Compare commits
No commits in common. "1a7322dccf13109e173b21c595934d698f45506c" and "667b599c19de89bb113ca79f3596ec1b5390346f" have entirely different histories.
1a7322dccf
...
667b599c19
@ -17,7 +17,7 @@ void handle_input(void)
|
||||
{
|
||||
State *state = ctx.udata;
|
||||
|
||||
if (ctx.mouse_position.y <= 60)
|
||||
if (ctx.mouse_window_position.y <= 60)
|
||||
return;
|
||||
|
||||
if (input_is_action_pressed("add_a_bit"))
|
||||
@ -27,10 +27,10 @@ void handle_input(void)
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color =
|
||||
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
|
||||
(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
}
|
||||
@ -43,10 +43,10 @@ void handle_input(void)
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color =
|
||||
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
|
||||
(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
}
|
||||
@ -73,29 +73,32 @@ void game_tick(void)
|
||||
|
||||
State *state = ctx.udata;
|
||||
|
||||
const double delta =
|
||||
(double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
|
||||
|
||||
for (int i = 0; i < state->bunniesCount; i++)
|
||||
{
|
||||
state->bunnies[i].position.x += state->bunnies[i].speed.x;
|
||||
state->bunnies[i].position.y += state->bunnies[i].speed.y;
|
||||
|
||||
if (((state->bunnies[i].position.x + (float)BUNNY_W / 2) > (float)ctx.resolution.x) ||
|
||||
((state->bunnies[i].position.x + (float)BUNNY_W / 2) < 0))
|
||||
if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.base_draw_w) ||
|
||||
((state->bunnies[i].position.x + BUNNY_W / 2) < 0))
|
||||
state->bunnies[i].speed.x *= -1;
|
||||
if (((state->bunnies[i].position.y + (float)BUNNY_H / 2) > (float)ctx.resolution.y) ||
|
||||
((state->bunnies[i].position.y + (float)BUNNY_H / 2 - 60) < 0))
|
||||
if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.base_draw_h) ||
|
||||
((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0))
|
||||
state->bunnies[i].speed.y *= -1;
|
||||
}
|
||||
|
||||
handle_input();
|
||||
|
||||
// Clear window with Gray color (set the background color this way)
|
||||
draw_rectangle((Rect){0, 0, (float)ctx.resolution.x, (float)ctx.resolution.y}, GRAY);
|
||||
draw_rectangle((Rect){0, 0, ctx.base_draw_w, ctx.base_draw_h}, GRAY);
|
||||
|
||||
for (int i = 0; i < state->bunniesCount; i++)
|
||||
{ // Draw each bunny based on their position and color, also scale accordingly
|
||||
m_sprite(m_set(path, "wabbit_alpha.png"),
|
||||
m_set(rect, ((Rect){.x = state->bunnies[i].position.x,
|
||||
.y = state->bunnies[i].position.y,
|
||||
m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x,
|
||||
.y = (int)state->bunnies[i].position.y,
|
||||
.w = BUNNY_W * SPRITE_SCALE,
|
||||
.h = BUNNY_H * SPRITE_SCALE})),
|
||||
m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), );
|
||||
|
@ -19,13 +19,15 @@ static void title_tick(State *state) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
m_sprite("/assets/title.png", ((Rect) {
|
||||
((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
|
||||
|
||||
/* draw the tick count as an example of dynamic text */
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1;
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
|
||||
char *text_str = cmalloc(text_str_len);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
|
||||
|
||||
const char *font = "fonts/kenney-pixel.ttf";
|
||||
int text_h = 32;
|
||||
|
@ -17,8 +17,8 @@ static void ingame_tick(State *state) {
|
