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186 Commits

Author SHA1 Message Date
75890b1a71 /apps/tools/twndel: thingies 2025-03-15 07:59:55 +03:00
73db3e57dc various small tweaks 2025-03-13 03:08:35 +03:00
2975aa2dfb comparing with whole number floats is okay. 2025-03-13 02:54:40 +03:00
6726faf719 twn_textures: lock cache when adding requests 2025-03-13 01:18:07 +03:00
183dfa6be5 twn_lines: combine differently colored lines into same batch 2025-03-12 12:00:53 +03:00
e974194af0 /docs/wiki: G1. Trigonometry starter 2025-03-12 01:36:42 +03:00
8607aa48ec /apps/tools/twndel: face hovering 2025-03-11 07:40:18 +03:00
f6600dfbda norm is needed after all. 2025-03-11 07:09:55 +03:00
bdabd04388 /apps/tools/twndel: reversable triangulation, fix to point finding with triangles 2025-03-11 07:02:52 +03:00
0e075ec334 /apps/tools/twndel: texture painting, face selection 2025-03-11 04:58:44 +03:00
b256fc903a /apps/tools/twndel: triangluation, triangle render 2025-03-11 02:41:03 +03:00
b52ecaeaa0 remove logging 2025-03-11 01:54:36 +03:00
37e46e9a7e /apps/tools/twndel: initial texture projection work 2025-03-11 01:53:45 +03:00
a472e6af52 /apps/demos/scenery: simpler normal_at(), clean one bit 2025-03-11 01:28:08 +03:00
66b2f04d9d fix missing texture sizing, fix bordered repeated texture upload, make quads default to repeating for now 2025-03-10 22:10:53 +03:00
90f4097070 /apps/templates/zig: depend on /src/*.zig sources for rebuilding, add .gitignore 2025-03-10 10:11:10 +03:00
829ff4780c zig template 2025-03-10 09:58:28 +03:00
8e15c9ec3c twn_util: dont add empty list 2025-03-10 07:05:45 +03:00
474ea84a77 /apps/tools/twndel: some data 2025-03-10 06:54:23 +03:00
7b8b9416ba twn_util: file_read() :images 2025-03-10 06:54:10 +03:00
8ed8158ae6 twn_util: file_read() with :exists 2025-03-10 05:34:29 +03:00
48e3a4c233 /share/twn_api.json: add new logging funcs 2025-03-10 05:29:56 +03:00
56530f9864 twn_util: final cleaning up, introducton of powerful file_read() 2025-03-10 05:19:58 +03:00
f86f3dd41a /apps/tools/twndel: use roundf for snapping 2025-03-09 08:12:29 +03:00
adae6be7e5 /apps/tools/twndel: camera translation 2025-03-09 07:38:32 +03:00
cd3033f9c4 /apps/tools/twndel: add reference lines 2025-03-09 06:53:54 +03:00
e11e63f273 /apps/tools/twndel: more plane awareness 2025-03-09 06:24:05 +03:00
75737b738f /apps/tools/twndel: plane intersection based point move 2025-03-09 00:30:20 +03:00
ce2c2513aa /apps/tool/twndel: grab.png 2025-03-08 21:57:53 +03:00
36c0af9953 hopefully more portable way of packaging binary embeds 2025-03-08 18:11:39 +03:00
826622cd58 twn_draw: proper ortho unproject 2025-03-08 04:38:56 +03:00
78b6a26de9 twndel: fix y axis point move 2025-03-08 04:10:14 +03:00
5f7b8bac6d undo, axis editing 2025-03-08 02:20:31 +03:00
6d6230c6a1 twn_audio: fix ogg vorbis sample reuse 2025-03-08 01:38:38 +03:00
c07e16490e model tool progress: initial selection 2025-03-08 00:50:47 +03:00
f5e55bb997 /apps/tools/twndel: point selection, sounds and other assets 2025-03-07 20:56:19 +03:00
1e6e323fe1 twn_draw: remove logging 2025-03-07 20:21:36 +03:00
dbf9599fe5 twn_api.json: add draw_camera_unproject() 2025-03-07 19:40:56 +03:00
923cd81571 twn_draw: draw_camera_unproject() 2025-03-07 19:31:46 +03:00
733a1786ab twn_draw: multiply zoom by 0.1 to match projections 2025-03-07 11:16:31 +03:00
a03e1d885d twn_camera: fix aspect of ortho projection 2025-03-07 11:07:05 +03:00
67feb5974a /apps/tools/twndel: start the thing 2025-03-07 07:10:44 +03:00
5be4ed4645 twn_lines: bail on empty batch 2025-03-07 07:05:20 +03:00
4a41f47a58 twn_textures: fix freeing of missed texture 2025-03-07 06:19:44 +03:00
35bb26705a twn_text: use full ascii range 2025-03-07 05:16:46 +03:00
13bc71a28d twn_text: embed default font 2025-03-07 03:35:35 +03:00
b97a155de4 /bin: make utilities quit on error 2025-03-07 02:56:12 +03:00
5df80addeb /apps/demos/scenery: no drifting :( 2025-03-07 00:51:07 +03:00
787977b747 /apps/demos/scenery: drift ! steer ! 2025-03-05 05:26:05 +03:00
f90b973d86 /apps/demos/scenery: more than almost 2025-03-04 09:45:49 +03:00
32675c012c /apps/demos/scenery: ...almost...🚬 2025-03-04 03:30:01 +03:00
a97515e948 twn_textures.c: fix atlas packing, allow out of order population 2025-03-03 00:57:19 +03:00
ed8e826b94 /apps/demos/scenery: something... 2025-03-02 23:19:27 +03:00
4e5ff9433c /apps/demos/scenery: box is almost coherent... 2025-03-02 03:37:02 +03:00
55829a1bef /apps/demos/scenery: fix world origin relation 2025-03-02 01:04:09 +03:00
119bd52c51 /apps/demos/scenery: some friction 2025-03-02 00:02:32 +03:00
5abd1ced1c /apps/demos/scenery: vehicle... 2025-03-01 16:42:14 +03:00
80db96672d stb_ds.h: fix implicit casts to int, resulting in bogus bitshift 2025-03-01 12:15:41 +03:00
2f6f7852be twn_api.json: add draw_line_3d() 2025-03-01 03:59:55 +03:00
307d5552f6 twn_lines.c: 3d case 2025-03-01 03:46:11 +03:00
5911cbd980 take care of warnings 2025-03-01 01:06:32 +03:00
e47b761a2c twn_lines.c: introduction with proper impl 2025-02-28 23:50:12 +03:00
844283c2fb /apps/examples/cirlce-raster: update 2025-02-28 17:35:58 +03:00
09eac707c3 draw: use GLint in circle element buffer 2025-02-28 17:27:01 +03:00
5e89710458 rename twn_engine_api.h to twn_api.h 2025-02-28 16:42:33 +03:00
4bc1feb826 /apps/demos/scenery: fix ramp bug, increase gravity 2025-02-26 23:19:22 +03:00
1c3973c6a2 /apps/demos/scenery: narrower cull, new assets used 2025-02-26 19:57:38 +03:00
da5bdb4fae /apps/demos/scenery: increase walking speed a bit 2025-02-26 17:22:02 +03:00
ed2afec5a7 /apps/demos/scenery: culling 2025-02-26 17:08:45 +03:00
6812c7c13d add trees to scenery, disable mipmapping by default, increase index buffer size again 2025-02-26 16:17:44 +03:00
8c0f43ec34 draw: draw_distance for 3d spaces, proper positioning of skybox according to it, scenery demo on circle rasters 2025-02-26 15:53:59 +03:00
23fbd45564 increase quad element buffer size 2025-02-26 13:29:28 +03:00
a36459397e draw: increase far Z, separate path for space quads, fix billboard batching 2025-02-26 13:27:09 +03:00
5f3920fdba /apps/demos/scenery: use quads 2025-02-26 11:28:59 +03:00
f57525cea6 /apps/demos/scenery: remove title scene 2025-02-26 11:26:38 +03:00
6b2901be28 /apps/demos/crawl: cleanup, document 2025-02-25 22:20:35 +03:00
9f0d15b9f6 /apps/twnlua: add ---@meta annotation 2025-02-23 22:07:32 +03:00
b46331e08d no c brain 2025-02-23 17:34:00 +03:00
d2938da8e2 /apps/demos/crawl: dont scale by 2 2025-02-23 17:28:45 +03:00
9134e51817 /apps/demos/crawl: add LICENSES 2025-02-23 17:19:33 +03:00
d66eda1894 add texture border to atlas residents, actually make use of mipmapping 2025-02-23 17:14:05 +03:00
a88392b9e9 /docs/wiki: T1.4 Developing 2025-02-22 21:21:42 +03:00
05f85062e8 fix command lists 2025-02-22 20:50:38 +03:00
d5aec5e6e1 /bin/twn: devcompl command to generate clangd completions in root 2025-02-22 20:29:28 +03:00
62866d33ae add notes explaining emscripten considerations 2025-02-22 16:19:22 +03:00
ce7240d423 dont generate source maps for web as it crashes lua build 2025-02-22 01:39:04 +03:00
7a38f7bcf3 /bin/twnbuild: fix cmake cache for web target 2025-02-22 01:32:55 +03:00
affaf7f557 cleanup templates 2025-02-22 01:14:20 +03:00
a223506a5f /bin/twn: support run command for --target=web 2025-02-22 00:39:24 +03:00
98d7d76a42 twn.png 2025-02-21 23:34:12 +03:00
814269ab0c textures working on web, separation of vertex and index buffers (actually matters) 2025-02-21 23:34:01 +03:00
d76ea06470 poll workers for non-threaded support, emscripten main loop, remove twn_model.c 2025-02-21 21:16:15 +03:00
dc6b298532 proper-er vector op flags 2025-02-21 19:37:22 +03:00
f25e27b102 changes to build system, emscipten progress (can render solid color, yippie!) 2025-02-21 19:06:19 +03:00
dd4fc45be3 attempt to build web version out of emscripten legacy gl wrapper 2025-02-21 18:07:04 +03:00
85e47dd677 api return restriction 2025-02-21 12:48:51 +03:00
a020b92824 /apps/demos/crawl: facing textures 2025-02-21 02:00:00 +03:00
b6347996f9 /apps/demos/crawl: new tile texture, solid walls 2025-02-21 01:36:46 +03:00
66c525a0d4 /apps/demos/crawl: visuals and stuff 2025-02-21 01:13:53 +03:00
70fab28158 /apps/twnlua: catch self-include stack busting 2025-02-21 00:18:22 +03:00
80a4ae3d0e progress on /apps/demos/crawl 2025-02-20 22:20:02 +03:00
bd3b090f6f add /apps/demos/crawl 2025-02-20 20:10:37 +03:00
6eb0730c52 mark identity parameter in log_ functions optional 2025-02-20 19:52:14 +03:00
a231d650f2 twn_util.c: add file_read() 2025-02-20 19:51:52 +03:00
e15975bfaa update to lua template 2025-02-20 17:25:11 +03:00
b67bc92857 remove optional by pointer texture_region parameters 2025-02-20 16:19:03 +03:00
991196f7c8 update to docs 2025-02-20 16:03:50 +03:00
0b89c90ad7 move /docs/interop.md to about-townengine.html 2025-02-20 15:42:05 +03:00
3d51c8c48f update about-townengine.html 2025-02-20 14:29:30 +03:00
21d8e2c5a5 actually set the interval 2025-02-20 14:06:18 +03:00
f805bf3f92 add interval from timer_elapse_seconds() result, add timers to twn_api.json 2025-02-20 14:04:04 +03:00
5228fa7e41 update platformer demo 2025-02-20 13:54:42 +03:00
f044a75ffe reorganization of twn_util.h, reletion of some seldom used procedures 2025-02-20 13:48:44 +03:00
723ccf1126 combine twn_texture_modes.h into twn_textures_c.h 2025-02-20 13:05:17 +03:00
6bd3afe9b2 move and combine option macro headers from public interface 2025-02-20 13:01:02 +03:00
d90bf4cbe2 twn_audio.c: fix freeing on unnamed channels 2025-02-19 21:17:13 +03:00
48f34f4623 twn_audio.c: fix unnamed channel audio 2025-02-19 21:13:21 +03:00
9c007f34df remove /docs/packaging.txt 2025-02-17 21:16:53 +03:00
a1f4599efd twn_text.c: dont segfault on font not found 2025-02-17 12:32:01 +03:00
4c1a8e087a /bin/twn: pass --debug switch to gdb command 2025-02-17 12:31:33 +03:00
a2b1f1820a /bin/twnbuild: more options 2025-02-17 12:30:17 +03:00
85ec8d3366 make unified build work on windows 2025-02-17 11:08:38 +03:00
7eebc7a2d7 minilua.h: revert changes, realized that lua_newstate is public 2025-02-17 10:57:31 +03:00
2b26fad983 twn_textures.c: fix error in deinit 2025-02-17 10:50:50 +03:00
47799deb8b /apps/twnlua: fix for windows, parametrize newstate for alloc func 2025-02-17 10:39:10 +03:00
1cd4bfa638 twn wiki on windows 2025-02-17 10:01:48 +03:00
9beef7686e bug suggest 2025-02-16 01:40:17 +03:00
cee344c7c1 /docs/wiki/packaging.html 2025-02-16 01:31:42 +03:00
18a76649b9 twn: fix symlinks but fr 2025-02-16 01:06:27 +03:00
88a4876d91 twn: fix symlinks 2025-02-16 00:46:15 +03:00
835edd737c Merge pull request 'twn: add twn to project on twn init' (#2) from yagi/townengine:twn-init-symlink-twn into main
Reviewed-on: http://tochie.space:3001/veclavtalica/townengine/pulls/2
2025-02-16 00:15:54 +03:00
9a486fa912 twn: add twn to project on twn init 2025-02-16 00:13:44 +03:00
d4ce6ab9ec add license file to tomlc99 dist 2025-02-16 00:11:18 +03:00
24b417c287 twn_loop.c: watch pack changes from pack dependencies 2025-02-15 23:37:57 +03:00
5a83381ae1 twn_draw: texture_region option for draw_billboard() 2025-02-15 22:42:14 +03:00
793bd850f6 /apps/twnlua: ctx.udata preservation in reload, no export in .so, ignore /data/scripts/twnapi.lua 2025-02-15 22:19:14 +03:00
29d163216c --no-sanity-timer option and its use in twn gdb 2025-02-15 15:09:01 +03:00
ffc3badc50 /apps/twnlua: output lua_loadbuffer errors 2025-02-14 21:52:06 +03:00
bedfe0cdfb fix twnlua :deadinside: 2025-02-14 21:07:59 +03:00
927f284fda Merge branch 'yagi-disable-luaserver-diag' 2025-02-14 20:45:29 +03:00
2616549f88 disable lua server diagnostics in twnapi.lua 2025-02-14 20:43:11 +03:00
cc4f7f7417 /apps/twnlua/docgen.py: remove Control legacy 2025-02-14 20:38:09 +03:00
f81c583319 push as is, half baked broken twn_models.c 2025-02-14 19:51:34 +03:00
0df0a9226f optimized twnlua building (10.5s -> 8.5s) 2025-02-10 18:29:35 +03:00
af1b9caedc twn_audio.c: use SDL2/SDL.h directly in hopes that its used precompiled 2025-02-10 18:23:05 +03:00
72d1941091 make libxm compiled as a single translation unit 2025-02-10 17:52:19 +03:00
8a58336d16 some flag play 🚬 2025-02-10 15:41:37 +03:00
1818532ec9 reuse draw_camera() in axial variant 2025-02-10 14:42:30 +03:00
e9f8dbebbf refactor toml reading a bit 2025-02-10 14:36:57 +03:00
c81f95e571 remove redundant for us opengl loading code from glad.c 2025-02-10 14:05:19 +03:00
5ba11dc584 remove texture upload profiling 2025-02-09 08:30:46 +03:00
f2aded9046 twn_dynamic_game_object.c: only reload on creation event 2025-02-09 08:20:39 +03:00
d6aaef3f68 assume constant dimensions for created textures, shaves a lot of time in uploading 2025-02-09 08:07:58 +03:00
322fbf6bbd twn_textures.c: don't zero fill intermediate surfaces 2025-02-09 07:51:21 +03:00
5a7d7433d1 wip multithreaded texture load 2025-02-09 07:35:27 +03:00
037548436d remove ; from styles in wiki 2025-02-09 07:32:53 +03:00
5e27845e55 ignore pre c11 compat 2025-02-09 07:32:33 +03:00
3bf8d7bedb /apps/twnlua: actually use 32 bit 2025-02-08 12:47:10 +03:00
85d7d54eed twn_loop.c: quit subsystems 2025-02-08 00:22:34 +03:00
8c248cb3fb twn_models.c: ignore deinit if it's not needed 2025-02-08 00:19:22 +03:00
145b040a0f /docs/wiki: add {twn} plaque 2025-02-07 19:29:27 +03:00
559ff9fedc proper state, handling of fans 2025-02-07 13:42:01 +03:00
990135105a fix missing texture over NULL 2025-02-07 12:47:40 +03:00
7040d6f218 wip model loading + workers 2025-02-07 10:19:36 +03:00
cb88b4bcc5 delay subsystems, detach opengl load thread, post background color on init 2025-02-05 03:31:07 +03:00
8110789b3a add --as-needed 2025-02-05 02:51:52 +03:00
0eadeb7e9d /bin/twn: propagate args to build instead of exe in run 2025-02-05 02:27:16 +03:00
3d10e1782a /apps/twnlua: fix dest folder for docgen 2025-02-05 01:25:30 +03:00
d9df3f9b04 twn_draw.c: draw_camera_2d()! 2025-02-05 00:54:38 +03:00
d9d7072c86 add control strings to wiki 2025-02-05 00:09:34 +03:00
3733b53cc5 twn_utils.c: fix profile command type 2025-02-04 09:07:31 +03:00
b6b436e1b7 /apps/twnlua: don't compile stb_ds.h 2025-02-04 09:05:29 +03:00
02b5ac4cc3 input system rework 2025-02-04 07:32:25 +03:00
4efe80bb5a /bin/twn: add init command to copy templates over 2025-02-04 06:01:41 +03:00
f3a2dc9063 stuffs to wiki 2025-02-04 01:13:38 +03:00
53c43a8f34 various SDL hints to try out ! 2025-02-04 01:04:34 +03:00
507bff6ed8 /docs/wiki: add clause of low latency 2025-02-04 00:31:15 +03:00
00636d65a9 fix resizing events, clean up the code 2025-02-04 00:24:31 +03:00
42253fc58a fix artefacts 2025-02-04 00:24:01 +03:00
c6cbf941a2 introduce audio_model = "push" to twn.toml 2025-02-04 00:21:30 +03:00
277d1b2e10 /bin/twn: add wiki command 2025-02-03 22:31:53 +03:00
46955a19c1 oopsie 2025-02-03 22:28:29 +03:00
9ab3e942cd /bin/twnbuild: shortening 2025-02-03 22:26:51 +03:00
c7bb317ead /docs/wiki: fix links, add 1.2 Wiki 2025-02-03 22:15:46 +03:00
241e72be1a /docs/wiki/style.css: add bottom padding to the page 2025-02-03 22:11:10 +03:00
f4fccc08c4 start of the /docs/wiki 2025-02-03 21:55:26 +03:00
177 changed files with 9506 additions and 4840 deletions

