// original code by @vurtun (public domain) // - rlyeh, public domain. // // @todo: fix leaks: poly_free() #include "v4k.h" int paused; camera_t cam; skybox_t sky; void game_loop(void *userdata) { // key handler // if (input_down(KEY_F11) ) window_fullscreen( window_has_fullscreen()^1 ); // if (input_down(KEY_ESC) ) window_loop_exit(); // @todo: break -> window_close() // animation static float dx = 0, dy = 0; static bool draw_skybox = 1; static bool draw_cols = 1; if (input_down(KEY_SPACE)) paused ^= 1; float delta = (0.25f / 60.f) * !paused; dx = dx + delta * 2.0f; dy = dy + delta * 0.8f; // fps camera { vec3 move = {0}; vec2 view = {0}; // show/hide cursor bool dragging = input(MOUSE_L) || input(MOUSE_M) || input(MOUSE_R); if( ui_active() || ui_hover() || gizmo_active() || input_touch_active() ) dragging = false; window_cursor( !dragging ); // keyboard/mouse if( dragging ) cam.speed = clampf(cam.speed + input_diff(MOUSE_W) / 10, 0.05f, 5.0f); vec3 wasdec = scale3(vec3(input(KEY_D)-input(KEY_A),input(KEY_E)-input(KEY_C),input(KEY_W)-input(KEY_S)), cam.speed); vec2 mouse = scale2(vec2(input_diff(MOUSE_X), -input_diff(MOUSE_Y)), 0.2f * dragging); move = add3(move, wasdec); view = add2(view, mouse); // gamepad vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/); vec2 filtered_rpad = input_filter_deadzone(input2(GAMEPAD_RPAD), 0.15f /*15% deadzone*/); vec3 gamepad_move = scale3(vec3(filtered_lpad.x, input(GAMEPAD_LT) - input(GAMEPAD_RT), filtered_lpad.y), 1.0f); vec2 gamepad_view = scale2(filtered_rpad, 1.0f); move = add3(move, gamepad_move); view = add2(view, gamepad_view); // multi-touch vec2 touch_move = input_touch_delta_from_origin(0, 0.0125f /*sensitivityFwd*/); // button #0 (left border) vec2 touch_view = input_touch_delta(1, 0.125f /*sensitivityRot*/); // button #1 (right border) move = add3(move, vec3(touch_move.x, 0, -touch_move.y)); view = add2(view, vec2(touch_view.x, -touch_view.y)); // apply inputs camera_moveby(&cam, move); camera_fps(&cam, view.x,view.y); } // projview matrix mat44 projview; multiply44x2(projview, cam.proj, cam.view); // rendering window_color(GRAY); #if 0 viewport_clear(true, true); viewport_clip(vec2(0,0), vec2(window_width(), window_height())); #endif // 3D glEnable(GL_DEPTH_TEST); if (draw_skybox) skybox_render(&sky, cam.proj, cam.view); // grid ddraw_grid(0); if (draw_cols) // debug draw collisions { { // Triangle-Ray Intersection*/ vec3 ro, rd; int suc; triangle tri = { vec3(-9,1,28), vec3(-10,0,28), vec3(-11,1,28) }; // ray ro = vec3(-10,-1,20); rd = vec3(-10+0.4f*sinf(dx), 2.0f*cosf(dy), 29.81023f); rd = sub3(rd, ro); rd = norm3(rd); ray r = ray(ro, rd); hit *hit = ray_hit_triangle(r, tri); if (hit) { // point of intersection ddraw_color(RED); ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f)); // intersection normal ddraw_color(BLUE); vec3 v = add3(hit->p, hit->n); ddraw_arrow(hit->p, v); } // line ddraw_color(RED); rd = scale3(rd,10); rd = add3(ro,rd); ddraw_line(ro, rd); // triangle if (hit) ddraw_color(RED); else ddraw_color(WHITE); ddraw_triangle(tri.p0,tri.p1,tri.p2); } { // Plane-Ray Intersection*/ vec3 ro, rd; mat33 rot; // ray static float d = 0; d += delta * 2.0f; ro = vec3(0,-1,20); rd = vec3(0.1f, 0.5f, 9.81023f); rd = sub3(rd, ro); rd = norm3(rd); // rotation