||||
|
||||
if (input_is_mouse_captured()) {
|
||||
const float sensitivity = 0.6f; /* TODO: put this in a better place */
|
||||
scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
|
||||
scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
|
||||
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
|
||||
scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity;
|
||||
scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
|
||||
|
||||
const float yaw_rad = scn->yaw * (float)DEG2RAD;
|
||||
@ -62,8 +62,8 @@ static void ingame_tick(State *state) {
|
||||
|
||||
for (int ly = 64; ly--;) {
|
||||
for (int lx = 64; lx--;) {
|
||||
float x = SDL_truncf(scn->cam.pos.x + 32 - (float)lx);
|
||||
float y = SDL_truncf(scn->cam.pos.z + 32 - (float)ly);
|
||||
float x = SDL_truncf(scn->cam.pos.x + 32 - lx);
|
||||
float y = SDL_truncf(scn->cam.pos.z + 32 - ly);
|
||||
|
||||
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;
|
||||
@ -89,7 +89,7 @@ static void ingame_tick(State *state) {
|
||||
}
|
||||
|
||||
draw_skybox("/assets/miramar/miramar_*.tga");
|
||||
draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 });
|
||||
draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 });
|
||||
}
|
||||
|
||||
|
||||
|
@ -16,13 +16,15 @@ static void title_tick(State *state) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
m_sprite("/assets/title.png", ((Rect) {
|
||||
((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
|
||||
|
||||
/* draw the tick count as an example of dynamic text */
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1;
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
|
||||
char *text_str = cmalloc(text_str_len);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
|
||||
|
||||
const char *font = "/fonts/kenney-pixel.ttf";
|
||||
int text_h = 32;
|
||||
@ -37,7 +39,6 @@ static void title_tick(State *state) {
|
||||
},
|
||||
(Color) { 0, 0, 0, 255 }
|
||||
);
|
||||
|
||||
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
|
||||
|
||||
free(text_str);
|
||||
|
@ -1,7 +1,6 @@
|
||||
firstly, make sure to pull git-lfs references with: :git lfs fetch origin main:
|
||||
you might have to run `git lfs install` before that
|
||||
install cmake and sdl2-dev packages in manner suitable to your distribution
|
||||
add /bin/ directory to your $PATH, you can do it cleanly with :source hooks: command
|
||||
add /tools/ directory to your $PATH, for example, with :source hooks:
|
||||
navigate to one of /apps/ folders for demos
|
||||
run `twn build` to build
|
||||
runnable apps should have the same name as app folder it is in
|
||||
|
@ -4,7 +4,6 @@ for that certain steps are taken:
|
||||
* number of public api calls is kept at the minimum
|
||||
* procedure signatures can only use basic types, no aggregates, with exception of Vec/Matrix types and alike,
|
||||
with no expectation on new additions (see /include/twn_types.h)
|
||||
* optionals can be expressed via pointer passage of value primitives, with NULL expressive default
|
||||
* /include/twn_game_api.json file is hand-kept with a schema to aid automatic generation and other tooling
|
||||
|
||||
one of main inspirations for that is opengl model
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifndef TWN_CAMERA_H
|
||||
#define TWN_CAMERA_H
|
||||
|
||||
#include "twn_types.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_engine_api.h"
|
||||
|
||||
/* TODO: make it cached? */
|
||||
|
@ -1,46 +1,47 @@
|
||||