3
.gitignore vendored
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@ -4,12 +4,15 @@
!*/ !*/
!bin/* !bin/*
!Makefile !Makefile
!LICENSE
!COPYING
**/*.exe **/*.exe
**/*.html **/*.html
**/*.js **/*.js
**/*.wasm **/*.wasm
**/*.wasm.map **/*.wasm.map
**/*.data
**/*.so **/*.so
**/*.dll **/*.dll
**/*.7z **/*.7z

View File

@ -5,6 +5,8 @@ project(townengine LANGUAGES C)
set(CMAKE_MESSAGE_LOG_LEVEL "WARNING") set(CMAKE_MESSAGE_LOG_LEVEL "WARNING")
set(CMAKE_INSTALL_MESSAGE NEVER) set(CMAKE_INSTALL_MESSAGE NEVER)
# TODO: test whether webgl 1 is good enough.
# SDL dependencies # SDL dependencies
# for whatever reason Emscripten has SDL2 config, but not actual SDL2 port by default # for whatever reason Emscripten has SDL2 config, but not actual SDL2 port by default
if(NOT EMSCRIPTEN) if(NOT EMSCRIPTEN)
@ -26,19 +28,19 @@ set(TWN_TARGET townengine CACHE INTERNAL "")
set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "") set(TWN_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR} CACHE INTERNAL "")
# feature configuration, set them with -DFEATURE=ON/OFF in cli # feature configuration, set them with -DFEATURE=ON/OFF in cli
option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
option(TWN_FEATURE_PUSH_AUDIO "Enable frame based audio push for easy realtime audio" ON)
option(TWN_USE_AMALGAM "Enable use of twn_amalgam.c as a single compilation unit" ON) option(TWN_USE_AMALGAM "Enable use of twn_amalgam.c as a single compilation unit" ON)
option(TWN_FEATURE_DYNLIB_GAME "Enable dynamic library loading support" ON)
set(TWN_OUT_DIR ${CMAKE_SOURCE_DIR} CACHE PATH "Artifact destination")
# todo: figure out how to compile for dynamic linking instead # todo: figure out how to compile for dynamic linking instead?
if(EMSCRIPTEN) if(HAIKU OR EMSCRIPTEN)
if(TWN_FEATURE_DYNLIB_GAME) if(TWN_FEATURE_DYNLIB_GAME)
message(WARNING "TWN_FEATURE_DYNLIB_GAME is set, but not supported - it is turned off") message(WARNING "TWN_FEATURE_DYNLIB_GAME is set, but not supported - it is turned off")
set(TWN_FEATURE_DYNLIB_GAME OFF CACHE INTERNAL "") set(TWN_FEATURE_DYNLIB_GAME OFF CACHE INTERNAL "")
endif() endif()
endif() endif()
if(HAIKU) if(HAIKU OR EMSCRIPTEN)
if(TWN_SANITIZE) if(TWN_SANITIZE)
message(WARNING "TWN_SANITIZE is set, but not supported - it is turned off") message(WARNING "TWN_SANITIZE is set, but not supported - it is turned off")
set(TWN_SANITIZE OFF CACHE INTERNAL "") set(TWN_SANITIZE OFF CACHE INTERNAL "")
@ -64,11 +66,7 @@ set(PHYSFS_ARCHIVE_7Z OFF CACHE INTERNAL "")
add_subdirectory(third-party/physfs ${CMAKE_CURRENT_BINARY_DIR}/third-party/physfs SYSTEM) add_subdirectory(third-party/physfs ${CMAKE_CURRENT_BINARY_DIR}/third-party/physfs SYSTEM)
add_subdirectory(third-party/libxm ${CMAKE_CURRENT_BINARY_DIR}/third-party/libxm SYSTEM) add_subdirectory(third-party/libxm ${CMAKE_CURRENT_BINARY_DIR}/third-party/libxm SYSTEM)
if(EMSCRIPTEN) set(TWN_RENDERING_API OPENGL_15)
set(TWN_RENDERING_API WEBGL1)
else()
set(TWN_RENDERING_API OPENGL_15)
endif()
if(TWN_RENDERING_API MATCHES OPENGL_15) if(TWN_RENDERING_API MATCHES OPENGL_15)
set(SYSTEM_SOURCE_FILES ${SYSTEM_SOURCE_FILES} set(SYSTEM_SOURCE_FILES ${SYSTEM_SOURCE_FILES}
@ -84,7 +82,6 @@ set(TWN_THIRD_PARTY_SOURCE_FILES
set(TWN_NONOPT_SOURCE_FILES set(TWN_NONOPT_SOURCE_FILES
src/twn_stb.c src/twn_stb.c
src/twn_main.c
src/twn_context.c include/twn_context.h src/twn_context.c include/twn_context.h
src/twn_audio.c include/twn_audio.h src/twn_audio.c include/twn_audio.h
@ -97,6 +94,7 @@ set(TWN_NONOPT_SOURCE_FILES
src/twn_filewatch.c src/twn_filewatch_c.h src/twn_filewatch.c src/twn_filewatch_c.h
src/twn_filewatch.c src/twn_filewatch_c.h src/twn_filewatch.c src/twn_filewatch_c.h
src/twn_timer.c src/twn_timer_c.h src/twn_timer.c src/twn_timer_c.h
src/twn_workers.c src/twn_workers_c.h
src/rendering/twn_draw.c src/rendering/twn_draw_c.h src/rendering/twn_draw.c src/rendering/twn_draw_c.h
src/rendering/twn_quads.c src/rendering/twn_quads.c
@ -107,6 +105,8 @@ set(TWN_NONOPT_SOURCE_FILES
src/rendering/twn_billboards.c src/rendering/twn_billboards.c
src/rendering/twn_circles.c src/rendering/twn_circles.c
src/rendering/twn_skybox.c src/rendering/twn_skybox.c
src/rendering/twn_models.c
src/rendering/twn_lines.c
) )
set(TWN_SOURCE_FILES set(TWN_SOURCE_FILES
@ -136,12 +136,10 @@ set_target_properties(${TWN_TARGET} PROPERTIES
C_STANDARD_REQUIRED ON C_STANDARD_REQUIRED ON
C_EXTENSIONS ON) # extensions are required by stb_ds.h C_EXTENSIONS ON) # extensions are required by stb_ds.h
target_compile_definitions(${TWN_TARGET} PRIVATE $<$<BOOL:${TWN_FEATURE_PUSH_AUDIO}>:TWN_FEATURE_PUSH_AUDIO>)
# precompile commonly used not-so-small headers # precompile commonly used not-so-small headers
target_precompile_headers(${TWN_TARGET} PRIVATE target_precompile_headers(${TWN_TARGET} PRIVATE
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/include/glad/glad.h> $<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/include/glad/glad.h>
${SDL2_INCLUDE_DIR}/SDL.h $<$<NOT:$<BOOL:${EMSCRIPTEN}>>:${SDL2_INCLUDE_DIR}/SDL.h>
third-party/physfs/src/physfs.h) third-party/physfs/src/physfs.h)
@ -153,14 +151,14 @@ function(give_options_without_warnings target)
-fno-signed-zeros -fno-signed-zeros
-fno-trapping-math -fno-trapping-math
-freciprocal-math -freciprocal-math
# TODO: require packaging for web case
$<$<BOOL:${EMSCRIPTEN}>:-sUSE_SDL=2>) $<$<BOOL:${EMSCRIPTEN}>:-sUSE_SDL=2>)
set(BUILD_FLAGS_RELEASE set(BUILD_FLAGS_RELEASE
-O3 -O3
-flto=$<IF:$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>,thin,auto> -flto=$<IF:$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>,thin,auto>
-mavx -mavx2 $<$<STREQUAL:${CMAKE_SYSTEM_PROCESSOR},AMD64>:-sse2 -mavx -mavx2>
-fdata-sections $<$<BOOL:${EMSCRIPTEN}>:-msimd128 -mrelaxed-simd>
-ffunction-sections
-funroll-loops -funroll-loops
-fomit-frame-pointer -fomit-frame-pointer
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-s>) $<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-s>)
@ -170,8 +168,20 @@ function(give_options_without_warnings target)
-g3 -g3
-gdwarf -gdwarf
-fno-omit-frame-pointer -fno-omit-frame-pointer
$<$<BOOL:${TWN_SANITIZE}>:-fstack-protector-all -fsanitize=undefined -fsanitize=address> $<$<BOOL:${TWN_SANITIZE}>:-fstack-protector-all -fsanitize=undefined -fsanitize=address>)
$<$<BOOL:${EMSCRIPTEN}>:-gsource-map>)
set(LINK_FLAGS
-Bsymbolic-functions
$<$<BOOL:${EMSCRIPTEN}>:-sLEGACY_GL_EMULATION -sGL_FFP_ONLY -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
-sENVIRONMENT=web -sDEFAULT_TO_CXX=0>
$<$<BOOL:${EMSCRIPTEN}>:--preload-file ${TWN_OUT_DIR}/data@data -sALLOW_MEMORY_GROWTH>
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:-Wl,--as-needed>
$<$<BOOL:${LINUX}>:-Wl,--hash-style=gnu>)
set(LINK_FLAGS_RELEASE
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>:-Wl,--strip-all>
${BUILD_FLAGS_RELEASE})
if (CMAKE_C_COMPILER_LINKER_ID MATCHES GNU OR CMAKE_C_COMPILER_LINKER_ID MATCHES GNUgold) if (CMAKE_C_COMPILER_LINKER_ID MATCHES GNU OR CMAKE_C_COMPILER_LINKER_ID MATCHES GNUgold)
set(THINLTO_USAGE "-plugin-opt,") set(THINLTO_USAGE "-plugin-opt,")
@ -193,11 +203,9 @@ function(give_options_without_warnings target)
target_link_options(${target} PUBLIC target_link_options(${target} PUBLIC
${BUILD_FLAGS} ${BUILD_FLAGS}
# -Wl,--no-undefined # TODO: use later for implementing no-libc ${LINK_FLAGS}
$<$<CONFIG:Release>:${BUILD_FLAGS_RELEASE}> $<$<CONFIG:Release>:${LINK_FLAGS_RELEASE}>
$<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}> $<$<CONFIG:Debug>:${BUILD_FLAGS_DEBUG}>)
-Bsymbolic-functions
$<$<BOOL:${LINUX}>:-Wl,--hash-style=gnu>)
get_target_property(target_type ${target} TYPE) get_target_property(target_type ${target} TYPE)
if (target_type MATCHES SHARED_LIBRARY) if (target_type MATCHES SHARED_LIBRARY)
@ -206,6 +214,9 @@ function(give_options_without_warnings target)
target_link_options(${target} PUBLIC target_link_options(${target} PUBLIC
$<$<CONFIG:Release>:${BUILD_SHARED_LIBRARY_FLAGS_RELEASE}>) $<$<CONFIG:Release>:${BUILD_SHARED_LIBRARY_FLAGS_RELEASE}>)
elseif(CMAKE_BUILD_TYPE MATCHES Release)
target_compile_options(${target} PUBLIC
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Clang>:-mllvm=--enable-gvn-hoist>)
endif() endif()
target_compile_definitions(${target} PRIVATE target_compile_definitions(${target} PRIVATE
@ -236,6 +247,7 @@ function(give_options target)
-Werror=vla -Werror=vla
-Wno-missing-field-initializers -Wno-missing-field-initializers
-Wunused-result -Wunused-result
-Wno-pre-c11-compat
$<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-Wcast-align=strict>) $<$<STREQUAL:${CMAKE_C_COMPILER_ID},Gnu>:-Wcast-align=strict>)
target_compile_options(${target} PRIVATE target_compile_options(${target} PRIVATE
@ -254,6 +266,7 @@ function(include_deps target)
third-party/stb third-party/stb
third-party/dmon third-party/dmon
third-party/tomlc99 third-party/tomlc99
third-party/fast_obj
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/include>) $<$<NOT:$<BOOL:${EMSCRIPTEN}>>:third-party/glad/include>)
list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TWN_ROOT_DIR}/) list(TRANSFORM THIRD_PARTY_INCLUDES PREPEND ${TWN_ROOT_DIR}/)
@ -267,19 +280,40 @@ endfunction()
function(link_deps target) function(link_deps target)
target_link_libraries(${target} PUBLIC target_link_libraries(${target} PUBLIC
$<$<NOT:$<BOOL:${EMSCRIPTEN}>>:SDL2::SDL2> $<$<NOT:$<BOOL:${EMSCRIPTEN}>>:SDL2::SDL2>
$<$<NOT:$<OR:$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>,$<BOOL:${EMSCRIPTEN}>>>:SDL2::SDL2main>
physfs-static physfs-static
xms) xms)
target_include_directories(${target} PUBLIC ${SDL2_INCLUDE_DIRS}) target_include_directories(${target} PUBLIC ${SDL2_INCLUDE_DIRS})
endfunction() endfunction()
function(use_townengine target sources output_directory) function(put_townengine output_directory)
cmake_path(GET TWN_OUT_DIR STEM LAST_ONLY target)
add_executable(${target} ${TWN_ROOT_DIR}/src/twn_main.c)
target_link_options(${target} PRIVATE $<$<BOOL:${LINUX}>:-Wl,-rpath,$ORIGIN/>)
set_target_properties(${TWN_TARGET} PROPERTIES
LIBRARY_OUTPUT_DIRECTORY ${output_directory})
set_target_properties(${target} PROPERTIES
OUTPUT_NAME ${target}
LIBRARY_OUTPUT_DIRECTORY ${output_directory}
RUNTIME_OUTPUT_DIRECTORY ${output_directory})
give_options(${target})
include_deps(${target})
link_deps(${target})
target_link_libraries(${target} PUBLIC ${TWN_TARGET})
endfunction()
function(use_townengine sources output_directory)
cmake_path(GET TWN_OUT_DIR STEM LAST_ONLY target)
if(TWN_FEATURE_DYNLIB_GAME) if(TWN_FEATURE_DYNLIB_GAME)
# game shared library, for reloading # game shared library, for reloading
add_library(${target}_game SHARED ${sources}) add_library(${target}_game SHARED ${sources})
give_options(${target}_game) give_options(${target}_game)
include_deps(${target}_game) include_deps(${target}_game)
target_link_libraries(${target}_game PUBLIC $<$<NOT:$<BOOL:${EMSCRIPTEN}>>:SDL2::SDL2> ${TWN_TARGET}) target_link_libraries(${target}_game PUBLIC ${TWN_TARGET})
set_target_properties(${target}_game PROPERTIES set_target_properties(${target}_game PROPERTIES
OUTPUT_NAME game OUTPUT_NAME game
LIBRARY_OUTPUT_DIRECTORY ${output_directory} LIBRARY_OUTPUT_DIRECTORY ${output_directory}
@ -338,5 +372,18 @@ link_deps(twn_third_parties)
give_options(${TWN_TARGET}) give_options(${TWN_TARGET})
include_deps(${TWN_TARGET}) include_deps(${TWN_TARGET})
link_deps(${TWN_TARGET}) link_deps(${TWN_TARGET})
target_link_libraries(${TWN_TARGET} PUBLIC twn_third_parties)
target_include_directories(${TWN_TARGET} PRIVATE ${TWN_ROOT_DIR}/src) target_include_directories(${TWN_TARGET} PRIVATE ${TWN_ROOT_DIR}/src)
target_link_libraries(${TWN_TARGET} PUBLIC
twn_third_parties
${CMAKE_CURRENT_BINARY_DIR}/font.o)
# embed resources
# TODO: think of a portable way to compress/decompress them
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/font.o
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMAND ${CMAKE_COMMAND} -E env CMAKE_CURRENT_BINARY_DIR=${CMAKE_CURRENT_BINARY_DIR} sh bin/prep-embed.sh
DEPENDS share/assets/Dernyns256.ttf)
add_custom_target(asset-compilation ALL DEPENDS
${CMAKE_CURRENT_BINARY_DIR}/font.o)

