/apps/demos/scenery: add walking
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@ -12,24 +12,17 @@
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#include <stdlib.h>
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static void ingame_tick(State *state) {
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#define TERRAIN_FREQUENCY 0.1f
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#define TERRAIN_DISTANCE 32
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.7f
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static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];
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static void process_fly_mode(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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input_action("player_left", CONTROL_A);
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input_action("player_right", CONTROL_D);
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input_action("player_forward", CONTROL_W);
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input_action("player_backward", CONTROL_S);
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input_action("player_jump", CONTROL_SPACE);
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input_action("player_run", CONTROL_LSHIFT);
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input_action("mouse_capture_toggle", CONTROL_ESCAPE);
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if (scn->mouse_captured) {
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const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
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scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
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scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f);
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}
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DrawCameraFromPrincipalAxesResult dir_and_up =
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draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw);
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@ -52,27 +45,107 @@ static void ingame_tick(State *state) {
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if (input_action_pressed("player_run"))
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scn->pos.y -= speed;
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}
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/* toggle mouse capture with end key */
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if (input_action_just_pressed("mouse_capture_toggle"))
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scn->mouse_captured = !scn->mouse_captured;
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input_mouse_captured(scn->mouse_captured);
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static void process_ground_mode(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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#define TERRAIN_FREQUENCY 0.1f
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#define TERRAIN_DISTANCE 64
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DrawCameraFromPrincipalAxesResult dir_and_up =
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draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw);
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float const half_terrain_distance = (float)TERRAIN_DISTANCE / 2;
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const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up));
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const float speed = 0.18f; /* TODO: put this in a better place */
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for (int ly = TERRAIN_DISTANCE; ly--;) {
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for (int lx = TERRAIN_DISTANCE; lx--;) {
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float x = SDL_truncf(scn->pos.x + half_terrain_distance - (float)lx);
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float y = SDL_truncf(scn->pos.z + half_terrain_distance - (float)ly);
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Vec3 target = scn->pos;
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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/* gravity */
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{
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float height0, height1, height2, weight0, weight1, weight2;
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height0 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE];
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height1 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE + 1];
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Vec2 incell = { scn->pos.x - floorf(scn->pos.x), scn->pos.z - floorf(scn->pos.z) };
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/* who needs barycentric coordinates, am i right? */
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weight0 = 1 / sqrtf(powf(incell.x, 2) + powf(incell.y, 2));
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weight1 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(1 - incell.y, 2));
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/* find which triangle we're directly under */
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/* for this manhattan distance is sufficient */
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if (incell.x + (1 - incell.y) < (1 - incell.x) + incell.y) {
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height2 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE + 1];
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weight2 = 1 / sqrtf(powf(incell.x, 2) + powf(1 - incell.y, 2));
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} else {
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height2 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE];
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weight2 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(incell.y, 2));
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}
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float height = (height0 * weight0 + height1 * weight1 + height2 * weight2) / (weight0 + weight1 + weight2);
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if (target.y > height + PLAYER_HEIGHT)
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target.y = target.y - 0.4f;
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if (target.y < height + PLAYER_HEIGHT)
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target.y = height + PLAYER_HEIGHT;
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}
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/* movement */
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{
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Vec3 direction = {0, 0, 0};
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if (input_action_pressed("player_left"))
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direction = m_vec_sub(direction, m_vec_scale(right, speed));
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if (input_action_pressed("player_right"))
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direction = m_vec_add(direction, m_vec_scale(right, speed));
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if (input_action_pressed("player_forward"))
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direction = m_vec_add(direction, m_vec_scale(dir_and_up.direction, speed));
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if (input_action_pressed("player_backward"))
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direction = m_vec_sub(direction, m_vec_scale(dir_and_up.direction, speed));
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while (vec3_length(direction) > 0) {
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target = m_vec_add(target, direction);
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break;
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}
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}
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/* interpolate */
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scn->pos.x = (target.x - scn->pos.x) * (0.13f / 0.9f) + scn->pos.x;
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scn->pos.y = (target.y - scn->pos.y) * (0.13f / 0.9f) + scn->pos.y;
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scn->pos.z = (target.z - scn->pos.z) * (0.13f / 0.9f) + scn->pos.z;
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}
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static void generate_terrain(SceneIngame *scn) {
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for (int ly = 0; ly < TERRAIN_DISTANCE; ly++) {
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for (int lx = 0; lx < TERRAIN_DISTANCE; lx++) {
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float x = floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx);
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float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly);
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float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1;
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heightmap[lx][ly] = height;
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}
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}
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}
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static void draw_terrain(SceneIngame *scn) {
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for (int ly = TERRAIN_DISTANCE - 1; ly > 0; ly--) {
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for (int lx = 0; lx < TERRAIN_DISTANCE - 1; lx++) {
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int32_t x = (int32_t)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx));
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int32_t y = (int32_t)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));
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float d0 = heightmap[lx][ly];
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float d1 = heightmap[lx + 1][ly];
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float d2 = heightmap[lx + 1][ly - 1];
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float d3 = heightmap[lx][ly - 1];
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draw_triangle("/assets/grass.png",
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(Vec3){ (float)x, d0, (float)y },
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@ -91,6 +164,45 @@ static void ingame_tick(State *state) {
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(Vec2){ 0, 128 });
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}
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}
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}
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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input_action("player_left", CONTROL_A);
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input_action("player_right", CONTROL_D);
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input_action("player_forward", CONTROL_W);
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input_action("player_backward", CONTROL_S);
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input_action("player_jump", CONTROL_SPACE);
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input_action("player_run", CONTROL_LSHIFT);
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input_action("mouse_capture_toggle", CONTROL_ESCAPE);
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input_action("toggle_camera_mode", CONTROL_C);
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if (scn->mouse_captured) {
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const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
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scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
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scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f);
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}
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if (input_action_just_pressed("toggle_camera_mode"))
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scn->flying_camera = !scn->flying_camera;
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if (scn->flying_camera) {
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process_fly_mode(state);
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} else {
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process_ground_mode(state);
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}
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/* toggle mouse capture with end key */
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if (input_action_just_pressed("mouse_capture_toggle"))
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scn->mouse_captured = !scn->mouse_captured;
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input_mouse_captured(scn->mouse_captured);
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generate_terrain(scn);
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draw_terrain(scn);
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draw_skybox("/assets/miramar/miramar_*.tga");
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draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 });
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@ -115,5 +227,7 @@ Scene *ingame_scene(State *state) {
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m_opt(channel, "soundtrack"),
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m_opt(repeat, true));
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new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f };
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return (Scene *)new_scene;
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}
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@ -18,6 +18,7 @@ typedef struct SceneIngame {
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float roll;
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bool mouse_captured;
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bool flying_camera;
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} SceneIngame;
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@ -33,6 +33,10 @@ static inline float vec3_dot(Vec3 a, Vec3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static inline float vec3_length(Vec3 a) {
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return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
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}
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static inline Vec3 vec3_cross(Vec3 a, Vec3 b) {
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return (Vec3) {
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a.y * b.z - a.z * b.y,
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@ -78,6 +82,10 @@ static inline Vec3 vec3_rotate(Vec3 v, float angle, Vec3 axis) {
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Vec2i: vec2_from_vec2i, \
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)(p_any_vec2))
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#define m_vec_add(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
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Vec3: vec3_add \
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)(p_any_vec0, p_any_vec1))
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#define m_vec_sub(p_any_vec0, p_any_vec1) (_Generic((p_any_vec0), \
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Vec3: vec3_sub \
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)(p_any_vec0, p_any_vec1))
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