rotation33(rot, deg(d), 0,1,0); rd = mulv33(rot, rd); // intersection ray r = ray(ro, rd); plane pl = plane(vec3(0,0,28), vec3(0,0,1)); hit *hit = ray_hit_plane(r, pl); if (hit) { // point of intersection ddraw_color(RED); ddraw_box(hit->p, vec3(0.10f, 0.10f, 0.10f)); // intersection normal ddraw_color(BLUE); vec3 v = add3(hit->p, hit->n); ddraw_arrow(hit->p, v); ddraw_color(RED); } // line ddraw_color(RED); rd = scale3(rd,9); rd = add3(ro,rd); ddraw_line(ro, rd); // plane if (hit) ddraw_color(RED); else ddraw_color(WHITE); ddraw_plane(vec3(0,0,28), vec3(0,0,1), 3.0f); } { // Sphere-Ray Intersection*/ vec3 ro, rd; sphere s; // ray ro = vec3(0,-1,0); rd = vec3(0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f); rd = sub3(rd, ro); rd = norm3(rd); ray r = ray(ro, rd); s = sphere(vec3(0,0,8), 1); hit *hit = ray_hit_sphere(r, s); if(hit) { // points of intersection vec3 in = add3(ro,scale3(rd,hit->t0)); ddraw_color(GREEN); ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); in = add3(ro,scale3(rd,hit->t1)); ddraw_color(YELLOW); ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); // intersection normal ddraw_color(BLUE); vec3 v = add3(hit->p, hit->n); ddraw_arrow(hit->p, v); ddraw_color(RED); } // line ddraw_color(RED); rd = scale3(rd,10); rd = add3(ro,rd); ddraw_line(ro, rd); // sphere if (hit) ddraw_color(RED); else ddraw_color(WHITE); ddraw_sphere(vec3(0,0,8), 1); } { // ray-aabb aabb bounds = aabb(vec3(10-0.5f,-0.5f,7.5f), vec3(10.5f,0.5f,8.5f)); vec3 ro = vec3(10,-1,0); vec3 rd = vec3(10+0.4f*sinf(dx), 2.0f*cosf(dy), 9.81023f); rd = norm3(sub3(rd, ro)); ray r = ray(ro, rd); hit *hit = ray_hit_aabb(r, bounds); if(hit) { // points of intersection vec3 in; in = scale3(rd,hit->t0); in = add3(ro,in); ddraw_color(RED); ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); in = scale3(rd,hit->t1); in = add3(ro,in); ddraw_color(RED); ddraw_box(in, vec3(0.05f, 0.05f, 0.05f)); // intersection normal ddraw_color(BLUE); vec3 v = add3(hit->p, hit->n); ddraw_arrow(hit->p, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_box(vec3(10,0,8), vec3(1,1,1)); // line ddraw_color(RED); rd = scale3(rd,10); rd = add3(ro,rd); ddraw_line(ro, rd); } { // Sphere-Sphere intersection*/ sphere a = sphere(vec3(-10,0,8), 1); sphere b = sphere(vec3(-10+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); hit *m = sphere_hit_sphere(a, b); if (m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_sphere(a.c, 1); ddraw_sphere(b.c, 1); } { // AABB-AABB intersection*/ const float x = 10+0.6f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = 20.0f; aabb a = aabb(vec3(10-0.5f,-0.5f,20-0.5f), vec3(10+0.5f,0.5f,20.5f)); aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); hit *m = aabb_hit_aabb(a, b); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_box(vec3(10,0,20), vec3(1,1,1)); ddraw_box(vec3(x,y,z), vec3(1,1,1)); } { // Capsule-Capsule intersection*/ const float x = 20+0.4f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = 28.5f; capsule a = capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f); capsule b = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); hit *m = capsule_hit_capsule(a, b); if( m ) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); ddraw_capsule(vec3(20.0f,-1.0f,28.0f), vec3(20.0f,1.0f,28.0f), 