View File

@ -6,11 +6,11 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
state.h state.h
) )
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) use_townengine("${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

View File

@ -1,3 +1,3 @@
[[deps]] [[deps]]
source = "../../../common-data" source = "../../../data"
name = "common-data" name = "common-data"

View File

@ -69,8 +69,8 @@ void game_tick(void)
ctx.udata = calloc(1, sizeof(State)); ctx.udata = calloc(1, sizeof(State));
} }
input_action("add_a_bit", CONTROL_LEFT_MOUSE); input_action("add_a_bit", "LCLICK");
input_action("add_a_lot", CONTROL_RIGHT_MOUSE); input_action("add_a_lot", "RCLICK");
State *state = ctx.udata; State *state = ctx.udata;

View File

@ -0,0 +1 @@
castledoors.png - https://opengameart.org/content/castle-door - CC-BY 3.0

BIN
apps/demos/crawl/data/assets/brick.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
apps/demos/crawl/data/assets/castledoors.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
apps/demos/crawl/data/assets/lever.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
apps/demos/crawl/data/assets/mossy_rock.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
apps/demos/crawl/data/assets/pebbles.png (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -0,0 +1,37 @@
@map
-- Grid of symbols defined by @classes section.
#####
#.@.#
#...#
##.######
#...X...#
#./.#####
#####
@classes
-- Defines classes under symbols, which could have properties attached.
# stone_wall
wall_texture : /assets/brick.png
solid : 1
. stone_floor
tile_texture : /assets/mossy_rock.png
@ player_spawn
unique : 1
face : south
hold : torch
tile_texture : /assets/mossy_rock.png
X door
open_on_signal : sg_torch0
tile_texture : /assets/mossy_rock.png
face : horizon
face_texture : /assets/castledoors.png
/ lever
on_interact_emit : sg_torch0
tile_texture : /assets/mossy_rock.png
face : observer
face_texture : /assets/lever.png
@meta
-- Arbitrary sections could be defined with value pairs.
description : Test Level! Just two square rooms and a tunnel opened by lever.

View File

@ -0,0 +1,71 @@
require("level")
require("render")
function lerp(a, b, x)
return a + ((b - a) * x)
end
function qlerp(a, b, x)
return lerp(a, b, x * x)
end
function game_tick()
if ctx.udata == nil then
ctx.udata = {
level = load_level("levels/00.lvl")
}
ctx.udata.player = {
position = ctx.udata.level.classes.player_spawn.position,
position_lerp = ctx.udata.level.classes.player_spawn.position,
direction = { x = 1, y = 0, z = 0 },
direction_lerp = { x = 1, y = 0, z = 0 },
}
end
input_action { control = "A", name = "turn_left" }
input_action { control = "D", name = "turn_right" }
input_action { control = "W", name = "walk_forward" }
input_action { control = "S", name = "walk_backward" }
if input_action_just_released { name = "turn_left" } then
ctx.udata.player.direction = { x = ctx.udata.player.direction.z,
y = ctx.udata.player.direction.y,
z =-ctx.udata.player.direction.x }
end
if input_action_just_released { name = "turn_right" } then
ctx.udata.player.direction = { x =-ctx.udata.player.direction.z,
y = ctx.udata.player.direction.y,
z = ctx.udata.player.direction.x }
end
local move = { x = 0, y = 0 }
if input_action_just_released { name = "walk_forward" } then
move = { x = move.x + ctx.udata.player.direction.x, y = move.y + ctx.udata.player.direction.z }
end
if input_action_just_released { name = "walk_backward" } then
move = { x = move.x - ctx.udata.player.direction.x, y = move.y - ctx.udata.player.direction.z }
end
if ctx.udata.level.grid[ctx.udata.player.position.y + move.y][ctx.udata.player.position.x + move.x].solid ~= nil then
move = { x = 0, y = 0 }
end
ctx.udata.player.position = { x = ctx.udata.player.position.x + move.x, y = ctx.udata.player.position.y + move.y }
ctx.udata.player.position_lerp.x = qlerp(ctx.udata.player.position_lerp.x, ctx.udata.player.position.x, ctx.frame_duration * 30)
ctx.udata.player.position_lerp.y = qlerp(ctx.udata.player.position_lerp.y, ctx.udata.player.position.y, ctx.frame_duration * 30)
ctx.udata.player.direction_lerp.x = qlerp(ctx.udata.player.direction_lerp.x, ctx.udata.player.direction.x, ctx.frame_duration * 40)
ctx.udata.player.direction_lerp.z = qlerp(ctx.udata.player.direction_lerp.z, ctx.udata.player.direction.z, ctx.frame_duration * 40)
draw_camera {
position = {
x = ctx.udata.player.position_lerp.x + 0.5 - ctx.udata.player.direction.x / 2,
y = 0.5,
z = ctx.udata.player.position_lerp.y + 0.5 - ctx.udata.player.direction.z / 2,
},
direction = ctx.udata.player.direction_lerp,
}
render_dungeon(ctx.udata.level)
end

View File

@ -0,0 +1,91 @@
function load_level(file)
local f = file_read { file = file }
local result = {
-- templates to fill the grid with
classes = {
-- predefined empty tile
void = { },
},
-- symbol to class lookup table
glossary = {
[" "] = "void",
},
-- grid consists of expanded classes, of size dimensions
grid = {},
-- map consists of original rows of symbols that the grid is constructed from
map = {},
-- maximum extends of the map, unspecified tiles are filled with "void"
size = { x = 0, y = 0 },
}
-- iterate over lines
local section, subsection = "none", "none"
local from = 1
local start, limit = string.find(f, "\n", from)
while start do
local line = string.sub(f, from, start - 1)
-- skip over
if #line == 0 or line:find("^%-%-%s*") then
goto skip
-- start new section
elseif line:find("^@%g+") then
section = line:sub(2); subsection = "none"
-- decode map one line at a time
elseif section == "map" then
if result.size.x < #line then
result.size.x = #line
end
result.map[#result.map + 1] = line
-- templates to expand
elseif section == "classes" then
-- properties
if line:find("^ %g+") then
local _, _, property, value = line:find("^ (%g+)%s?:%s?(.*)")
result.classes[subsection][property] = value
goto skip
end
local symbol, classname = line:sub(1,1), line:sub(3)
result.classes[classname] = {
symbol = symbol,
}
result.glossary[symbol] = classname
subsection = classname
elseif section ~= "none" then
local _, _, property, value = line:find("^(%g+)%s?:%s?(.*)")
if result[section] == nil then
result[section] = {}
end
result[section][property] = value
end
::skip::
from = limit + 1
start, limit = string.find(f, "\n", from)
end
-- post process, expand map to grid
for y = 1, #result.map do
result.grid[y] = {}
for x = 1, result.size.x do
-- past defined for line
local symbol
if x > #result.map[y] then
symbol = " "
else
symbol = result.map[y]:sub(x,x)
end
local class = result.classes[result.glossary[symbol]]
if class["unique"] ~= nil then
class.position = { x = x, y = y }
end
result.grid[y][x] = class
::continue::
end
end
result.size.y = #result.map
print(result.meta.description)
return result
end