#ifndef TWN_CONTEXT_H
|
||||
#define TWN_CONTEXT_H
|
||||
|
||||
#include "twn_types.h"
|
||||
#include "twn_input.h"
|
||||
#include "twn_engine_api.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdint.h>
|
||||
|
||||
|
||||
/* context that is only valid for current frame */
|
||||
/* any changes to it will be dropped, unless explicitly stated */
|
||||
/* context that is valid for current frame */
|
||||
/* changes to it should not have an effect, unless specified */
|
||||
/* TODO: ensure the statement above */
|
||||
typedef struct Context {
|
||||
/* you may read from and write to this one from game code */
|
||||
/* it is ensured to persist between initializations */
|
||||
/* you may read from and write to these from game code */
|
||||
void *udata;
|
||||
|
||||
/* which frame is it, starting from 0 at startup */
|
||||
uint64_t frame_number;
|
||||
/* TODO: is it what we actually want? */
|
||||
int64_t delta_time; /* preserves real time frame delta with no manipilation */
|
||||
uint64_t tick_count;
|
||||
|
||||
/* real time spent on one frame (in seconds) */
|
||||
/* townengine is fixed step based, so you don't have */
|
||||
/* TODO: actually set it */
|
||||
float frame_duration;
|
||||
Vec2i mouse_window_position;
|
||||
Vec2i mouse_relative_position;
|
||||
|
||||
/* resolution is set from config and dictates both logical and drawing space, as they're related */
|
||||
/* even if scaling is done, game logic should never change over that */
|
||||
Vec2i resolution;
|
||||
Vec2i mouse_position;
|
||||
Vec2i mouse_movement;
|
||||
|
||||
/* is set on startup, should be used as source of randomness */
|
||||
/* set just once on startup */
|
||||
uint64_t random_seed;
|
||||
|
||||
/* whether debugging logic should be enabled in user code */
|
||||
bool debug;
|
||||
/* this should be a multiple of the current ticks per second */
|
||||
/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
|
||||
/* it can be changed at runtime; any resulting logic anomalies are bugs */
|
||||
unsigned int update_multiplicity;
|
||||
|
||||
/* is set to true when state is invalidated and needs to be rebuilt */
|
||||
/* watch for it and handle properly! */
|
||||
/* TODO: use Vec2i? */
|
||||
int window_w;
|
||||
int window_h;
|
||||
int base_draw_w;
|
||||
int base_draw_h;
|
||||
|
||||
bool debug;
|
||||
bool is_running;
|
||||
bool window_size_has_changed;
|
||||
bool initialization_needed;
|
||||
} Context;
|
||||
|
||||
/* when included after twn_engine_context there's an 'ctx' defined already */
|
||||
#ifndef TWN_ENGINE_CONTEXT_C_H
|
||||
TWN_API extern Context ctx;
|
||||
#endif
|
||||
|
@ -1,7 +1,7 @@
|
||||
#ifndef TWN_DRAW_H
|
||||
#define TWN_DRAW_H
|
||||
|
||||
#include "twn_types.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_option.h"
|
||||
#include "twn_camera.h"
|
||||
#include "twn_engine_api.h"
|
||||
|
@ -1,23 +1,22 @@
|
||||
/* include this header in game code to get the usable parts of the engine */
|
||||
#ifndef TWN_GAME_API_H
|
||||
#define TWN_GAME_API_H
|
||||
#ifndef GAME_API_H
|
||||
#define GAME_API_H
|
||||
|
||||
|
||||
#include "twn_input.h"
|
||||
#include "twn_context.h"
|
||||
#include "twn_draw.h"
|
||||
#include "twn_audio.h"
|
||||
#include "twn_engine_api.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_input.h"
|
||||
#include "twn_engine_api.h"
|
||||
|
||||
#ifndef TWN_NOT_C
|
||||
|
||||
/* sole game logic and display function.
|
||||
/* sole game logic and display function.
