/apps/demos/scenery: add walking

This commit is contained in:
veclavtalica 2025-01-02 13:26:16 +03:00
parent dc2535358e
commit 4277852fc5
3 changed files with 154 additions and 31 deletions

View File

@ -12,24 +12,17 @@
#include <stdlib.h> #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; 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 = DrawCameraFromPrincipalAxesResult dir_and_up =
draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw); 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")) if (input_action_pressed("player_run"))
scn->pos.y -= speed; 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 DrawCameraFromPrincipalAxesResult dir_and_up =
#define TERRAIN_DISTANCE 64 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--;) { Vec3 target = scn->pos;
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);
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; /* gravity */
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 height0, height1, height2, weight0, weight1, weight2;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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", draw_triangle("/assets/grass.png",
(Vec3){ (float)x, d0, (float)y }, (Vec3){ (float)x, d0, (float)y },
@ -91,6 +164,45 @@ static void ingame_tick(State *state) {
(Vec2){ 0, 128 }); (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_skybox("/assets/miramar/miramar_*.tga");
draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); 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(channel, "soundtrack"),
m_opt(repeat, true)); m_opt(repeat, true));
new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f };
return (Scene *)new_scene; return (Scene *)new_scene;
} }

View File

@ -18,6 +18,7 @@ typedef struct SceneIngame {
float roll; float roll;
bool mouse_captured; bool mouse_captured;
bool flying_camera;
} SceneIngame; } SceneIngame;

View File

@ -33,6 +33,10 @@ static inline float vec3_dot(Vec3 a, Vec3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z; return a.x * b.x + a.y * b.y + a.z * b.z;
} }
static inline float vec3_length(Vec3 a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
static inline Vec3 vec3_cross(Vec3 a, Vec3 b) { static inline Vec3 vec3_cross(Vec3 a, Vec3 b) {
return (Vec3) { return (Vec3) {
a.y * b.z - a.z * b.y, a.y * b.z - a.z * b.y,
@ -78,6 +82,10 @@ static inline Vec3 vec3_rotate(Vec3 v, float angle, Vec3 axis) {
Vec2i: vec2_from_vec2i, \ Vec2i: vec2_from_vec2i, \
)(p_any_vec2)) )(p_any_vec2))
#define m_vec_add(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec3: vec3_add \
)(p_any_vec0, p_any_vec1))
#define m_vec_sub(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \ #define m_vec_sub(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
Vec3: vec3_sub \ Vec3: vec3_sub \
)(p_any_vec0, p_any_vec1)) )(p_any_vec0, p_any_vec1))