View File

@ -0,0 +1,88 @@
-- if this is too wasteful, one could check nerby tiles to see whether faces could be visible
-- more robust solution would be to travel the level from observer point of view
function render_dungeon(dungeon)
for y = 1, dungeon.size.y do
for x = 1, dungeon.size.x do
if dungeon.grid[y][x].wall_texture ~= nil then
draw_quad {
texture = dungeon.grid[y][x].wall_texture,
v3 = { x = x, y = 1, z = y },
v2 = { x = x, y = 0, z = y },
v1 = { x = x + 1, y = 0, z = y },
v0 = { x = x + 1, y = 1, z = y },
texture_region = { w = 128, h = 128 },
}
draw_quad {
texture = dungeon.grid[y][x].wall_texture,
v3 = { x = x + 1, y = 1, z = y },
v2 = { x = x + 1, y = 0, z = y },
v1 = { x = x + 1, y = 0, z = y + 1 },
v0 = { x = x + 1, y = 1, z = y + 1 },
texture_region = { w = 128, h = 128 },
}
draw_quad {
texture = dungeon.grid[y][x].wall_texture,
v3 = { x = x + 1, y = 1, z = y + 1 },
v2 = { x = x + 1, y = 0, z = y + 1 },
v1 = { x = x, y = 0, z = y + 1 },
v0 = { x = x, y = 1, z = y + 1 },
texture_region = { w = 128, h = 128 },
}
draw_quad {
texture = dungeon.grid[y][x].wall_texture,
v3 = { x = x, y = 1, z = y + 1 },
v2 = { x = x, y = 0, z = y + 1 },
v1 = { x = x, y = 0, z = y },
v0 = { x = x, y = 1, z = y },
texture_region = { w = 128, h = 128 },
}
elseif dungeon.grid[y][x].tile_texture ~= nil then
draw_quad {
texture = dungeon.grid[y][x].tile_texture,
v0 = { x = x + 1, y = 0, z = y },
v1 = { x = x, y = 0, z = y },
v2 = { x = x, y = 0, z = y + 1 },
v3 = { x = x + 1, y = 0, z = y + 1},
texture_region = { w = 128, h = 128 },
}
draw_quad {
texture = dungeon.grid[y][x].tile_texture,
v3 = { x = x + 1, y = 1, z = y },
v2 = { x = x, y = 1, z = y },
v1 = { x = x, y = 1, z = y + 1 },
v0 = { x = x + 1, y = 1, z = y + 1},
texture_region = { w = 128, h = 128 },
}
end
if dungeon.grid[y][x].face_texture ~= nil then
if dungeon.grid[y][x].face == "horizon" then
draw_quad {
texture = dungeon.grid[y][x].face_texture,
v3 = { x = x + 1, y = 1, z = y },
v2 = { x = x + 1, y = 0, z = y },
v1 = { x = x + 1, y = 0, z = y + 1 },
v0 = { x = x + 1, y = 1, z = y + 1 },
texture_region = { w = 64, h = 64 },
}
draw_quad {
texture = dungeon.grid[y][x].face_texture,
v3 = { x = x, y = 1, z = y + 1 },
v2 = { x = x, y = 0, z = y + 1 },
v1 = { x = x, y = 0, z = y },
v0 = { x = x, y = 1, z = y },
texture_region = { w = 64, h = 64 },
}
elseif dungeon.grid[y][x].face == "observer" then
draw_billboard {
texture = dungeon.grid[y][x].face_texture,
position = { x = x + 0.5, y = 0.5, z = y + 0.5 },
size = { x = 0.5, y = 0.5 },
}
end
end
end
end
end

View File

@ -0,0 +1,27 @@
# This file contains everything about the engine and your game that can be
# configured before it runs.
#
# Optional settings are commented out, with their default values shown.
# Invalid values in these settings will be ignored.
# Data about your game as an application
[about]
title = "Template"
developer = "You"
app_id = "template"
dev_id = "you"
# Game runtime details
[game]
resolution = [ 640, 480 ]
interpreter = "$TWNROOT/apps/twnlua"
#debug = true
# Engine tweaks. You probably don't need to change these
[engine]
#ticks_per_second = 60 # minimum of 8
#keybind_slots = 3 # minimum of 1
#texture_atlas_size = 2048 # minimum of 32
#font_texture_size = 2048 # minimum of 1024
#font_oversampling = 4 # minimum of 0
#font_filtering = "linear" # possible values: "nearest", "linear"

View File

@ -6,7 +6,7 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
@ -20,4 +20,4 @@ set(SOURCE_FILES
scenes/ingame.c scenes/ingame.h scenes/ingame.c scenes/ingame.h
) )
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) use_townengine("${SOURCE_FILES}" ${TWN_OUT_DIR})

View File

@ -1,3 +1,3 @@
[[deps]] [[deps]]
source = "../../../common-data" # where does it come from, might be an url source = "../../../data" # where does it come from, might be an url
name = "common-data" # should be globally unique name = "common-data" # should be globally unique

View File

@ -22,17 +22,13 @@ void game_tick(void) {
State *state = ctx.udata; State *state = ctx.udata;
input_action("debug_toggle", CONTROL_BACKSPACE); input_action("debug_toggle", "BACKSPACE");
input_action("debug_dump_atlases", CONTROL_HOME); input_action("debug_dump_atlases", "HOME");
if (input_action_just_pressed("debug_toggle")) { if (input_action_just_pressed("debug_toggle")) {
ctx.debug = !ctx.debug; ctx.debug = !ctx.debug;
} }
if (input_action_just_pressed("debug_dump_atlases")) {
textures_dump_atlases();
}
state->scene->tick(state); state->scene->tick(state);
/* there's a scene switch pending, we can do it now that the tick is done */ /* there's a scene switch pending, we can do it now that the tick is done */

View File

@ -11,9 +11,9 @@
static void update_timers(Player *player) { static void update_timers(Player *player) {
player->jump_air_timer = timer_tick_frames(player->jump_air_timer); player->jump_air_timer = player->jump_air_timer - 1 <= 0 ? 0 : player->jump_air_timer - 1;
player->jump_coyote_timer = timer_tick_frames(player->jump_coyote_timer); player->jump_coyote_timer = player->jump_coyote_timer - 1 <= 0 ? 0 : player->jump_coyote_timer - 1;
player->jump_buffer_timer = timer_tick_frames(player->jump_buffer_timer); player->jump_buffer_timer = player->jump_buffer_timer - 1 <= 0 ? 0 : player->jump_buffer_timer - 1;
} }

View File

@ -11,12 +11,17 @@
static void ingame_tick(State *state) { static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene; SceneIngame *scn = (SceneIngame *)state->scene;
input_action("player_left", CONTROL_A); input_action("player_left", "A");
input_action("player_right", CONTROL_D); input_action("player_right", "D");
input_action("player_forward", CONTROL_W); input_action("player_forward", "W");
input_action("player_backward", CONTROL_S); input_action("player_backward", "S");
input_action("player_jump", CONTROL_SPACE); input_action("player_jump", "SPACE");
input_action("player_run", CONTROL_LSHIFT); input_action("player_run", "LSHIFT");
draw_camera_2d((Vec2){ scn->player->rect.x + scn->player->rect.w / 2 - ctx.resolution.x / 2,
scn->player->rect.y + scn->player->rect.h / 2 - ctx.resolution.y / 2 },
0, 1
);
world_drawdef(scn->world); world_drawdef(scn->world);
player_calc(scn->player); player_calc(scn->player);

View File

@ -13,7 +13,7 @@ static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene; SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn; (void)scn;
input_action("ui_accept", CONTROL_RETURN); input_action("ui_accept", "ENTER");
if (input_action_just_pressed("ui_accept")) { if (input_action_just_pressed("ui_accept")) {
switch_to(state, ingame_scene); switch_to(state, ingame_scene);

View File

@ -6,15 +6,14 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
state.h state.h
scenes/scene.c scenes/scene.h scenes/scene.c scenes/scene.h
scenes/title.c scenes/title.h
scenes/ingame.c scenes/ingame.h scenes/ingame.c scenes/ingame.h
) )
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) use_townengine("${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

View File

@ -1,3 +1,3 @@
[[deps]] [[deps]]
source = "../../../common-data" # where does it come from, might be an url source = "../../../data" # where does it come from, might be an url
name = "common-data" # should be globally unique name = "common-data" # should be globally unique

View File

@ -1,6 +1,5 @@
#include "state.h" #include "state.h"
#include "scenes/scene.h" #include "scenes/scene.h"
#include "scenes/title.h"
#include "scenes/ingame.h" #include "scenes/ingame.h"
#include "twn_game_api.h" #include "twn_game_api.h"
@ -18,23 +17,19 @@ void game_tick(void) {
State *state = ctx.udata; State *state = ctx.udata;
state->ctx = &ctx; state->ctx = &ctx;
state->scene = title_scene(state); state->scene = ingame_scene(state);
} }
} }
State *state = ctx.udata; State *state = ctx.udata;
input_action("debug_toggle", CONTROL_BACKSPACE); input_action("debug_toggle", "BACKSPACE");
input_action("debug_dump_atlases", CONTROL_HOME); input_action("debug_dump_atlases", "HOME");
if (input_action_just_pressed("debug_toggle")) { if (input_action_just_pressed("debug_toggle")) {
ctx.debug = !ctx.debug; ctx.debug = !ctx.debug;
} }
if (input_action_just_pressed("debug_dump_atlases")) {
textures_dump_atlases();
}
state->scene->tick(state); state->scene->tick(state);
/* there's a scene switch pending, we can do it now that the tick is done */ /* there's a scene switch pending, we can do it now that the tick is done */

