#include "v4k.h" #define WS 32 enum { WALL=2, DOOR=4 }; typedef struct { int16_t id:8; int16_t flags:8; } cell_t; #define cell_t(...) C_CAST(cell_t, __VA_ARGS__) typedef struct { cell_t grid[WS*WS]; mesh_t level; } world_t; static world_t world; void world_init() { int i, j; for (i = 0; i < WS; ++i) { for (j = 0; j < WS; ++j) { if (i == 0 || i == WS-1 || j == 0 || j == WS-1) { // Border cells world.grid[i*WS + j] = cell_t(0, WALL); } else { // Interior cells world.grid[i*WS + j] = cell_t(rand()%3, 0); } } } world.level = mesh(); const int cube_vertices = 24; const int cube_triangles = 12; const int vertex_count = WS * WS * cube_vertices; const int index_count = WS * WS * cube_triangles * 3; struct vert { vec3 pos; vec3 normal; }; struct vert verts[vertex_count]; unsigned index_data[index_count]; int vertex_index = 0; int index_index = 0; static vec3 normals[6] = { {1, 0, 0}, {-1, 0, 0}, {0, 1, 0}, {0, -1, 0}, {0, 0, 1}, {0, 0, -1} }; for(int z = 0; z < WS; ++z) { for(int x = 0; x < WS; ++x) { if(world.grid[z*WS + x].id >= 0) { for(int face = 0; face < 6; ++face) { for(int i = 0; i < 4; ++i) { vertex_index++; } } // Create 12 triangles for the cube static unsigned indices[12][3] = { {0, 1, 2}, {2, 1, 3}, {4, 5, 6}, {6, 5, 7}, {0, 4, 1}, {1, 4, 5}, {2, 6, 3}, {3, 6, 7}, {0, 2, 4}, {4, 2, 6}, {1, 3, 5}, {5, 3, 7} }; for(int i = 0; i < 12; ++i) { for(int j = 0; j < 3; ++j) { index_data[index_index++] = vertex_index - 24 + indices[i][j]; } } } } } mesh_update(&world.level, "p3 n3", sizeof(struct vert), vertex_count, verts, index_count, index_data, 0); } void draw_world() { static mat44 M; do_once id44(M); static mat44 VP; multiply44x2(VP, camera_get_active()->proj, camera_get_active()->view); static const char *vs = "#version 130\n" "//" FILELINE "\n" "uniform mat4 M,VP;\n" "in vec3 att_position;\n" "in vec3 att_normal;\n" "out vec3 v_normal;\n" "void main() {\n" " v_normal = normalize(att_position);\n" " gl_Position = M * VP * vec4( att_position, 1.0 );\n" "}\n"; static const char *fs = "#version 130\n" "//" FILELINE "\n" "in vec3 v_normal;\n" "out vec4 fragcolor;\n" "void main() {\n" "fragcolor = vec4(v_normal, 1.0);\n" // diffuse "}"; static unsigned program; do_once program = shader(vs, fs, "att_position,att_normal", "fragcolor"); shader_bind(program); shader_mat44("VP", VP); shader_mat44("M", M); mesh_render(&world.level); } int main() { window_create(80, WINDOW_MSAA8); window_title(__FILE__); // init world world_init(); // load all fx files fx_load("fx**.fs"); // load skybox skybox_t sky = skybox(flag("--mie") ? 0 : "cubemaps/stardust", 0); // --mie for rayleigh/mie scattering // camera camera_t cam = camera(); cam.speed = 0.2f; // audio (both clips & streams) // audio_t SFX1 = audio_clip( "coin.wav" ); // audio_t SFX2 = audio_clip( "pew.sfxr" ); // audio_t BGM1 = audio_stream( "waterworld-map.fur"); // wrath_of_the_djinn.xm" ); // audio_t BGM2 = audio_stream( "larry.mid" ); // audio_t BGM3 = audio_stream( "monkey1.mid" ), BGM = BGM1; // audio_play(SFX1, 0); // audio_play(BGM1, 0); while (window_swap()) { // input if( input_down(KEY_ESC) ) break; if( input_down(KEY_F5) ) window_reload(); if( input_down(KEY_W) && input_held(KEY_LCTRL) ) break; if( input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen() ^ 1 ); if( input_down(KEY_X) ) window_screenshot(__FILE__ ".png"); if( input_down(KEY_Z) ) window_record(__FILE__ ".mp4"); // fps camera bool active = ui_active() || ui_hover() || gizmo_active() ? false : input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); if( active ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * active); vec3 wasdecq = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-(input(KEY_C)||input(KEY_Q)),input(KEY_W)-input(KEY_S)), cam.speed); camera_move(&cam, wasdecq.x,wasdecq.y,wasdecq.z); camera_fps(&cam, mouse.x,mouse.y); window_cursor( !active ); fx_begin(); skybox_render(&sky, cam.proj, cam.view); draw_world(); fx_end(); } return 0; }