|
||||
all state must be used from and saved to supplied state pointer. */
|
||||
TWN_API extern void game_tick(void);
|
||||
TWN_API extern void game_tick(void);
|
||||
|
||||
/* called when application is closing. */
|
||||
TWN_API extern void game_end(void);
|
||||
|
||||
/* called when application is closing. */
|
||||
TWN_API extern void game_end(void);
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
@ -1,15 +1,23 @@
|
||||
#ifndef TWN_UTIL_H
|
||||
#define TWN_UTIL_H
|
||||
#ifndef UTIL_H
|
||||
#define UTIL_H
|
||||
|
||||
#include "twn_types.h"
|
||||
#include "twn_engine_api.h"
|
||||
#include "twn_types.h"
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stddef.h>
|
||||
#include <stdbool.h>
|
||||
#include <math.h>
|
||||
|
||||
|
||||
/* DON'T FORGET ABOUT DOUBLE EVALUATION */
|
||||
/* YOU THINK YOU WON'T, AND THEN YOU DO */
|
||||
/* C23's typeof could fix it, so i will */
|
||||
/* leave them as macros to be replaced. */
|
||||
/* use the macro in tgmath.h for floats */
|
||||
#define MAX SDL_max
|
||||
#define MIN SDL_min
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846264338327950288 /**< pi */
|
||||
#endif
|
||||
@ -18,13 +26,16 @@
|
||||
#define DEG2RAD (M_PI / 180)
|
||||
#define RAD2DEG (180 / M_PI)
|
||||
|
||||
#ifndef TWN_NOT_C
|
||||
|
||||
TWN_API void *cmalloc(size_t size);
|
||||
TWN_API void *crealloc(void *ptr, size_t size);
|
||||
TWN_API void *ccalloc(size_t num, size_t size);
|
||||
/* */
|
||||
/* GENERAL UTILITIES */
|
||||
/* */
|
||||
|
||||
#endif /* TWN_NOT_C */
|
||||
TWN_API void cry_impl(const char *file, const int line, const char *title, const char *text);
|
||||
#define CRY(title, text) cry_impl(__FILE__, __LINE__, title, text)
|
||||
#define CRY_SDL(title) cry_impl(__FILE__, __LINE__, title, SDL_GetError())
|
||||
#define CRY_PHYSFS(title) \
|
||||
cry_impl(__FILE__, __LINE__, title, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()))
|
||||
|
||||
|
||||
TWN_API void log_info(const char *restrict format, ...);
|
||||
@ -32,6 +43,18 @@ TWN_API void log_critical(const char *restrict format, ...);
|
||||
TWN_API void log_warn(const char *restrict format, ...);
|
||||
|
||||
|
||||
/* for when there's absolutely no way to continue */
|
||||
TWN_API _Noreturn void die_abruptly(void);
|
||||
|
||||
|
||||
/* "critical" allocation functions which will log and abort() on failure. */
|
||||
/* if it is reasonable to handle this gracefully, use the standard versions. */
|
||||
/* the stb implementations will be configured to use these */
|
||||
TWN_API void *cmalloc(size_t size);
|
||||
TWN_API void *crealloc(void *ptr, size_t size);
|
||||
TWN_API void *ccalloc(size_t num, size_t size);
|
||||
|
||||
|
||||
/* TODO: this is why generics were invented. sorry, i'm tired today */
|
||||
TWN_API double clamp(double d, double min, double max);
|
||||
TWN_API float clampf(float f, float min, float max);
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "twn_game_object_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_util_c.h"
|
||||
|
||||
#include <x-watcher.h>
|
||||
#include <SDL2/SDL.h>
|
||||
@ -58,7 +57,7 @@ static void load_game_object(void) {
|
||||
|
||||
handle = new_handle;
|
||||
|
||||
if (ctx.game.frame_number != 0)
|
||||
if (ctx.game.tick_count != 0)