View File

@ -1,5 +1,4 @@
#include "ingame.h" #include "ingame.h"
#include "title.h"
#include "scene.h" #include "scene.h"
#include "twn_game_api.h" #include "twn_game_api.h"
@ -13,21 +12,298 @@
#define TERRAIN_FREQUENCY 0.15f #define TERRAIN_FREQUENCY 0.15f
#define TERRAIN_DISTANCE 64 #define TERRAIN_RADIUS 128
#define GRASS_RADIUS 16
#define TERRAIN_DISTANCE (TERRAIN_RADIUS * 2)
#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2) #define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
#define PLAYER_HEIGHT 0.6f #define PLAYER_HEIGHT 0.6f
#define TREE_DENSITY 0.03f
#define G_CONST 10.0f
/* TODO: pregenerate grid of levels of detail */
static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE]; static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];
/* vehicle sim ! */
/* https://www.youtube.com/watch?v=pwbwFdWBkU0 */
/* representation is a "jelly" box with spring configuration trying to make it coherent */
/* == springs == */
/* damped spring: F = -kx - cv */
/* x = length(p1-p0) - at_rest_length */
/* v = dot(v1 - v0, unit(p1-p0)) */
/* F = (-kx - cv) * unit(p1-p0) */
/* v += (F/m)*t */
/* one points gains positive F, other negative F, to come together */
/* == ground interaction == */
/* if point is under terrain, then apply this: */
/* x = y difference on point and ground */
/* -x(n) = x * normal */
/* -v(n) = dot(v, normal) */
/* -F = (-kx(n)-cv(n)) * normal */
/* == friction == */
/* v(o)/F(o) are perpendicular to slope (x - x(n)) */
/* if v(o) == 0, then */
/* -- at rest, static friction overcomes */
/* if F(o) <= f(s)*x(n), F(o) = 0 */
/* else, F(o) -= f(k) * x(n) */
/* else if length(v(o) + (F(o)/m)*t) <= (f(k)*x(n)*t), v(o) = 0 */
/* else, F = -unit(v(o)*f(k)*x(n)) */
#define VEHICLE_MASS 200.0f
#define VEHICLE_LENGTH 3.0f
#define VEHICLE_WIDTH 1.7f
#define VEHICLE_HEIGHT 1.3f
/* spring constant */
#define VEHICLE_SPRING_K 22000.0f
#define VEHICLE_SPRING_K_SHOCK 18000.0f
#define VEHICLE_SPRING_GK 70000.0f
/* damping constant */
#define VEHICLE_SPRING_C 800.0f
#define VEHICLE_SPRING_C_SHOCK 500.0f
#define VEHICLE_SPRING_GC 100.0f
#define VEHICLE_FRICTION_S 1000.0f
#define VEHICLE_FRICTION_K 110.0f
#define VEHICLE_FRICTION_V 4000.0f
/* TODO: shock springs, that are more loose, which are used to simulate the wheels */
/* initial, ideal corner positions */
static const Vec3 vbpi[8] = {
[0] = { 0, 0, 0 },
[1] = { VEHICLE_LENGTH, 0, 0 },
[2] = { VEHICLE_LENGTH, 0, VEHICLE_WIDTH },
[3] = { 0, 0, VEHICLE_WIDTH },
[4] = { 0, VEHICLE_HEIGHT, 0 },
[5] = { VEHICLE_LENGTH, VEHICLE_HEIGHT, 0 },
[6] = { VEHICLE_LENGTH, VEHICLE_HEIGHT, VEHICLE_WIDTH },
[7] = { 0, VEHICLE_HEIGHT, VEHICLE_WIDTH },
};
/* corner positions in simulation */
static Vec3 vbp[8] = { vbpi[0], vbpi[1], vbpi[2], vbpi[3],
vbpi[4], vbpi[5], vbpi[6], vbpi[7], };
/* corner velocities */
static Vec3 vbv[8];
/* springs */
static uint8_t vbs[28][2] = {
{0, 1}, {4, 5}, {0, 4},
{1, 2}, {5, 6}, {1, 5},
{2, 3}, {6, 7}, {2, 6},
{3, 0}, {7, 4}, {3, 7},
{0, 2}, {0, 5}, {0, 7},
{1, 3}, {1, 6}, {1, 4},
{4, 6}, {2, 7}, {2, 5},
{5, 7}, {3, 4}, {3, 6},
{0, 6}, {1, 7}, {2, 4}, {3, 5},
};
/* ackermann steering geometry */
static float vehicle_turning_extend;
static float vehicle_turning_speed = 0.12f;
static float vehicle_turning_extend_limit = VEHICLE_WIDTH * 1.75f;
static float height_at(SceneIngame *scn, Vec2 position);
static Vec3 normal_at(SceneIngame *scn, Vec2 position);
static inline float clampf(float f, float min, float max) {
const float t = f < min ? min : f;
return t > max ? max : t;
}
static void draw_vehicle(SceneIngame *scn) {
for (size_t i = 0; i < 12; ++i)
draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){255, 255, 255, 255});
for (size_t i = 12; i < 24; ++i)
draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){200, 200, 200, 255});
for (size_t i = 24; i < 28; ++i)
draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){255, 125, 125, 255});
}
static void process_vehicle(SceneIngame *scn) {
/* apply gravity */
Vec3 Facc[8] = {0};
/* steering */
bool steered = false;
if (input_action_pressed("player_left")) {
vehicle_turning_extend -= vehicle_turning_speed;
steered = true;
}
if (input_action_pressed("player_right")) {
vehicle_turning_extend += vehicle_turning_speed;
steered = true;
}
if (!steered)
vehicle_turning_extend -= copysignf(vehicle_turning_speed * 0.9f, vehicle_turning_extend);
vehicle_turning_extend = clampf(vehicle_turning_extend, -vehicle_turning_extend_limit, vehicle_turning_extend_limit);
if (fabsf(vehicle_turning_extend) <= 0.11f)
vehicle_turning_extend = 0;
Vec3 const Fg = { .y = -VEHICLE_MASS * G_CONST };
for (size_t i = 0; i < 8; ++i)
Facc[i] = vec3_add(Facc[i], Fg);
/* apply springs */
for (size_t i = 0; i < 28; ++i) {
Vec3 const p0 = vbp[vbs[i][0]];
Vec3 const p1 = vbp[vbs[i][1]];
Vec3 const v0 = vbv[vbs[i][0]];
Vec3 const v1 = vbv[vbs[i][1]];
Vec3 const pd = vec3_sub(p1, p0);
Vec3 const pn = vec3_norm(pd);
/* TODO: length at rest could be precalculated */
float const lar = vec3_length(vec3_sub(vbpi[vbs[i][1]], vbpi[vbs[i][0]]));
float const x = vec3_length(pd) - lar;
float const v = vec3_dot(vec3_sub(v1, v0), pn);
float const spring_k = i == 2 | i == 5 || i == 8 || i == 11 ? VEHICLE_SPRING_K_SHOCK : VEHICLE_SPRING_K;
float const spring_c = i == 2 | i == 5 || i == 8 || i == 11 ? VEHICLE_SPRING_C_SHOCK : VEHICLE_SPRING_C;
Vec3 const Fs = vec3_scale(pn, -spring_k * x - spring_c * v);
Facc[vbs[i][0]] = vec3_sub(Facc[vbs[i][0]], Fs);
Facc[vbs[i][1]] = vec3_add(Facc[vbs[i][1]], Fs);
}
/* spring and friction against the ground */
for (size_t i = 0; i < 8; ++i) {
Vec3 const p = vbp[i];
Vec3 const v = vbv[i];
float const h = height_at(scn, (Vec2){ p.x, p.z });
Vec3 const fwd = vec3_norm(vec3_sub(vbp[1], vbp[0]));
if (h >= p.y) {
/* back wheel processing: acceleration */
if (i == 0 || i == 3) {
float scale = 0;
if (scn->camera_mode == 2 && input_action_pressed("player_forward"))
scale += 1;
if (scn->camera_mode == 2 && input_action_pressed("player_backward"))
scale -= 1;
Facc[i] = vec3_add(Facc[i], vec3_scale(fwd, 6500 * scale));
}
/* normal force, for displacement */
Vec3 const n = normal_at(scn, (Vec2){ p.x, p.z });
float const xn = (h - p.y) * n.y;
float const vn = vec3_dot(v, n);
Vec3 const Fn = vec3_scale(n, -VEHICLE_SPRING_GK * xn - VEHICLE_SPRING_GC * vn);
Facc[i] = vec3_sub(Facc[i], Fn);
/* friction force, perpendicular to normal force */
/* TODO: is it right? aren't vn+vol should be = |v| */
Vec3 const von = vec3_norm(vec3_cross(n, vec3_cross(v, n)));
Vec3 const vo = vec3_scale(vec3_scale(von, vec3_length(v) - vn), -1);
float const vol = vec3_length(vo);
Vec3 const Fon = vec3_norm(vec3_cross(n, vec3_cross(Facc[i], n)));
Vec3 Fo = vec3_scale(vec3_scale(Fon, vec3_length(Facc[i]) - vec3_dot(Facc[i], n)), -1);
/* portion of total force along the surface */
float const Fol = vec3_length(Fo);
float const fkxn = VEHICLE_FRICTION_K * xn;
/* at rest, might want to start moving */
if (fabsf(0.0f - vol) <= 0.0001f) {
/* cannot overcome static friction, force along the surface is zeroed */
if (Fol <= VEHICLE_FRICTION_S * xn) { Fo = vec3_scale(Fo, -1);}
/* resist the force by friction, while starting to move */
else { Fo = vec3_sub(Fo, vec3_scale(von, fkxn));}
/* not at rest, stop accelerating along the surface */
} else if (vol + (Fol / VEHICLE_MASS) * ctx.frame_duration <= fkxn * ctx.frame_duration * 2) {
/* ugh ... */
vbv[i] = vec3_add(v, vo);
/* just apply friction */
} else {
Fo = vec3_scale(von, -fkxn * 400);
}
Facc[i] = vec3_add(Facc[i], Fo);
/* rear wheel friction */
if (i == 0 || i == 3) {
Vec3 const pn = vec3_cross(fwd, n);
Vec3 const Fp = vec3_scale(pn, vec3_dot(v, pn) * -VEHICLE_FRICTION_V);
Facc[i] = vec3_add(Facc[i], Fp);
}
/* front wheel processing */
if (i == 1 || i == 2) {
/* steering influences "center of turning", which is a point */
/* laying on line defined by rear axle */
/* front arms are rotated to be perpendicular to center of turning, */
/* which then are used to dissipate forces, thus providing control */
Vec3 const rear_bar = vec3_sub(vbp[0], vbp[3]);
Vec3 const rear_center = vec3_scale(vec3_add(vbp[0], vbp[3]), 0.5);
Vec3 a, b, r;
if (i == 1) {
a = vec3_sub(vbp[3], vbp[2]);
b = vec3_sub(rear_center, vbp[2]);
r = vbp[2];
} else {
a = vec3_sub(vbp[0], vbp[1]);
b = vec3_sub(rear_center, vbp[1]);
r = vbp[1];
}
float const arm_angle = vec3_angle(a, b);
Vec3 const turn_center = vec3_add(rear_center, vec3_scale(vec3_norm(rear_bar), vehicle_turning_extend));
Vec3 const arm = vec3_sub(r, turn_center);
Vec3 const n = vec3_norm(vec3_cross(a, b));
Vec3 const wheel = vec3_norm(vec3_rotate(arm, -arm_angle, n));
Vec3 const p = vec3_norm(vec3_cross(wheel, n));
draw_line_3d(r, vec3_add(r, p), 1, (Color){0,255,255,255});
Vec3 const Fp = vec3_scale(p, vec3_dot(v, p) * -VEHICLE_FRICTION_V);
Facc[i] = vec3_add(Facc[i], Fp);
}
}
Vec3 vd = vec3_scale(vec3_scale(Facc[i], (1.0f / VEHICLE_MASS)), ctx.frame_duration);
vbv[i] = vec3_add(vbv[i], vd);
vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration));
}
}
static void process_vehicle_mode(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
Vec3 const top_center = vec3_sub(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[6]), 1.0f / 2.0f));
// Vec3 const front_center = vec3_add(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[7]), 1.0f / 2.0f));
// Vec3 const facing_direction = vec3_sub(top_center, front_center);
float yawc, yaws, pitchc, pitchs;
sincosf(scn->yaw + (float)M_PI_2, &yaws, &yawc);
sincosf(scn->pitch, &pitchs, &pitchc);
Vec3 const looking_direction = vec3_norm(((Vec3){
yawc * pitchc,
pitchs,
yaws * pitchc,
}));
Vec3 const orbit = vec3_sub(top_center, vec3_scale(looking_direction, 7.5));
draw_camera(orbit, looking_direction, (Vec3){0,1,0}, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
scn->looking_direction = looking_direction;
scn->pos = top_center;
}
static void process_fly_mode(State *state) { static void process_fly_mode(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene; SceneIngame *scn = (SceneIngame *)state->scene;
DrawCameraFromPrincipalAxesResult dir_and_up = DrawCameraFromPrincipalAxesResult dir_and_up =
draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1); draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
scn->looking_direction = dir_and_up.direction;
const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up)); const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up));
const float speed = 0.04f; /* TODO: put this in a better place */ const float speed = 0.1f; /* TODO: put this in a better place */
if (input_action_pressed("player_left")) if (input_action_pressed("player_left"))
scn->pos = vec3_sub(scn->pos, m_vec_scale(right, speed)); scn->pos = vec3_sub(scn->pos, m_vec_scale(right, speed));
@ -47,33 +323,39 @@ static void process_fly_mode(State *state) {
scn->pos.y -= speed; scn->pos.y -= speed;
} }
/* TODO: could be baked in map format */
static Vec3 normal_at(SceneIngame *scn, Vec2 position) {
int const x = (int)(floorf(position.x - scn->world_center.x));
int const y = (int)(floorf(position.y - scn->world_center.y));
float const height0 = heightmap[x][y];
float const height1 = heightmap[x + 1][y];
float const height2 = heightmap[x][y + 1];
Vec3 const a = { .x = 1, .y = height0 - height1, .z = 0 };
Vec3 const b = { .x = 0, .y = height0 - height2, .z = -1 };
return vec3_norm(vec3_cross(a, b));
}
/* TODO: don't operate on triangles, instead interpolate on quads */
static float height_at(SceneIngame *scn, Vec2 position) { static float height_at(SceneIngame *scn, Vec2 position) {
float height0, height1, height2, weight0, weight1, weight2; int const x = (int)(floorf(position.x - scn->world_center.x));
int const y = (int)(floorf(position.y - scn->world_center.y));
int const x = (int)(HALF_TERRAIN_DISTANCE + (position.x - scn->pos.x)); float const height0 = heightmap[x][y];
int const y = (int)(HALF_TERRAIN_DISTANCE + (position.y - scn->pos.z)); float const height1 = heightmap[x + 1][y];
float const height2 = heightmap[x][y + 1];
height0 = heightmap[x][y]; float const height3 = heightmap[x + 1][y + 1];
height1 = heightmap[x + 1][y + 1];
Vec2 incell = { position.x - floorf(position.x), position.y - floorf(position.y) }; Vec2 incell = { position.x - floorf(position.x), position.y - floorf(position.y) };
/* who needs barycentric coordinates, am i right? */ float const weight0 = (1 - incell.x) * (1 - incell.y);
weight0 = 1 / sqrtf(powf(incell.x, 2) + powf(incell.y, 2)); float const weight1 = ( incell.x) * (1 - incell.y);
weight1 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(1 - incell.y, 2)); float const weight2 = (1 - incell.x) * ( incell.y);
float const weight3 = ( incell.x) * ( incell.y);
/* find which triangle we're directly under */ return (height0 * weight0 + height1 * weight1 + height2 * weight2 + height3 * weight3) / (weight0 + weight1 + weight2 + weight3);
/* for this manhattan distance is sufficient */
if (incell.x + (1 - incell.y) < (1 - incell.x) + incell.y) {
height2 = heightmap[x][y + 1];
weight2 = 1 / sqrtf(powf(incell.x, 2) + powf(1 - incell.y, 2));
} else {
height2 = heightmap[x + 1][y];
weight2 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(incell.y, 2));
}
return (height0 * weight0 + height1 * weight1 + height2 * weight2) / (weight0 + weight1 + weight2);
} }
@ -81,13 +363,15 @@ static void process_ground_mode(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene; SceneIngame *scn = (SceneIngame *)state->scene;
DrawCameraFromPrincipalAxesResult dir_and_up = DrawCameraFromPrincipalAxesResult dir_and_up =
draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1); draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
scn->looking_direction = dir_and_up.direction;
dir_and_up.direction.y = 0; dir_and_up.direction.y = 0;
dir_and_up.direction = vec3_norm(dir_and_up.direction); dir_and_up.direction = vec3_norm(dir_and_up.direction);
const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up)); 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 */ const float speed = 0.20f; /* TODO: put this in a better place */
Vec3 target = scn->pos; Vec3 target = scn->pos;
@ -96,7 +380,7 @@ static void process_ground_mode(State *state) {
float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z}); float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z});
if (target.y > height + PLAYER_HEIGHT) if (target.y > height + PLAYER_HEIGHT)
target.y = target.y - 0.4f; target.y = target.y - 0.6f;
if (target.y < height + PLAYER_HEIGHT) if (target.y < height + PLAYER_HEIGHT)
target.y = height + PLAYER_HEIGHT; target.y = height + PLAYER_HEIGHT;
@ -135,50 +419,100 @@ static void generate_terrain(SceneIngame *scn) {
float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly); 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; float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1;
height += stb_perlin_noise3((float)x * TERRAIN_FREQUENCY / 10, (float)y * TERRAIN_FREQUENCY / 10, 0, 0, 0, 0) * 10 - 1; height += stb_perlin_noise3((float)x * TERRAIN_FREQUENCY / 10, (float)y * TERRAIN_FREQUENCY / 10, 0, 0, 0, 0) * 20 - 1;
heightmap[lx][ly] = height; heightmap[lx][ly] = height;
} }
} }
scn->world_center = (Vec2){ floorf(scn->pos.x - HALF_TERRAIN_DISTANCE), floorf(scn->pos.z - HALF_TERRAIN_DISTANCE) };
}
static int32_t ceil_sqrt(int32_t const n) {
int32_t res = 1;
while(res * res < n)
res++;
return res;
}
static uint32_t adler32(const void *buf, size_t buflength) {
const uint8_t *buffer = (const uint8_t*)buf;
uint32_t s1 = 1;
uint32_t s2 = 0;
for (size_t n = 0; n < buflength; n++) {
s1 = (s1 + buffer[n]) % 65521;
s2 = (s2 + s1) % 65521;
}
return (s2 << 16) | s1;
} }
static void draw_terrain(SceneIngame *scn) { static void draw_terrain(SceneIngame *scn) {
for (int ly = TERRAIN_DISTANCE - 1; ly > 0; ly--) { /* used to cull invisible tiles over field of view (to horizon) */
for (int lx = 0; lx < TERRAIN_DISTANCE - 1; lx++) { Vec2 const d = vec2_norm((Vec2){ .x = scn->looking_direction.x, .y = scn->looking_direction.z });
int32_t x = (int32_t)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx)); float const c = cosf((float)M_PI_2 * 0.8f * 0.8f);
int32_t y = (int32_t)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));
/* draw terrain in circle */
int32_t const rsi = (int32_t)TERRAIN_RADIUS * (int32_t)TERRAIN_RADIUS;
for (int32_t iy = -(int32_t)TERRAIN_RADIUS; iy <= (int32_t)TERRAIN_RADIUS - 1; ++iy) {
int32_t const dx = ceil_sqrt(rsi - (iy + (iy <= 0)) * (iy + (iy <= 0)));
for (int32_t ix = -dx; ix < dx - 1; ++ix) {
int32_t lx = ix + TERRAIN_RADIUS;
int32_t ly = iy + TERRAIN_RADIUS;
float x = (float)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx));
float y = (float)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));
/* cull tiles outside of vision */
if (vec2_dot(vec2_norm((Vec2){x - scn->pos.x + d.x * 2, y - scn->pos.z + d.y * 2}), d) < c)
continue;
float d0 = heightmap[lx][ly]; float d0 = heightmap[lx][ly];
float d1 = heightmap[lx + 1][ly]; float d1 = heightmap[lx + 1][ly];
float d2 = heightmap[lx + 1][ly - 1]; float d2 = heightmap[lx + 1][ly - 1];
float d3 = heightmap[lx][ly - 1]; float d3 = heightmap[lx][ly - 1];
draw_triangle("/assets/grass.png", draw_quad("/assets/grass2.png",
(Vec3){ (float)x, d0, (float)y }, (Vec3){ (float)x, d0, (float)y },
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2){ 128, 128 },
(Vec2){ 128, 0 },
(Vec2){ 0, 128 },
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255});
draw_triangle("/assets/grass.png",
(Vec3){ (float)x + 1, d1, (float)y }, (Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x + 1, d2, (float)y - 1 }, (Vec3){ (float)x + 1, d2, (float)y - 1 },
(Vec3){ (float)x, d3, (float)y - 1 }, (Vec3){ (float)x, d3, (float)y - 1 },
(Vec2){ 128, 0 }, (Rect){ .w = 128, .h = 128 },
(Vec2){ 0, 0 },
(Vec2){ 0, 128 },
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255},
(Color){255, 255, 255, 255}); (Color){255, 255, 255, 255});
draw_billboard("/assets/grasses/10.png", if (((float)(adler32(&((Vec2){x, y}), sizeof (Vec2)) % 100) / 100) <= TREE_DENSITY)
(Vec3){ (float)x, d0 + 0.15f, (float)y }, draw_billboard("/assets/trreez.png",
(Vec2){0.3f, 0.3f}, (Vec3){ (float)x, d0 + 1.95f, (float)y },
(Vec2){2.f, 2.f},
(Rect){0},
(Color){255, 255, 255, 255}, true);
}
}
int32_t const rsi_g = (int32_t)GRASS_RADIUS * (int32_t)GRASS_RADIUS;
for (int32_t iy = -(int32_t)GRASS_RADIUS; iy <= (int32_t)GRASS_RADIUS - 1; ++iy) {
int32_t const dx = ceil_sqrt(rsi_g - (iy + (iy <= 0)) * (iy + (iy <= 0)));
for (int32_t ix = -dx; ix < dx; ++ix) {
int32_t lx = ix + TERRAIN_RADIUS;
int32_t ly = iy + TERRAIN_RADIUS;
float x = (float)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx));
float y = (float)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));
float d = heightmap[lx][ly];
draw_billboard("/assets/grasses/25.png",
(Vec3){
(float)x + (float)((adler32(&((Vec2){x, y}), sizeof (Vec2))) % 32) / 64.0f,
d + 0.2f,
(float)y + (float)((adler32(&((Vec2){y, x}), sizeof (Vec2))) % 32) / 64.0f
},
(Vec2){0.4f, 0.4f},
(Rect){0},
(Color){255, 255, 255, 255}, true); (Color){255, 255, 255, 255}, true);
} }
} }
@ -188,29 +522,31 @@ static void draw_terrain(SceneIngame *scn) {
static void ingame_tick(State *state) { static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene; SceneIngame *scn = (SceneIngame *)state->scene;
input_action("player_left", CONTROL_A); input_action("player_left", "A");
input_action("player_right", CONTROL_D); input_action("player_right", "D");
input_action("player_forward", CONTROL_W); input_action("player_forward", "W");
input_action("player_backward", CONTROL_S); input_action("player_backward", "S");
input_action("player_jump", CONTROL_SPACE); input_action("player_jump", "SPACE");
input_action("player_run", CONTROL_LSHIFT); input_action("player_run", "LSHIFT");
input_action("mouse_capture_toggle", CONTROL_ESCAPE); input_action("mouse_capture_toggle", "ESCAPE");
input_action("toggle_camera_mode", CONTROL_C); input_action("toggle_camera_mode", "C");
if (scn->mouse_captured) { if (scn->mouse_captured) {
const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */ const float sensitivity = 0.4f * (float)(M_PI / 180); /* TODO: put this in a better place */
scn->yaw += (float)ctx.mouse_movement.x * sensitivity; scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f); scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f);
} }
if (input_action_just_pressed("toggle_camera_mode")) if (input_action_just_pressed("toggle_camera_mode"))
scn->flying_camera = !scn->flying_camera; scn->camera_mode = scn->camera_mode == 2 ? 0 : scn->camera_mode + 1;
if (scn->flying_camera) { if (scn->camera_mode == 1) {
process_fly_mode(state); process_fly_mode(state);
} else { } else if (scn->camera_mode == 0) {
process_ground_mode(state); process_ground_mode(state);
} else if (scn->camera_mode) {
process_vehicle_mode(state);
} }
/* toggle mouse capture with end key */ /* toggle mouse capture with end key */
@ -220,12 +556,15 @@ static void ingame_tick(State *state) {
ctx.mouse_capture = scn->mouse_captured; ctx.mouse_capture = scn->mouse_captured;
generate_terrain(scn); generate_terrain(scn);
process_vehicle(scn);
draw_terrain(scn); draw_terrain(scn);
draw_vehicle(scn);
draw_skybox("/assets/miramar/miramar_*.tga"); draw_skybox("/assets/miramar/miramar_*.tga");
ctx.fog_color = (Color){ 140, 147, 160, 255 }; ctx.fog_color = (Color){ 140, 147, 160, 255 };
ctx.fog_density = 0.03f; ctx.fog_density = 0.015f;
} }
@ -243,7 +582,7 @@ Scene *ingame_scene(State *state) {
new_scene->mouse_captured = true; new_scene->mouse_captured = true;
m_audio(m_set(path, "music/mod65.xm"), m_audio(m_set(path, "music/woah.ogg"),
m_opt(channel, "soundtrack"), m_opt(channel, "soundtrack"),
m_opt(repeat, true)); m_opt(repeat, true));

