hot reloading and friends

This commit is contained in:
2024-08-21 16:55:34 +03:00
parent 08fd5970a1
commit d4d4544bb4
27 changed files with 1221 additions and 106 deletions

View File

@ -4,11 +4,13 @@
#include <malloc.h>
void game_tick(void) {
/* do your initialization on first tick */
if (ctx.tick_count == 0) {
void game_tick(t_ctx *ctx) {
/* do state initialization when engine asks for it */
/* it could happen multiple times per application run, as game code is reloadable */
if (ctx.initialization_needed) {
/* application data could be stored in ctx.udata and retrieved anywhere */
ctx.udata = ccalloc(1, sizeof (struct state));
if (!ctx.udata)
ctx.udata = ccalloc(1, sizeof (struct state));
}
/* a lot of data is accessible from `ctx`, look into `townengine/context.h` for more */

View File

@ -23,8 +23,4 @@ set(SOURCE_FILES
scenes/ingame.c scenes/ingame.h
)
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}")
set_target_properties(${PROJECT_NAME} PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
)
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

View File

@ -1,8 +1,9 @@
#include "townengine/game_api.h"
#include "state.h"
#include "scenes/scene.h"
#include "scenes/title.h"
#include "townengine/game_api.h"
#include <SDL_scancode.h>
#include <stdio.h>
#include <malloc.h>
@ -10,11 +11,16 @@
void game_tick(void) {
if (ctx.tick_count == 0) {
ctx.udata = ccalloc(1, sizeof (struct state));
if (ctx.initialization_needed) {
if (!ctx.udata) {
ctx.udata = ccalloc(1, sizeof (struct state));
struct state *state = ctx.udata;
state->ctx = &ctx;
state->scene = title_scene(state);
}
struct state *state = ctx.udata;
state->ctx = &ctx;
state->scene = title_scene(state);
input_add_action(&ctx.input, "debug_dump_atlases");
input_bind_action_scancode(&ctx.input, "debug_dump_atlases", SDL_SCANCODE_HOME);

View File

@ -3,7 +3,6 @@
#include "scene.h"
#include "townengine/game_api.h"
#include "townengine/tabela.h"
#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
@ -15,8 +14,6 @@ static void ingame_tick(struct state *state) {
world_drawdef(scn->world);
player_calc(scn->player);
static t_camera cam = { .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
if (input_is_mouse_captured(&ctx.input)) {
const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
@ -26,32 +23,32 @@ static void ingame_tick(struct state *state) {
const float yaw_rad = scn->yaw * (float)DEG2RAD;
const float pitch_rad = scn->pitch * (float)DEG2RAD;
cam.target = m_vec_norm(((t_fvec3){
scn->cam.target = m_vec_norm(((t_fvec3){
cosf(yaw_rad) * cosf(pitch_rad),
sinf(pitch_rad),
sinf(yaw_rad) * cosf(pitch_rad)
}));
}
const t_fvec3 right = m_vec_norm(m_vec_cross(cam.target, cam.up));
const t_fvec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
cam.pos = fvec3_sub(cam.pos, m_vec_scale(right, speed));
scn->cam.pos = fvec3_sub(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
cam.pos = fvec3_add(cam.pos, m_vec_scale(right, speed));
scn->cam.pos = fvec3_add(scn->cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
cam.pos = fvec3_add(cam.pos, m_vec_scale(cam.target, speed));
scn->cam.pos = fvec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
cam.pos = fvec3_sub(cam.pos, m_vec_scale(cam.target, speed));
scn->cam.pos = fvec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_jump"))
cam.pos.y += speed;
scn->cam.pos.y += speed;
if (input_is_action_pressed(&ctx.input, "player_run"))
cam.pos.y -= speed;
scn->cam.pos.y -= speed;
/* toggle mouse capture with end key */
if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) {
@ -84,16 +81,16 @@ static void ingame_tick(struct state *state) {
m_set(rect, ((t_frect){ 128, 32, 128, 64 })),
m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
set_camera(&cam);
set_camera(&scn->cam);
#define TERRAIN_FREQUENCY 0.1f
for (int y = 64; y--;) {
for (int x = 64; x--;) {
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
unfurl_triangle("/assets/grass.gif",
(t_fvec3){ (float)x, d0, (float)y },
@ -133,6 +130,8 @@ struct scene *ingame_scene(struct state *state) {
new_scene->world = world_create();
new_scene->player = player_create(new_scene->world);
new_scene->cam = (t_camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
play_audio_ex("music/mod65.xm", "soundtrack", (t_play_audio_args){
.repeat = true,
.volume = 1.0f

View File

@ -3,6 +3,7 @@
#include "townengine/game_api.h"
#include "../state.h"
#include "scene.h"
#include "../player.h"
@ -15,6 +16,8 @@ struct scene_ingame {
struct world *world;
struct player *player;
t_camera cam;
/* TODO: put this in a better place */
float yaw;
float pitch;

View File

@ -2,6 +2,7 @@
#include "ingame.h"
#include "../world.h"
#include "../player.h"
#include "townengine/game_api.h"

View File

@ -1,6 +1,7 @@
#include "world.h"
#include "townengine/game_api.h"
#include "world.h"
#include <stdbool.h>
#include <stdlib.h>
#include <stdint.h>