|
||||
log_info("Game object was reloaded\n");
|
||||
|
||||
return;
|
||||
@ -85,7 +84,7 @@ static void watcher_callback(XWATCHER_FILE_EVENT event,
|
||||
switch(event) {
|
||||
case XWATCHER_FILE_MODIFIED:
|
||||
SDL_LockMutex(lock);
|
||||
last_tick_modified = ctx.game.frame_number;
|
||||
last_tick_modified = ctx.game.tick_count;
|
||||
loaded_after_modification = false;
|
||||
SDL_UnlockMutex(lock);
|
||||
break;
|
||||
@ -130,7 +129,7 @@ bool game_object_try_reloading(void) {
|
||||
|
||||
/* only load the modified library after some time, as compilers make a lot of modifications */
|
||||
SDL_LockMutex(lock);
|
||||
if (ctx.game.frame_number - last_tick_modified > MODIFIED_TICKS_MERGED &&
|
||||
if (ctx.game.tick_count - last_tick_modified > MODIFIED_TICKS_MERGED &&
|
||||
!loaded_after_modification) {
|
||||
load_game_object();
|
||||
loaded_after_modification = true;
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "twn_game_object_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_util_c.h"
|
||||
|
||||
#include <errhandlingapi.h>
|
||||
#include <libloaderapi.h>
|
||||
@ -49,7 +48,7 @@ static void load_game_object(void) {
|
||||
|
||||
handle = new_handle;
|
||||
|
||||
if (ctx.game.frame_number != 0)
|
||||
if (ctx.game.tick_count != 0)
|
||||
log_info("Game object was reloaded\n");
|
||||
|
||||
return;
|
||||
|
@ -250,23 +250,23 @@ void render(void) {
|
||||
textures_update_atlas(&ctx.texture_cache);
|
||||
|
||||
/* fit rendering context onto the resizable screen */
|
||||
if (ctx.window_size_has_changed) {
|
||||
if ((float)ctx.window_dims.x / (float)ctx.window_dims.y > (float)ctx.base_render_width / (float)ctx.base_render_height) {
|
||||
float ratio = (float)ctx.window_dims.y / (float)ctx.base_render_height;
|
||||
if (ctx.game.window_size_has_changed) {
|
||||
if ((float)ctx.game.window_w / (float)ctx.game.window_h > (float)ctx.base_render_width / (float)ctx.base_render_height) {
|
||||
float ratio = (float)ctx.game.window_h / (float)ctx.base_render_height;
|
||||
int w = (int)((float)ctx.base_render_width * ratio);
|
||||
setup_viewport(
|
||||
ctx.window_dims.x / 2 - w / 2,
|
||||
ctx.game.window_w / 2 - w / 2,
|
||||
0,
|
||||
w,
|
||||
ctx.window_dims.y
|
||||
ctx.game.window_h
|
||||
);
|
||||
} else {
|
||||
float ratio = (float)ctx.window_dims.x / (float)ctx.base_render_width;
|
||||
float ratio = (float)ctx.game.window_w / (float)ctx.base_render_width;
|
||||
int h = (int)((float)ctx.base_render_height * ratio);
|
||||
setup_viewport(
|
||||
0,
|
||||
ctx.window_dims.y / 2 - h / 2,
|
||||
ctx.window_dims.x,
|
||||
ctx.game.window_h / 2 - h / 2,
|
||||
ctx.game.window_w,
|
||||
h
|
||||
);
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
#include "twn_gpu_texture_c.h"
|
||||
#include "twn_util_c.h"
|
||||
#include "twn_util.h"
|
||||
|
||||
|
||||
GPUTexture create_gpu_texture(TextureFilter filter, bool generate_mipmaps) {
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "twn_draw_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_util_c.h"
|
||||
#include "twn_util.h"
|
||||
|
||||
#ifdef EMSCRIPTEN
|
||||
#include <GLES2/gl2.h>
|
||||
|
@ -1,7 +1,6 @@
|
||||
#include "twn_draw_c.h"
|
||||
#include "twn_draw.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_util_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