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@ -12,13 +12,16 @@
typedef struct SceneIngame { typedef struct SceneIngame {
Scene base; Scene base;
Vec3 looking_direction;
Vec2 world_center;
Vec3 pos; Vec3 pos;
float yaw; float yaw;
float pitch; float pitch;
float roll; float roll;
bool mouse_captured; bool mouse_captured;
bool flying_camera; int camera_mode;
} SceneIngame; } SceneIngame;

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@ -1,61 +0,0 @@
#include "title.h"
#include "ingame.h"
#include "twn_game_api.h"
#include <stdio.h>
#include <stdlib.h>
static void title_tick(State *state) {
SceneTitle *scn = (SceneTitle *)state->scene;
(void)scn;
input_action("ui_accept", CONTROL_RETURN);
if (input_action_just_pressed("ui_accept")) {
switch_to(state, ingame_scene);
return;
}
m_sprite("/assets/title.png", ((Rect) {
((float)ctx.resolution.x / 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, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
char *text_str = malloc(text_str_len);
snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
const char *font = "/fonts/kenney-pixel.ttf";
float text_h = 32;
float text_w = draw_text_width(text_str, text_h, font);
draw_rectangle(
(Rect) {
.x = 0,
.y = 0,
.w = (float)text_w,
.h = (float)text_h,
},
(Color) { 0, 0, 0, 255 }
);
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
free(text_str);
}
static void title_end(State *state) {
free(state->scene);
}
Scene *title_scene(State *state) {
(void)state;
SceneTitle *new_scene = calloc(1, sizeof *new_scene);
new_scene->base.tick = title_tick;
new_scene->base.end = title_end;
return (Scene *)new_scene;
}

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@ -1,16 +0,0 @@
#ifndef TITLE_H
#define TITLE_H
#include "../state.h"
#include "scene.h"
typedef struct SceneTitle {
Scene base;
} SceneTitle;
Scene *title_scene(State *state);
#endif

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@ -6,11 +6,11 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
state.h state.h
) )
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) use_townengine("${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

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@ -113,14 +113,16 @@ void game_tick(void) {
Vec2 const mouse_snap = {floorf(ctx.mouse_position.x / 8) * 8, floorf(ctx.mouse_position.y / 8) * 8}; Vec2 const mouse_snap = {floorf(ctx.mouse_position.x / 8) * 8, floorf(ctx.mouse_position.y / 8) * 8};
input_action("up", CONTROL_LEFT_MOUSE); input_action("up", "LCLICK");
input_action("down", CONTROL_RIGHT_MOUSE); input_action("down", "RCLICK");
if (input_action_just_pressed("up")) if (input_action_pressed("up"))
state->r += 1; state->r += 1;
if (input_action_just_pressed("down")) if (input_action_pressed("down") && state->r > 2)
state->r -= 1; state->r -= 1;
draw_circle(mouse_snap, state->r * 8, (Color){125, 125, 125, 125});
int32_t const rsi = (int32_t)state->r * (int32_t)state->r; int32_t const rsi = (int32_t)state->r * (int32_t)state->r;
int32_t acc = 1; int32_t acc = 1;
for (int32_t iy = (int32_t)state->r - 1; iy >= 0; --iy) { for (int32_t iy = (int32_t)state->r - 1; iy >= 0; --iy) {
@ -133,9 +135,8 @@ void game_tick(void) {
} }
} }
draw_circle(mouse_snap, state->r * 8, (Color){125, 125, 125, 125}); /* uncomment to see performance difference between variants */
// benchmark(state);
benchmark(state);
} }

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@ -5,7 +5,7 @@ if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
@ -13,4 +13,4 @@ set(SOURCE_FILES
) )
cmake_path(GET CMAKE_SOURCE_DIR STEM LAST_ONLY GAME_PROJECT_NAME) cmake_path(GET CMAKE_SOURCE_DIR STEM LAST_ONLY GAME_PROJECT_NAME)
use_townengine(${GAME_PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) use_townengine("${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

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@ -14,6 +14,7 @@ dev_id = "you"
# Game runtime details # Game runtime details
[game] [game]
resolution = [ 640, 480 ] resolution = [ 640, 480 ]
background_color = [ 255, 125, 0, 255 ]
#debug = true #debug = true
# Engine tweaks. You probably don't need to change these # Engine tweaks. You probably don't need to change these

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@ -3,10 +3,15 @@
!*.* !*.*
!*/ !*/
*.so **/*.so
*.dll **/*.dll
*.exe **/*.exe
*.trace **/*.trace
**/*.js
**/*.wasm
**/*.wasm.map
**/*.data
**/*.html
data/scripts/twnapi.lua data/scripts/twnapi.lua
build/ build/

View File

@ -1,8 +1,7 @@
-- called every frame, with constant delta time -- called every frame, with constant delta time
function game_tick() function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed -- ctx.udata persists on code reload
if ctx.initialization_needed then if ctx.udata == nil then
-- ctx.udata persists on reload
ctx.udata = {} ctx.udata = {}
end end
end end

