/apps/demos/scenery: add walking
This commit is contained in:
		| @@ -12,24 +12,17 @@ | ||||
| #include <stdlib.h> | ||||
|  | ||||
|  | ||||
| static void ingame_tick(State *state) { | ||||
| #define TERRAIN_FREQUENCY 0.1f | ||||
| #define TERRAIN_DISTANCE 32 | ||||
| #define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2) | ||||
| #define PLAYER_HEIGHT 0.7f | ||||
|  | ||||
| static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE]; | ||||
|  | ||||
|  | ||||
| static void process_fly_mode(State *state) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
|  | ||||
|     input_action("player_left", CONTROL_A); | ||||
|     input_action("player_right", CONTROL_D); | ||||
|     input_action("player_forward", CONTROL_W); | ||||
|     input_action("player_backward", CONTROL_S); | ||||
|     input_action("player_jump", CONTROL_SPACE); | ||||
|     input_action("player_run", CONTROL_LSHIFT); | ||||
|     input_action("mouse_capture_toggle", CONTROL_ESCAPE); | ||||
|  | ||||
|     if (scn->mouse_captured) { | ||||
|         const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */ | ||||
|         scn->yaw += (float)ctx.mouse_movement.x * sensitivity; | ||||
|         scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; | ||||
|         scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f); | ||||
|     } | ||||
|  | ||||
|     DrawCameraFromPrincipalAxesResult dir_and_up = | ||||
|         draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw); | ||||
|  | ||||
| @@ -52,27 +45,107 @@ static void ingame_tick(State *state) { | ||||
|  | ||||
|     if (input_action_pressed("player_run")) | ||||
|         scn->pos.y -= speed; | ||||
| } | ||||
|  | ||||
|     /* toggle mouse capture with end key */ | ||||
|     if (input_action_just_pressed("mouse_capture_toggle")) | ||||
|         scn->mouse_captured = !scn->mouse_captured; | ||||
|  | ||||
|     input_mouse_captured(scn->mouse_captured); | ||||
| static void process_ground_mode(State *state) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
|  | ||||
|     #define TERRAIN_FREQUENCY 0.1f | ||||
|     #define TERRAIN_DISTANCE 64 | ||||
|     DrawCameraFromPrincipalAxesResult dir_and_up = | ||||
|         draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw); | ||||
|  | ||||
|     float const half_terrain_distance = (float)TERRAIN_DISTANCE / 2; | ||||
|     const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up)); | ||||
|     const float speed = 0.18f; /* TODO: put this in a better place */ | ||||
|  | ||||
|     for (int ly = TERRAIN_DISTANCE; ly--;) { | ||||
|         for (int lx = TERRAIN_DISTANCE; lx--;) { | ||||
|             float x = SDL_truncf(scn->pos.x + half_terrain_distance - (float)lx); | ||||
|             float y = SDL_truncf(scn->pos.z + half_terrain_distance - (float)ly); | ||||
|     Vec3 target = scn->pos; | ||||
|  | ||||
|             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; | ||||
|     /* gravity */ | ||||
|     { | ||||
|         float height0, height1, height2, weight0, weight1, weight2; | ||||
|  | ||||
|         height0 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE]; | ||||
|         height1 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE + 1]; | ||||
|  | ||||
|         Vec2 incell = { scn->pos.x - floorf(scn->pos.x), scn->pos.z - floorf(scn->pos.z) }; | ||||
|  | ||||
|         /* who needs barycentric coordinates, am i right? */ | ||||
|         weight0 = 1 / sqrtf(powf(incell.x, 2) + powf(incell.y, 2)); | ||||
|         weight1 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(1 - incell.y, 2)); | ||||
|  | ||||
|         /* find which triangle we're directly under */ | ||||
|         /* for this manhattan distance is sufficient */ | ||||
|         if (incell.x + (1 - incell.y) < (1 - incell.x) + incell.y) { | ||||
|             height2 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE + 1]; | ||||
|             weight2 = 1 / sqrtf(powf(incell.x, 2) + powf(1 - incell.y, 2)); | ||||
|         } else { | ||||
|             height2 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE]; | ||||
|             weight2 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(incell.y, 2)); | ||||
|         } | ||||
|  | ||||
|         float height = (height0 * weight0 + height1 * weight1 + height2 * weight2) / (weight0 + weight1 + weight2); | ||||
|  | ||||
|  | ||||
|         if (target.y > height + PLAYER_HEIGHT) | ||||
|             target.y = target.y - 0.4f; | ||||
|  | ||||
|         if (target.y < height + PLAYER_HEIGHT) | ||||
|             target.y = height + PLAYER_HEIGHT; | ||||
|  | ||||
|     } | ||||
|  | ||||
|     /* movement */ | ||||
|     { | ||||
|         Vec3 direction = {0, 0, 0}; | ||||
|  | ||||
|         if (input_action_pressed("player_left")) | ||||