|
||||
#include <stb_truetype.h>
|
||||
|
@ -1,7 +1,6 @@
|
||||
#include "twn_audio_c.h"
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_util_c.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <stb_ds.h>
|
||||
|
@ -17,8 +17,6 @@
|
||||
|
||||
typedef struct EngineContext {
|
||||
/* user code facing context */
|
||||
Context game_copy;
|
||||
/* engine-side context, copied to `game_copy` before every frame */
|
||||
Context game;
|
||||
|
||||
InputState input;
|
||||
@ -29,8 +27,6 @@ typedef struct EngineContext {
|
||||
/* where the app was run from, used as the root for packs */
|
||||
char *base_dir;
|
||||
|
||||
Vec2i window_dims;
|
||||
|
||||
/* configuration */
|
||||
toml_table_t *config_table;
|
||||
int64_t base_render_width;
|
||||
@ -56,7 +52,6 @@ typedef struct EngineContext {
|
||||
uint8_t audio_stream_channel_count;
|
||||
|
||||
/* main loop machinery */
|
||||
int64_t delta_time; /* preserves real time frame delta with no manipilation */
|
||||
int64_t clocks_per_second;
|
||||
int64_t prev_frame_time;
|
||||
int64_t desired_frametime; /* how long one tick should be */
|
||||
@ -64,17 +59,10 @@ typedef struct EngineContext {
|
||||
int64_t delta_averager_residual;
|
||||
int64_t time_averager[4];
|
||||
|
||||
/* this should be a multiple of the current ticks per second */
|
||||
/* use it to simulate low framerate (e.g. at 60 tps, set to 2 for 30 fps) */
|
||||
/* it can be changed at runtime; any resulting logic anomalies are bugs */
|
||||
uint32_t update_multiplicity;
|
||||
|
||||
SDL_GLContext *gl_context;
|
||||
SDL_Window *window;
|
||||
uint32_t window_id;
|
||||
|
||||
bool is_running;
|
||||
bool window_size_has_changed;
|
||||
bool resync_flag;
|
||||
bool was_successful;
|
||||
} EngineContext;
|
||||
|
@ -194,8 +194,8 @@ void input_state_update(InputState *input) {
|
||||
SDL_GetRelativeMouseState(&input->mouse_relative_position.x,
|
||||
&input->mouse_relative_position.y);
|
||||
|
||||
ctx.game.mouse_position = input->mouse_window_position;
|
||||
ctx.game.mouse_movement = input->mouse_relative_position;
|
||||
ctx.game.mouse_window_position = input->mouse_window_position;
|
||||
ctx.game.mouse_relative_position = input->mouse_relative_position;
|
||||
|
||||
for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
|
||||
Action *action = &input->action_hash[i].value;
|
||||
|
@ -2,7 +2,6 @@
|
||||
#include "twn_engine_context_c.h"
|
||||
#include "twn_input_c.h"
|
||||
#include "twn_util.h"
|
||||
#include "twn_util_c.h"
|
||||
#include "twn_game_object_c.h"
|
||||
#include "twn_audio_c.h"
|
||||
#include "twn_textures_c.h"
|
||||
@ -37,8 +36,8 @@ static int event_callback(void *userdata, SDL_Event *event) {
|
||||
|
||||
switch (event->window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
ctx.window_dims.x = event->window.data1;
|
||||
ctx.window_dims.y = event->window.data2;
|
||||
ctx.game.window_w = event->window.data1;
|
||||
ctx.game.window_h = event->window.data2;
|
||||
ctx.resync_flag = true;
|
||||
break;
|
||||
|
||||
@ -60,12 +59,12 @@ static int event_callback(void *userdata, SDL_Event *event) {
|
||||
static void poll_events(void) {
|
||||
SDL_Event e;
|
||||
|
||||
ctx.window_size_has_changed = false;
|
||||