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@ -1,53 +0,0 @@
---@type { frame_number: number, frame_duration: number, fog_density: number, fog_color: { r: number, g: number, b: number, a: number }, resolution: { x: number, y: number }, mouse_position: { x: number, y: number }, mouse_movement: { x: number, y: number }, random_seed: number, debug: boolean, initialization_needed: boolean, mouse_capture: boolean, udata: table }
ctx = nil
---@alias Control '"A"'|'"B"'|'"C"'|'"D"'|'"E"'|'"F"'|'"G"'|'"H"'|'"I"'|'"J"'|'"K"'|'"L"'|'"M"'|'"N"'|'"O"'|'"P"'|'"Q"'|'"R"'|'"S"'|'"T"'|'"U"'|'"V"'|'"W"'|'"X"'|'"Y"'|'"Z"'|'"1"'|'"2"'|'"3"'|'"4"'|'"5"'|'"6"'|'"7"'|'"8"'|'"9"'|'"0"'|'"RETURN"'|'"ESCAPE"'|'"BACKSPACE"'|'"TAB"'|'"SPACE"'|'"MINUS"'|'"EQUALS"'|'"LEFTBRACKET"'|'"RIGHTBRACKET"'|'"BACKSLASH"'|'"NONUSHASH"'|'"SEMICOLON"'|'"APOSTROPHE"'|'"GRAVE"'|'"COMMA"'|'"PERIOD"'|'"SLASH"'|'"CAPSLOCK"'|'"F1"'|'"F2"'|'"F3"'|'"F4"'|'"F5"'|'"F6"'|'"F7"'|'"F8"'|'"F9"'|'"F10"'|'"F11"'|'"F12"'|'"PRINTSCREEN"'|'"SCROLLLOCK"'|'"PAUSE"'|'"INSERT"'|'"HOME"'|'"PAGEUP"'|'"DELETE"'|'"END"'|'"PAGEDOWN"'|'"RIGHT"'|'"LEFT"'|'"DOWN"'|'"UP"'|'"NUMLOCKCLEAR"'|'"KP_DIVIDE"'|'"KP_MULTIPLY"'|'"KP_MINUS"'|'"KP_PLUS"'|'"KP_ENTER"'|'"KP_1"'|'"KP_2"'|'"KP_3"'|'"KP_4"'|'"KP_5"'|'"KP_6"'|'"KP_7"'|'"KP_8"'|'"KP_9"'|'"KP_0"'|'"KP_PERIOD"'|'"NONUSBACKSLASH"'|'"APPLICATION"'|'"POWER"'|'"KP_EQUALS"'|'"F13"'|'"F14"'|'"F15"'|'"F16"'|'"F17"'|'"F18"'|'"F19"'|'"F20"'|'"F21"'|'"F22"'|'"F23"'|'"F24"'|'"EXECUTE"'|'"HELP"'|'"MENU"'|'"SELECT"'|'"STOP"'|'"AGAIN"'|'"UNDO"'|'"CUT"'|'"COPY"'|'"PASTE"'|'"FIND"'|'"MUTE"'|'"VOLUMEUP"'|'"VOLUMEDOWN"'|'"KP_COMMA"'|'"KP_EQUALSAS400"'|'"INTERNATIONAL1"'|'"INTERNATIONAL2"'|'"INTERNATIONAL3"'|'"INTERNATIONAL4"'|'"INTERNATIONAL5"'|'"INTERNATIONAL6"'|'"INTERNATIONAL7"'|'"INTERNATIONAL8"'|'"INTERNATIONAL9"'|'"LANG1"'|'"LANG2"'|'"LANG3"'|'"LANG4"'|'"LANG5"'|'"LANG6"'|'"LANG7"'|'"LANG8"'|'"LANG9"'|'"ALTERASE"'|'"SYSREQ"'|'"CANCEL"'|'"CLEAR"'|'"PRIOR"'|'"RETURN2"'|'"SEPARATOR"'|'"OUT"'|'"OPER"'|'"CLEARAGAIN"'|'"CRSEL"'|'"EXSEL"'|'"KP_00"'|'"KP_000"'|'"THOUSANDSSEPARATOR"'|'"DECIMALSEPARATOR"'|'"CURRENCYUNIT"'|'"CURRENCYSUBUNIT"'|'"KP_LEFTPAREN"'|'"KP_RIGHTPAREN"'|'"KP_LEFTBRACE"'|'"KP_RIGHTBRACE"'|'"KP_TAB"'|'"KP_BACKSPACE"'|'"KP_A"'|'"KP_B"'|'"KP_C"'|'"KP_D"'|'"KP_E"'|'"KP_F"'|'"KP_XOR"'|'"KP_POWER"'|'"KP_PERCENT"'|'"KP_LESS"'|'"KP_GREATER"'|'"KP_AMPERSAND"'|'"KP_DBLAMPERSAND"'|'"KP_VERTICALBAR"'|'"KP_DBLVERTICALBAR"'|'"KP_COLON"'|'"KP_HASH"'|'"KP_SPACE"'|'"KP_AT"'|'"KP_EXCLAM"'|'"KP_MEMSTORE"'|'"KP_MEMRECALL"'|'"KP_MEMCLEAR"'|'"KP_MEMADD"'|'"KP_MEMSUBTRACT"'|'"KP_MEMMULTIPLY"'|'"KP_MEMDIVIDE"'|'"KP_PLUSMINUS"'|'"KP_CLEAR"'|'"KP_CLEARENTRY"'|'"KP_BINARY"'|'"KP_OCTAL"'|'"KP_DECIMAL"'|'"KP_HEXADECIMAL"'|'"LCTRL"'|'"LSHIFT"'|'"LALT"'|'"LGUI"'|'"RCTRL"'|'"RSHIFT"'|'"RALT"'|'"RGUI"'|'"MODE"'|'"KBDILLUMTOGGLE"'|'"KBDILLUMDOWN"'|'"KBDILLUMUP"'|'"EJECT"'|'"SLEEP"'|'"APP1"'|'"APP2"'|'"AUDIOREWIND"'|'"AUDIOFASTFORWARD"'|'"SOFTLEFT"'|'"SOFTRIGHT"'|'"CALL"'|'"ENDCALL"'|'"LEFT_MOUSE"'|'"RIGHT_MOUSE"'|'"MIDDLE_MOUSE"'|'"X1"'|'"X2"'
---@param args { name: string, control: Control }
function input_action(args) end
---@param args { name: string }
function input_action_pressed(args) end
---@param args { name: string }
function input_action_just_pressed(args) end
---@param args { name: string }
function input_action_just_released(args) end
---@param args { name: string }
function input_action_position(args) end
---@param args { texture: string, rect: { x: number, y: number, w: number, h: number }, texture_region: { x: number, y: number, w: number, h: number }?, color: { r: number, g: number, b: number, a: number }?, rotation: number?, flip_x: boolean?, flip_y: boolean?, stretch: boolean? }
function draw_sprite(args) end
---@param args { rect: { x: number, y: number, w: number, h: number }, color: { r: number, g: number, b: number, a: number }? }
function draw_rectangle(args) end
---@param args { position: { x: number, y: number }, radius: number, color: { r: number, g: number, b: number, a: number }? }
function draw_circle(args) end
---@param args { string: string, position: { x: number, y: number }, height: number?, color: { r: number, g: number, b: number, a: number }?, font: string? }
function draw_text(args) end
---@param args { string: string, height: number?, font: string? }
function draw_text_width(args) end
---@param args { texture: string, corners: { x: number, y: number }, rect: { x: number, y: number, w: number, h: number }, border_thickness: number?, color: { r: number, g: number, b: number, a: number }? }
function draw_nine_slice(args) end
---@param args { start: { x: number, y: number }, finish: { x: number, y: number }, thickness: number?, color: { r: number, g: number, b: number, a: number }? }
function draw_line(args) end
---@param args { texture: string, v0: { x: number, y: number, z: number }, v1: { x: number, y: number, z: number }, v2: { x: number, y: number, z: number }, uv0: { x: number, y: number }, uv1: { x: number, y: number }, uv2: { x: number, y: number }, c0: { r: number, g: number, b: number, a: number }?, c1: { r: number, g: number, b: number, a: number }?, c2: { r: number, g: number, b: number, a: number }? }
function draw_triangle(args) end
---@param args { texture: string, v0: { x: number, y: number, z: number }, v1: { x: number, y: number, z: number }, v2: { x: number, y: number, z: number }, v3: { x: number, y: number, z: number }, texture_region: { x: number, y: number, w: number, h: number }, color: { r: number, g: number, b: number, a: number }? }
function draw_quad(args) end
---@param args { texture: string, position: { x: number, y: number, z: number }, size: { x: number, y: number }, color: { r: number, g: number, b: number, a: number }?, cylindrical: boolean? }
function draw_billboard(args) end
---@param args { position: { x: number, y: number, z: number }, direction: { x: number, y: number, z: number }?, up: { x: number, y: number, z: number }?, fov: number?, zoom: number? }
function draw_camera(args) end
---@param args { position: { x: number, y: number, z: number }, roll: number?, pitch: number?, yaw: number?, fov: number?, zoom: number? }
function draw_camera_from_principal_axes(args) end
---@param args { textures: string? }
function draw_skybox(args) end
---@param args { audio: string, channel: string?, loops: boolean?, volume: number?, panning: number? }
function audio_play(args) end
---@param args { channel: string, parameter: string, value: number }
function audio_parameter(args) end
---@param args { value: { x: number, y: number }, identity: string }
function log_vec2(args) end
---@param args { value: { x: number, y: number, z: number }, identity: string }
function log_vec3(args) end
---@param args { value: { x: number, y: number, w: number, h: number }, identity: string }
function log_rect(args) end
---@param args { profile: string }
function profile_start(args) end
---@param args { profile: string }
function profile_end(args) end

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# ignore executables
*
!*.*
!*/
**/*.so
**/*.dll
**/*.exe
**/*.trace
**/*.js
**/*.wasm
**/*.wasm.map
**/*.data
**/*.html
data/scripts/twnapi.lua
build/
.zig-cache/
zig-out/

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cmake_minimum_required(VERSION 3.21)
project(twngame LANGUAGES C)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif()
add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
cmake_path(GET CMAKE_SOURCE_DIR STEM LAST_ONLY GAME_PROJECT_NAME)
put_townengine(${CMAKE_CURRENT_SOURCE_DIR})
file(GLOB_RECURSE zig-sources ${CMAKE_CURRENT_SOURCE_DIR}/src/*.zig)
# TODO: support static build
# TODO: propagate release switches
add_custom_command(
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/libgame.so
COMMAND env zig build
DEPENDS ${TWN_TARGET} ${zig-sources}
)
add_custom_target(
zig-step ALL
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/libgame.so
)

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const std = @import("std");
// Although this function looks imperative, note that its job is to
// declaratively construct a build graph that will be executed by an external
// runner.
pub fn build(b: *std.Build) void {
// Standard target options allows the person running `zig build` to choose
// what target to build for. Here we do not override the defaults, which
// means any target is allowed, and the default is native. Other options
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard optimization options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
// set a preferred release mode, allowing the user to decide how to optimize.
const optimize = b.standardOptimizeOption(.{});
// This creates a "module", which represents a collection of source files alongside
// some compilation options, such as optimization mode and linked system libraries.
// Every executable or library we compile will be based on one or more modules.
const lib_mod = b.createModule(.{
// `root_source_file` is the Zig "entry point" of the module. If a module
// only contains e.g. external object files, you can make this `null`.
// In this case the main source file is merely a path, however, in more
// complicated build scripts, this could be a generated file.
.root_source_file = b.path("src/root.zig"),
.target = target,
.optimize = optimize,
.link_libc = true,
});
lib_mod.addIncludePath(b.path("../../../"));
lib_mod.addIncludePath(b.path("../../../include/"));
lib_mod.addLibraryPath(b.path("./"));
// Now, we will create a static library based on the module we created above.
// This creates a `std.Build.Step.Compile`, which is the build step responsible
// for actually invoking the compiler.
const lib = b.addLibrary(.{
.linkage = .dynamic,
.name = "game",
.root_module = lib_mod,
});
lib.linkSystemLibrary("townengine");
// This declares intent for the library to be installed into the standard
// location when the user invokes the "install" step (the default step when
// running `zig build`).
const install_artifact = b.addInstallArtifact(lib, .{
.dest_dir = .{
.override = .{
.custom = "../",
},
},
});
b.getInstallStep().dependOn(&install_artifact.step);
}

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# This file contains everything about the engine and your game that can be
# configured before it runs.
#
# Optional settings are commented out, with their default values shown.
# Invalid values in these settings will be ignored.
# Data about your game as an application
[about]
title = "Zig Awesomeness"
developer = "notwanp"
app_id = "yourzigthing"
dev_id = "definatelynotwanp"
# Game runtime details
[game]
resolution = [ 640, 480 ]
background_color = [ 255, 125, 0, 255 ]
#debug = true
# Engine tweaks. You probably don't need to change these
[engine]
#ticks_per_second = 60 # minimum of 8
#keybind_slots = 3 # minimum of 1
#texture_atlas_size = 2048 # minimum of 32
#font_texture_size = 2048 # minimum of 1024
#font_oversampling = 4 # minimum of 0
#font_filtering = "linear" # possible values: "nearest", "linear"

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const std = @import("std");
const c = @cImport({
@cInclude("twn_game_api.h");
});
export fn game_tick() void {
tick() catch |err| {
std.log.err(@errorName(err));
};
}
export fn game_end() void {
end() catch |err| {
std.log.err(@errorName(err));
};
}
fn tick() !void {
if (c.ctx.initialization_needed) {
std.debug.print("lmao\n", .{});
}
}
fn end() !void {}

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cmake_minimum_required(VERSION 3.21)
project(twndel LANGUAGES C)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug)
endif()
add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(SOURCE_FILES
tool.c
state.h
)
cmake_path(GET CMAKE_SOURCE_DIR STEM LAST_ONLY GAME_PROJECT_NAME)
use_townengine("${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})

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[about]
title = "Townengine Modeling Tool"
developer = "twnteam"
app_id = "twndel"
dev_id = "twnteam"
# Game runtime details
[game]
resolution = [ 640, 480 ]
background_color = [ 255, 125, 0, 255 ]
[engine]

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#ifndef STATE_H
#define STATE_H
#include "twn_game_api.h"
#define POINTS_PER_METER 128
#define UNDO_STACK_SIZE 32
#define CAMERA_FOV ((float)M_PI_2 * 0.75f)
#define POINT_LIMIT 65534
#define FACE_LIMIT 2048
#define OBJECT_LIMIT 16
#define TEXTURE_LIMIT 32
#define INVALID_POINT (POINT_LIMIT+1)
#define INVALID_FACE (FACE_LIMIT+1)
#define INVALID_OBJECT (OBJECT_LIMIT+1)
#define INVALID_TEXTURE (TEXTURE_LIMIT+1)
#define CAMERA_ROTATION_SPEED 0.04f
#define CAMERA_TRANSLATION_SPEED 0.04f
#define SELECTION_SPHERE_RADIUS 32
/* should be an odd number */
#define SNAP_LINES_SHOW 7
#define SNAP_LINES_WIDTH 1.0f
#define SNAP_LINES_COLOR ((Color){200,200,200,150})
typedef struct Operation {
enum {
OPERATION_MOVE_POINT,
OPERATION_SET_TEXTURE,
OPERATION_TRIANGULATE,
} kind;
union {
struct {
uint16_t point;
int16_t delta_x;
int16_t delta_y;
int16_t delta_z;
uint8_t object;
} move_point;
struct {
uint16_t face;
int16_t delta_texture;
uint8_t object;
} set_texture;
struct {
uint16_t old_face;
uint16_t new_face;
uint8_t object;
} triangulate;
} data;
bool chained;
} Operation;
typedef struct Point {
int16_t x, y, z;
} Point;
/* TODO: store topology in terms on edge connections? might be bad, as it's stateful */
/* triangles have p3 = INVALID_POINT */
/* lines have p2, p3 = INVALID_POINT */
/* billboards have p1, p2, p3 = INVALID_POINT */
typedef struct Face {
uint16_t p[4];
/* texture origin, as point on face plane, in absolute coordinates */
int16_t tex_x, tex_y;
uint8_t texture;
uint8_t tex_scale;
} Face;
typedef struct Object {
char *name;
bool is_invisible;
Point position;
char *textures[TEXTURE_LIMIT + 1];
uint8_t textures_sz;
Point rotation;
Face faces[FACE_LIMIT];
uint16_t faces_sz;
} Object;
typedef struct State {
Operation op_stack[UNDO_STACK_SIZE];
uint32_t op_stack_ptr;
bool op_active;
Vec3 active_center;
Vec3 camera_position;
Vec3 camera_direction;
float camera_zoom;
bool camera_is_orthographic;
/* defaults to wireframe */
bool solid_display_mode;
/* positions skipped */
uint8_t grid_snap_granularity;
Point points[POINT_LIMIT];
uint16_t points_sz;
Object objects[OBJECT_LIMIT];
uint8_t objects_sz;
/* which axes are blocked and which are not */
/* order: x, y, z */
bool axis_mask[3];
char *current_texture;
uint8_t current_hovered_obj;
uint16_t current_hovered_face;
} State;
#endif

