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