0.2f); } { // AABB-Sphere intersection*/ aabb a = aabb(vec3(20-0.5f,-0.5f,7.5f), vec3(20.5f,0.5f,8.5f)); sphere s = sphere(vec3(20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); hit *m = aabb_hit_sphere(a, s); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_box(vec3(20,0,8), vec3(1,1,1)); ddraw_sphere(s.c, 1); } { // Sphere-AABB intersection*/ const float x = 10+0.6f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = -8.0f; sphere s = sphere(vec3(10,0,-8), 1); aabb a = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); hit *m = sphere_hit_aabb(s, a); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_box(vec3(x,y,z), vec3(1,1,1)); ddraw_sphere(s.c, 1); } { // Capsule-Sphere intersection*/ capsule c = capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f); sphere b = sphere(vec3(-20+0.6f*sinf(dx), 3.0f*cosf(dy),8), 1); hit *m = capsule_hit_sphere(c, b); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_sphere(b.c, 1); ddraw_capsule(vec3(-20.5f,-1.0f,7.5f), vec3(-20+0.5f,1.0f,8.5f), 0.2f); } { // Sphere-Capsule intersection*/ const float x = 20+0.4f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = -8; sphere s = sphere(vec3(20,0,-8), 1); capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); hit *m = sphere_hit_capsule(s, c); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); ddraw_sphere(s.c, 1); } { // Capsule-AABB intersection*/ const float x = -20+0.6f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = 28.0f; capsule c = capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f); aabb b = aabb(vec3(x-0.5f,y-0.5f,z-0.5f), vec3(x+0.5f,y+0.5f,z+0.5f)); hit *m = capsule_hit_aabb(c, b); if(m) { vec3 v; ddraw_color(BLUE); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); v = add3(m->contact_point, m->normal); ddraw_arrow(m->contact_point, v); ddraw_color(RED); } else ddraw_color(WHITE); ddraw_box(vec3(x,y,z), vec3(1,1,1)); ddraw_capsule(vec3(-20.5f,-1.0f,27.5f), vec3(-20+0.5f,1.0f,28.5f), 0.2f); } { // AABB-Capsule intersection*/ const float x = 0.4f*sinf(dx); const float y = 3.0f*cosf(dy); const float z = -8; aabb a = aabb(vec3(-0.5f,-0.5f,-8.5f), vec3(0.5f,0.5f,-7.5f)); capsule c = capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); hit *m = aabb_hit_capsule(a, c); if(m) { ddraw_color(RED); ddraw_box(m->contact_point, vec3(0.05f, 0.05f, 0.05f)); ddraw_arrow(m->contact_point, add3(m->contact_point, m->normal)); } else ddraw_color(WHITE); ddraw_capsule(vec3(x,y-1.0f,z), vec3(x,y+1.0f,z-1.0f), 0.2f); ddraw_box(vec3(0,0,-8.0f), vec3(1,1,1)); } } //fx_begin(); //ddraw_flush(); //fx_end(); if( ui_panel("Vis", 0) ) { ui_bool("Skybox render", &draw_skybox); ui_bool("Collisions render", &draw_cols); ui_panel_end(); } // if( ui_panel("FX", 0) ) { // for( int i = 0; i < 64; ++i ) { // char *name = fx_name(i); if( !name ) break; // bool b = fx_enabled(i); // if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1); // } // ui_panel_end(); // } } int main(void) { // 75% sized, msaa x4 enabled window_create(1, 0); window_title( "V4K - SPACE pauses simulation" ); audio_t BGM = audio_stream( "waterworld-map.fur" ); audio_play(BGM, 0); // fx_load("fx**.fs"); // camera that points to origin cam = camera(); // load up skybox sky = skybox(0, 0); // main loop window_loop(game_loop, NULL); }