townengine/apps/demos/scenery/scenes/ingame.c

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#include "ingame.h"
#include "title.h"
#include "scene.h"
#include "twn_game_api.h"
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#include "twn_vec.h"
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#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
#include <SDL2/SDL.h>
#include <stdlib.h>
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static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
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if (input_is_mouse_captured()) {
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const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity;
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scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
const float yaw_rad = scn->yaw * (float)DEG2RAD;
const float pitch_rad = scn->pitch * (float)DEG2RAD;
scn->cam.target = m_vec_norm(((Vec3){
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cosf(yaw_rad) * cosf(pitch_rad),
sinf(pitch_rad),
sinf(yaw_rad) * cosf(pitch_rad)
}));
}
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const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed("player_left"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed("player_right"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed("player_forward"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed("player_backward"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed("player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed("player_run"))
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scn->cam.pos.y -= speed;
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/* toggle mouse capture with end key */
if (input_is_action_just_pressed("mouse_capture_toggle")) {
input_set_mouse_captured(!input_is_mouse_captured());
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}
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draw_camera(&scn->cam);
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#define TERRAIN_FREQUENCY 0.1f
for (int ly = 64; ly--;) {
for (int lx = 64; lx--;) {
float x = SDL_truncf(scn->cam.pos.x + 32 - lx);
float y = SDL_truncf(scn->cam.pos.z + 32 - ly);
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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draw_triangle("/assets/grass.png",
(Vec3){ (float)x, d0, (float)y },
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2){ 128, 128 },
(Vec2){ 128, 0 },
(Vec2){ 0, 128 });
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draw_triangle("/assets/grass.png",
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x + 1, d2, (float)y - 1 },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2){ 128, 0 },
(Vec2){ 0, 0 },
(Vec2){ 0, 128 });
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}
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}
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draw_skybox("/assets/miramar/miramar_*.tga");
draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 });
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}
static void ingame_end(State *state) {
free(state->scene);
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}
Scene *ingame_scene(State *state) {
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(void)state;
SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
new_scene->base.end = ingame_end;
new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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m_audio(m_set(path, "music/mod65.xm"),
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m_opt(channel, "soundtrack"),
m_opt(repeat, true));
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input_set_mouse_captured(true);
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return (Scene *)new_scene;
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}