_bprintf("%d", data->quantity), x, y, 10, ALPHA(RAYWHITE), 0.0f); + } + + if (data->durability < 1.0f) { + DrawRectangleEco(x, y+32, 4, 32, BlendColor(RED, GREEN, data->durability)); + DrawRectangleEco(x, y+32, 4, 32*(1.0f-data->durability), ColorAlpha(BLACK, data->tran_time)); + } + }break; + case EKIND_DEVICE: { + float x = data->x - 32.f; + float y = data->y - 32.f; + // DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); + DrawSpriteTextureEco(GetSpriteTexture2D(assets_find(data->asset)), (Vector3){x + half_block_size, half_block_size/2, y + half_block_size}, 64, 0.01f, 64, WHITE); if (data->quantity > 1) { DrawTextEco(zpl_bprintf("%d", data->quantity), x, y, 10, ALPHA(RAYWHITE), 0.0f); @@ -156,17 +197,28 @@ void DEBUG_draw_entities_low(uint64_t key, entity_view * data) { } void renderer_draw(void) { - render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; - render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f); + cam_zoom = zpl_min(zpl_lerp(cam_zoom, target_zoom, GetFrameTime()*2.18f), 9.98f); camera_update(); camera game_camera = camera_get(); - render_camera.target = (Vector2){(float)game_camera.x, (float)game_camera.y}; - zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f); +#if 1 + render_camera.position = (Vector3){(float)game_camera.x, 260.0f*(10.0f-cam_zoom), (float)game_camera.y+50.0f*(10.0f-cam_zoom/2.0f)}; + render_camera.target = (Vector3){(float)game_camera.x, 0.0f, (float)game_camera.y}; +#else + UpdateCamera(&render_camera); +#endif + + // render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; + // render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f); + // camera_update(); + + // camera game_camera = camera_get(); + // render_camera.target = (Vector2){(float)game_camera.x, (float)game_camera.y}; + // zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f); ClearBackground(GetColor(0x222034)); - BeginMode2D(render_camera); + BeginMode3D(render_camera); game_world_view_active_entity_map(DEBUG_draw_ground); game_world_view_active_entity_map(DEBUG_draw_entities_low); game_world_view_active_entity_map(DEBUG_draw_entities); @@ -174,18 +226,22 @@ void renderer_draw(void) { if (zoom_overlay_tran > 0.02f) { game_world_view_active_entity_map(DEBUG_draw_overlay); } - EndMode2D(); + EndMode3D(); } float renderer_zoom_get(void) { - return render_camera.zoom; + return 1.0f;//render_camera.zoom; } void renderer_init(void) { - render_camera.target = (Vector2){0.0f,0.0f}; - render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; - render_camera.rotation = 0.0f; - render_camera.zoom = 2.9f; + // render_camera.target = (Vector2){0.0f,0.0f}; + // render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; + // render_camera.rotation = 0.0f; + // render_camera.zoom = 2.9f; + + render_camera.up = (Vector3){0.0f,0.0f,-1.0f}; + render_camera.fovy = 45.f; + render_camera.projection = CAMERA_PERSPECTIVE; // NOTE(zaklaus): Paint the screen before we load the game // TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink: @@ -208,7 +264,7 @@ void renderer_shutdown(void) { } void renderer_debug_draw(void) { - BeginMode2D(render_camera); + BeginMode3D(render_camera); debug_draw_queue *que = debug_draw_samples(); for (size_t i = 0; i < que->num_entries; i += 1) { @@ -244,16 +300,16 @@ void renderer_debug_draw(void) { } } - EndMode2D(); + EndMode3D(); } void renderer_draw_single(float x, float y, asset_id id, Color color) { - BeginMode2D(render_camera); + BeginMode3D(render_camera); x -= 32.0f; y -= 32.0f; DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color); - EndMode2D(); + EndMode3D(); }