|            direction = m_vec_sub(direction, m_vec_scale(right, speed)); | ||||
|  | ||||
|         if (input_action_pressed("player_right")) | ||||
|            direction = m_vec_add(direction, m_vec_scale(right, speed)); | ||||
|  | ||||
|         if (input_action_pressed("player_forward")) | ||||
|             direction = m_vec_add(direction, m_vec_scale(dir_and_up.direction, speed)); | ||||
|  | ||||
|         if (input_action_pressed("player_backward")) | ||||
|             direction = m_vec_sub(direction, m_vec_scale(dir_and_up.direction, speed)); | ||||
|  | ||||
|         while (vec3_length(direction) > 0) { | ||||
|             target = m_vec_add(target, direction); | ||||
|             break; | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     /* interpolate */ | ||||
|     scn->pos.x = (target.x - scn->pos.x) * (0.13f / 0.9f) + scn->pos.x; | ||||
|     scn->pos.y = (target.y - scn->pos.y) * (0.13f / 0.9f) + scn->pos.y; | ||||
|     scn->pos.z = (target.z - scn->pos.z) * (0.13f / 0.9f) + scn->pos.z; | ||||
| } | ||||
|  | ||||
|  | ||||
| static void generate_terrain(SceneIngame *scn) { | ||||
|     for (int ly = 0; ly < TERRAIN_DISTANCE; ly++) { | ||||
|         for (int lx = 0; lx < TERRAIN_DISTANCE; lx++) { | ||||
|             float x = floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx); | ||||
|             float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly); | ||||
|  | ||||
|             float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1; | ||||
|  | ||||
|             heightmap[lx][ly] = height; | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
|  | ||||
| static void draw_terrain(SceneIngame *scn) { | ||||
|     for (int ly = TERRAIN_DISTANCE - 1; ly > 0; ly--) { | ||||
|         for (int lx = 0; lx < TERRAIN_DISTANCE - 1; lx++) { | ||||
|             int32_t x = (int32_t)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx)); | ||||
|             int32_t y = (int32_t)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly)); | ||||
|  | ||||
|             float d0 = heightmap[lx][ly]; | ||||
|             float d1 = heightmap[lx + 1][ly]; | ||||
|             float d2 = heightmap[lx + 1][ly - 1]; | ||||
|             float d3 = heightmap[lx][ly - 1]; | ||||
|  | ||||
|             draw_triangle("/assets/grass.png", | ||||
|                             (Vec3){ (float)x,     d0, (float)y }, | ||||
| @@ -91,6 +164,45 @@ static void ingame_tick(State *state) { | ||||
|                             (Vec2){ 0, 128 }); | ||||
|         } | ||||
|     } | ||||
| } | ||||
|  | ||||
|  | ||||
| static void ingame_tick(State *state) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
|  | ||||
|     input_action("player_left", CONTROL_A); | ||||
|     input_action("player_right", CONTROL_D); | ||||
|     input_action("player_forward", CONTROL_W); | ||||
|     input_action("player_backward", CONTROL_S); | ||||
|     input_action("player_jump", CONTROL_SPACE); | ||||
|     input_action("player_run", CONTROL_LSHIFT); | ||||
|     input_action("mouse_capture_toggle", CONTROL_ESCAPE); | ||||
|     input_action("toggle_camera_mode", CONTROL_C); | ||||
|  | ||||
|     if (scn->mouse_captured) { | ||||
|         const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */ | ||||
|         scn->yaw += (float)ctx.mouse_movement.x * sensitivity; | ||||
|         scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; | ||||
|         scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f); | ||||
|     } | ||||
|  | ||||
|     if (input_action_just_pressed("toggle_camera_mode")) | ||||
|         scn->flying_camera = !scn->flying_camera; | ||||
|  | ||||
|     if (scn->flying_camera) { | ||||
|         process_fly_mode(state); | ||||
|     } else { | ||||
|         process_ground_mode(state); | ||||
|     } | ||||
|  | ||||
|     /* toggle mouse capture with end key */ | ||||
|     if (input_action_just_pressed("mouse_capture_toggle")) | ||||
|         scn->mouse_captured = !scn->mouse_captured; | ||||
|  | ||||
|     input_mouse_captured(scn->mouse_captured); | ||||
|  | ||||
|     generate_terrain(scn); | ||||
|     draw_terrain(scn); | ||||
|  | ||||
|     draw_skybox("/assets/miramar/miramar_*.tga"); | ||||
|     draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); | ||||
| @@ -115,5 +227,7 @@ Scene *ingame_scene(State *state) { | ||||
|             m_opt(channel, "soundtrack"), | ||||
|             m_opt(repeat, true)); | ||||
|  | ||||
|     new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f }; | ||||
|  | ||||
|     return (Scene *)new_scene; | ||||
| } | ||||
|   | ||||
| @@ -18,6 +18,7 @@ typedef struct SceneIngame { | ||||
|     float roll; | ||||
|  | ||||
|     bool mouse_captured; | ||||
|     bool flying_camera; | ||||
| } SceneIngame; | ||||
|  | ||||
|  | ||||
|   | ||||
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