ctx.game.window_size_has_changed = false;
|
||||
|
||||
while (SDL_PollEvent(&e)) {
|
||||
switch (e.type) {
|
||||
case SDL_QUIT:
|
||||
ctx.is_running = false;
|
||||
ctx.game.is_running = false;
|
||||
break;
|
||||
|
||||
case SDL_WINDOWEVENT:
|
||||
@ -74,7 +73,7 @@ static void poll_events(void) {
|
||||
|
||||
switch (e.window.event) {
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
ctx.window_size_has_changed = true;
|
||||
ctx.game.window_size_has_changed = true;
|
||||
break;
|
||||
|
||||
default:
|
||||
@ -112,11 +111,6 @@ static void APIENTRY opengl_log(GLenum source,
|
||||
#endif
|
||||
|
||||
|
||||
void preserve_persistent_ctx_fields(void) {
|
||||
ctx.game.udata = ctx.game_copy.udata;
|
||||
}
|
||||
|
||||
|
||||
static void main_loop(void) {
|
||||
/*
|
||||
if (!ctx.is_running) {
|
||||
@ -130,7 +124,7 @@ static void main_loop(void) {
|
||||
int64_t current_frame_time = SDL_GetPerformanceCounter();
|
||||
int64_t delta_time = current_frame_time - ctx.prev_frame_time;
|
||||
ctx.prev_frame_time = current_frame_time;
|
||||
ctx.delta_time = delta_time;
|
||||
ctx.game.delta_time = delta_time;
|
||||
|
||||
/* handle unexpected timer anomalies (overflow, extra slow frames, etc) */
|
||||
if (delta_time > ctx.desired_frametime * 8) { /* ignore extra-slow frames */
|
||||
@ -194,23 +188,24 @@ static void main_loop(void) {
|
||||
ctx.resync_flag = false;
|
||||
}
|
||||
|
||||
ctx.game_copy = ctx.game;
|
||||
|
||||
/* finally, let's get to work */
|
||||
int frames = 0;
|
||||
while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.update_multiplicity) {
|
||||
while (ctx.frame_accumulator >= ctx.desired_frametime * ctx.game.update_multiplicity) {
|
||||
frames += 1;
|
||||
for (size_t i = 0; i < ctx.update_multiplicity; ++i) {
|
||||
for (size_t i = 0; i < ctx.game.update_multiplicity; ++i) {
|
||||
/* TODO: disable rendering pushes on not-last ? */
|
||||
render_queue_clear();
|
||||
|
||||
poll_events();
|
||||
|
||||
input_state_update(&ctx.input);
|
||||
|
||||
game_object_tick();
|
||||
preserve_persistent_ctx_fields();
|
||||
|
||||
ctx.frame_accumulator -= ctx.desired_frametime;
|
||||
ctx.game.frame_number = (ctx.game.frame_number % ULLONG_MAX) + 1;
|
||||
ctx.game.tick_count = (ctx.game.tick_count % ULLONG_MAX) + 1;
|
||||
ctx.game.initialization_needed = false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -444,7 +439,7 @@ static bool initialize(void) {
|
||||
goto fail;
|
||||
}
|
||||
ctx.base_render_width = datum_base_render_width.u.i;
|
||||
ctx.game.resolution.x = (int)ctx.base_render_width;
|
||||
ctx.game.base_draw_w = (int)ctx.base_render_width;
|
||||
|
||||
toml_datum_t datum_base_render_height = toml_int_in(game, "base_render_height");
|
||||
if (!datum_base_render_height.ok) {
|
||||
@ -452,7 +447,7 @@ static bool initialize(void) {
|
||||
goto fail;
|
||||
}
|
||||
ctx.base_render_height = datum_base_render_height.u.i;
|
||||
ctx.game.resolution.y = (int)ctx.base_render_height;
|
||||
ctx.game.base_draw_h = (int)ctx.base_render_height;
|
||||
|
||||
ctx.window = SDL_CreateWindow(datum_title.u.s,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
@ -508,8 +503,8 @@ static bool initialize(void) {
|
||||
|
||||
/* TODO: */
|
||||
// SDL_GetRendererOutputSize(ctx.renderer, &ctx.window_w, &ctx.window_h);
|
||||
ctx.window_dims.x = (int)ctx.base_render_width;
|
||||
ctx.window_dims.y = (int)ctx.base_render_height;
|
||||
ctx.game.window_w = (int)ctx.base_render_width;
|
||||
ctx.game.window_h = (int)ctx.base_render_height;
|
||||
|
||||
/* add a watcher for immediate updates on window size */
|
||||
SDL_AddEventWatch(event_callback, NULL);
|
||||
@ -537,7 +532,7 @@ static bool initialize(void) {
|
||||
}
|
||||
|
||||
/* you could change this at runtime if you wanted */
|
||||
ctx.update_multiplicity = 1;
|
||||
ctx.game.update_multiplicity = 1;
|
||||
|
||||
#ifndef EMSCRIPTEN
|
||||
/* hook up opengl debugging callback */
|
||||
@ -566,13 +561,13 @@ static bool initialize(void) {
|
||||
}
|
||||
}
|
||||
|
||||
ctx.is_running = true;
|
||||
ctx.game.is_running = true;
|
||||
ctx.resync_flag = true;
|
||||
ctx.clocks_per_second = SDL_GetPerformanceFrequency();
|
||||
ctx.prev_frame_time = SDL_GetPerformanceCounter();
|
||||
ctx.desired_frametime = ctx.clocks_per_second / ctx.ticks_per_second;
|
||||
ctx.frame_accumulator = 0;
|
||||
ctx.game.frame_number = 0;
|
||||
ctx.game.tick_count = 0;
|
||||
|
||||
/* delta time averaging */
|
||||
ctx.delta_averager_residual = 0;
|
||||
@ -777,7 +772,7 @@ int enter_loop(int argc, char **argv) {
|
||||
ctx.was_successful = true;
|
||||
ctx.game.initialization_needed = true;
|
||||
|
||||
while (ctx.is_running) {
|
||||
while (ctx.game.is_running) {
|
||||
if (game_object_try_reloading()) {
|
||||
ctx.game.initialization_needed = true;
|
||||
reset_state();
|
||||
|
@ -273,11 +273,11 @@ void tick_timer(int *value) {
|
||||
}
|
||||
|
||||
void tick_ftimer(float *value) {
|
||||
*value = MAX(*value - ((float)ctx.delta_time / (float)ctx.clocks_per_second), 0.0f);
|
||||
*value = MAX(*value - ((float)ctx.game.delta_time / (float)ctx.clocks_per_second), 0.0f);
|
||||
}
|
||||
|
||||
bool repeat_ftimer(float *value, float at) {
|
||||
*value -= (float)ctx.delta_time / (float)ctx.clocks_per_second;
|
||||
*value -= (float)ctx.game.delta_time / (float)ctx.clocks_per_second;
|
||||
if (*value < 0.0f) {
|
||||
*value += at;
|
||||
return true;
|
||||
|
@ -3,23 +3,6 @@
|
||||
|
||||
#include "twn_types.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
#define MAX SDL_max
|
||||
#define MIN SDL_min
|
||||
|
||||
void cry_impl(const char *file, const int line, const char *title, const char *text);
|
||||
#define CRY(title, text) cry_impl(__FILE__, __LINE__, title, text)
|
||||
#define CRY_SDL(title) cry_impl(__FILE__, __LINE__, title, SDL_GetError())
|
||||
#define CRY_PHYSFS(title) \
|
||||
cry_impl(__FILE__, __LINE__, title, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()))
|
||||
|
||||
/* for when there's absolutely no way to continue */
|
||||
_Noreturn void die_abruptly(void);
|
||||
|
||||
/* note: you must free the returned string */
|
||||
char *expand_asterisk(const char *mask, const char *to);
|
||||
|
||||
@ -39,7 +22,7 @@ static inline float fast_sqrt(float x)
|
||||
|
||||
|
||||
static inline Vec2 fast_cossine(float a) {
|
||||
const float s = SDL_sinf(a);
|
||||
const float s = sinf(a);
|
||||
return (Vec2){
|
||||
.x = fast_sqrt(1.0f - s * s) * (a >= (float)M_PI_2 && a < (float)(M_PI + M_PI_2) ? -1 : 1),
|
||||
.y = s
|
||||
|
Loading…
Reference in New Issue
Block a user