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#include "twn_game_api.h"
#include "state.h"
#include "twn_vec.h"
#include <SDL.h>
/* planned features: */
/* grid-based, bounded space (65536 / POINTS_PER_METER meters), which allows for efficient storage */
/* 65534 point limit, 16 object limit, 2048 faces per object, 32 textures per object */
/* triangles and quads only */
/* support for billboards and flat two sided quads */
/* texture painting */
/* bones with mesh animations, snapping to grid, with no weights */
/* billboard render to specified angles */
/* 1 point light primitive lighting */
/* live edited textures are capped at 128x128 */
/* assumptions: */
/* up is always (0,1,0) */
/* preallocations everywhere */
static State state;
static bool init;
static uint8_t new_object(const char *name) {
if (state.objects_sz >= OBJECT_LIMIT)
return INVALID_OBJECT;
state.objects_sz++;
state.objects[state.objects_sz-1].name = SDL_strdup(name);
return state.objects_sz-1;
}
static uint16_t new_point(int16_t x, int16_t y, int16_t z) {
if (state.points_sz >= POINT_LIMIT)
return INVALID_POINT;
state.points_sz++;
state.points[state.points_sz-1] = (Point){x, y, z};
return state.points_sz-1;
}
static uint16_t push_face(uint8_t object,
uint16_t p0, uint16_t p1, uint16_t p2, uint16_t p3,
uint8_t texture, uint8_t tex_scale, int16_t tex_x, int16_t tex_y)
{
Object *o = &state.objects[object];
o->faces_sz++;
o->faces[o->faces_sz-1] = (Face) {
.p = {p0, p1, p2, p3},
.texture = texture,
.tex_scale = tex_scale,
.tex_x = tex_x,
.tex_y = tex_y,
};
return o->faces_sz-1;
}
static uint8_t push_texture(uint8_t object, char *texture) {
Object *o = &state.objects[object];
/* check whether it's already here */
for (uint8_t i = 0; i < o->textures_sz; ++i)
if (SDL_strcmp(o->textures[i], texture) == 0)
return i;
o->textures_sz++;
o->textures[o->textures_sz-1] = SDL_strdup(texture);
return o->textures_sz-1;
}
/* TODO: use tombstones instead? it would be easier to maintain, by a lot */
/* note: make sure nothing depends on none */
static void pop_face(uint8_t object, uint16_t face) {
Object *o = &state.objects[object];
if (face != o->faces_sz-1)
o->faces[face] = o->faces[o->faces_sz-1];
o->faces_sz--;
}
static void push_operation(Operation operation, bool active) {
state.op_stack_ptr++;
uint8_t op = state.op_stack_ptr % UNDO_STACK_SIZE;
state.op_stack[op] = operation;
state.op_active = active;
}
static void extend_operation(Operation operation) {
uint8_t op = state.op_stack_ptr % UNDO_STACK_SIZE;
Operation ext = state.op_stack[op];
ext.chained = true;
state.op_stack[op] = operation;
push_operation(ext, state.op_active);
}
static inline Vec3 point_to_vec3(uint8_t object, uint16_t point) {
Object *o = &state.objects[object];
return (Vec3){ (o->position.x + state.points[point].x) / (float)POINTS_PER_METER,
(o->position.y + state.points[point].y) / (float)POINTS_PER_METER,
(o->position.z + state.points[point].z) / (float)POINTS_PER_METER };
}
/* TODO: something is wrong, figure out how to introduce rotation to this. */
static inline Vec2 project_texture_coordinate(Vec2 origin, Vec3 plane, Vec3 point, float scale) {
Vec3 right = vec3_norm(vec3_cross(plane, fabsf(0.0f - plane.y) < 1e-9f ? (Vec3){0,1,0} : (Vec3){1,0,0}));
Vec3 up = vec3_norm(vec3_cross(right, plane));
Vec2 pp = { vec3_dot(point, right), vec3_dot(point, up) };
return vec2_scale(vec2_sub(origin, pp), scale);
}
static void render_object(uint8_t object) {
Object *o = &state.objects[object];
if (o->is_invisible)
return;
for (uint16_t fi = 0; fi < o->faces_sz; ++fi) {
Face *f = &o->faces[fi];
if (f->p[2] != INVALID_POINT) {
Vec3 p0 = point_to_vec3(object, f->p[0]);
Vec3 p1 = point_to_vec3(object, f->p[1]);
Vec3 p2 = point_to_vec3(object, f->p[2]);
if (state.solid_display_mode) {
Vec3 n = vec3_norm(vec3_cross(vec3_sub(p1, p0), vec3_sub(p2, p0)));
Vec2 to = { f->tex_x / (float)POINTS_PER_METER, f->tex_y / (float)POINTS_PER_METER, };
Vec2 tul = project_texture_coordinate(to, n, p0, (float)f->tex_scale);
Vec2 tdl = project_texture_coordinate(to, n, p1, (float)f->tex_scale);
Vec2 tdr = project_texture_coordinate(to, n, p2, (float)f->tex_scale);
draw_triangle(o->textures[f->texture],
p0, p1, p2,
tul, tdl, tdr,
(Color){255,255,255,255},
(Color){255,255,255,255},
(Color){255,255,255,255});
if (f->p[3] != INVALID_POINT) {
Vec3 p3 = point_to_vec3(object, f->p[3]);
Vec2 tur = project_texture_coordinate(to, n, p3, (float)f->tex_scale);
draw_triangle(o->textures[f->texture],
p2, p3, p0,
tdr, tur, tul,
(Color){255,255,255,255},
(Color){255,255,255,255},
(Color){255,255,255,255});
}
} else {
draw_line_3d(p0, p1, 1, (Color){255,255,255,255});
draw_line_3d(p1, p2, 1, (Color){255,255,255,255});
if (f->p[3] == INVALID_POINT)
draw_line_3d(p2, p0, 1, (Color){255,255,255,255});
else {
Vec3 p3 = point_to_vec3(object, f->p[3]);
draw_line_3d(p2, p3, 1, (Color){255,255,255,255});
draw_line_3d(p3, p0, 1, (Color){255,255,255,255});
}
}
} else
SDL_assert_always(false);
}
}
static uint8_t new_cube(Point pos, Point size) {
uint8_t object = new_object("cube");
uint16_t p0 = new_point(pos.x - size.x / 2, pos.y - size.y / 2, pos.z - size.z / 2);
uint16_t p1 = new_point(pos.x - size.x / 2, pos.y + size.y / 2, pos.z - size.z / 2);
uint16_t p2 = new_point(pos.x + size.x / 2, pos.y + size.y / 2, pos.z - size.z / 2);
uint16_t p3 = new_point(pos.x + size.x / 2, pos.y - size.y / 2, pos.z - size.z / 2);
uint16_t p4 = new_point(pos.x - size.x / 2, pos.y - size.y / 2, pos.z + size.z / 2);
uint16_t p5 = new_point(pos.x - size.x / 2, pos.y + size.y / 2, pos.z + size.z / 2);
uint16_t p6 = new_point(pos.x + size.x / 2, pos.y + size.y / 2, pos.z + size.z / 2);
uint16_t p7 = new_point(pos.x + size.x / 2, pos.y - size.y / 2, pos.z + size.z / 2);
uint8_t tex = push_texture(object, "/data/placeholder.png");
push_face(object, p2, p3, p0, p1, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
push_face(object, p5, p4, p7, p6, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
push_face(object, p1, p0, p4, p5, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
push_face(object, p6, p7, p3, p2, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
push_face(object, p2, p1, p5, p6, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
push_face(object, p0, p3, p7, p4, tex, 128, pos.x - size.x / 2, pos.y - size.y / 2);
return object;
}
static void process_camera_rotation(void) {
float horizontal_rotation = 0;
float vertical_rotation = 0;
if (input_action_pressed("camera_rotate_left"))
horizontal_rotation -= CAMERA_ROTATION_SPEED;
if (input_action_pressed("camera_rotate_right"))
horizontal_rotation += CAMERA_ROTATION_SPEED;
if (input_action_pressed("camera_rotate_up"))
vertical_rotation -= CAMERA_ROTATION_SPEED;
if (input_action_pressed("camera_rotate_down"))
vertical_rotation += CAMERA_ROTATION_SPEED;
Vec3 front = vec3_cross(state.camera_direction, (Vec3){0,1,0});
Vec3 local_position = vec3_sub(state.active_center, state.camera_position);
Vec3 new_local_position = vec3_rotate(local_position, horizontal_rotation, (Vec3){0,1,0});
state.camera_direction = vec3_rotate(state.camera_direction, horizontal_rotation, (Vec3){0,1,0});
Vec3 new_rot = vec3_rotate(state.camera_direction, vertical_rotation, front);
/* only apply if it's in limits */
float d = vec3_dot(new_rot, (Vec3){0,-1,0});
if (fabsf(d) <= 0.999f) {
new_local_position = vec3_rotate(new_local_position, vertical_rotation, front);
state.camera_direction = new_rot;
}
state.camera_position = vec3_sub(state.active_center, new_local_position);
}
static void process_camera_translation(void) {
Vec3 right = vec3_norm(vec3_cross(state.camera_direction, (Vec3){0,1,0}));
Vec3 up = vec3_norm(vec3_cross(state.camera_direction, right));
Vec3 was = state.camera_position;
if (input_action_pressed("camera_rotate_left"))
state.camera_position = vec3_sub(state.camera_position, vec3_scale(right, CAMERA_TRANSLATION_SPEED));
if (input_action_pressed("camera_rotate_right"))
state.camera_position = vec3_add(state.camera_position, vec3_scale(right, CAMERA_TRANSLATION_SPEED));
if (input_action_pressed("camera_rotate_up"))
state.camera_position = vec3_sub(state.camera_position, vec3_scale(up, CAMERA_TRANSLATION_SPEED));
if (input_action_pressed("camera_rotate_down"))
state.camera_position = vec3_add(state.camera_position, vec3_scale(up, CAMERA_TRANSLATION_SPEED));
state.active_center = vec3_add(state.active_center, vec3_sub(state.camera_position, was));
draw_billboard("/data/camera.png",
vec3_add(state.camera_position, vec3_scale(state.camera_direction, vec3_length(state.camera_position))),
(Vec2){0.2f,0.2f},
(Rect){0},
(Color){255,255,255,255},
false);
/* show relation to origin */
draw_billboard("/data/center.png",
(Vec3){0},
(Vec2){0.1f,0.1f},
(Rect){0},
(Color){255,255,255,255},
false);
draw_line_3d((Vec3){0}, state.active_center, 1, (Color){255,255,255,255});
}
static void process_camera_movement(void) {
input_action("camera_rotate_left", "A");
input_action("camera_rotate_right", "D");
input_action("camera_rotate_up", "W");
input_action("camera_rotate_down", "S");
input_action("camera_lock_rotation", "SPACE");
if (input_action_pressed("camera_lock_rotation")) {
process_camera_translation();
} else {
process_camera_rotation();
}
}
static inline DrawCameraUnprojectResult unproject_point(Vec2 point) {
return draw_camera_unproject(
point,
state.camera_position,
state.camera_direction,
(Vec3){0, 1, 0},
state.camera_is_orthographic ? 0 : CAMERA_FOV,
state.camera_zoom,
100 );
}
static bool find_closest_point(uint8_t* object_result, uint16_t *point_result) {
DrawCameraUnprojectResult pos_and_ray = unproject_point(ctx.mouse_position);
/* step over every selectable object and find points closest to the view ray */
/* by constructing triangles and finding their height, from perpendicular */
uint16_t closest_point = INVALID_POINT;
uint8_t closest_obj = INVALID_OBJECT;
float closest_distance = INFINITY;
for (uint8_t obj = 0; obj < state.objects_sz; ++obj) {
Object *o = &state.objects[obj];
if (o->is_invisible)
continue;
/* TODO: is it possible to skip repeated points? does it matter? */
/* as we limit the point could we could actually have bool array preallocated for this */
for (uint16_t fi = 0; fi < o->faces_sz; ++fi) {
Face *f = &o->faces[fi];
for (uint16_t pi = 0; pi < 4; ++pi) {
if (f->p[pi] == INVALID_POINT) break;
Vec3 p = point_to_vec3(obj, f->p[pi]);
Vec3 d = vec3_sub(pos_and_ray.position, p);
Vec3 b = vec3_cross(d, pos_and_ray.direction);
float ray_dist = vec3_length(b);
if (ray_dist > ((float)SELECTION_SPHERE_RADIUS / POINTS_PER_METER))
continue;
float dist = vec3_length(vec3_sub(pos_and_ray.position, vec3_add(p, b)));
if (dist < closest_distance) {
closest_distance = dist;
closest_obj = obj;
closest_point = f->p[pi];
}
}
}
}
if (closest_point == INVALID_POINT)
return false;
if (object_result)
*object_result = closest_obj;
if (point_result)
*point_result = closest_point;
return true;
}
/* o = vector origin */
/* v = vector direction, normalized */
/* p = any point on plane */
/* n = normal of a plane */
static bool vector_plane_intersection(Vec3 o, Vec3 v, Vec3 p, Vec3 n, Vec3 *out) {
float dot = vec3_dot(n, v);
if (fabsf(dot) > FLT_EPSILON) {
Vec3 w = vec3_sub(o, p);
float fac = -vec3_dot(n, w) / dot;
*out = vec3_add(o, vec3_scale(v, fac));
return true;
}
/* vector and plane are perpendicular, assume that it lies exactly on it */
return false;
}
static bool find_closest_face(uint8_t* object_result, uint16_t *face_result) {
DrawCameraUnprojectResult cam = unproject_point(ctx.mouse_position);
uint8_t closest_obj = INVALID_OBJECT;
uint16_t closest_face = INVALID_FACE;
float closest_distance = INFINITY;
for (uint8_t oi = 0; oi < state.objects_sz; ++oi) {
Object *o = &state.objects[oi];
for (uint16_t fi = 0; fi < o->faces_sz; ++fi) {
Face *f = &o->faces[fi];
if (f->p[1] == INVALID_POINT) continue;
Vec3 p0 = point_to_vec3(oi, f->p[0]);
Vec3 p1 = point_to_vec3(oi, f->p[1]);
Vec3 p2 = point_to_vec3(oi, f->p[2]);
Vec3 n = vec3_norm(vec3_cross(vec3_sub(p1, p0), vec3_sub(p2, p0)));
/* culling */
if (vec3_dot(state.camera_direction, n) >= 0) continue;
Vec3 i;
if (!vector_plane_intersection(cam.position, cam.direction, p0, n, &i))
continue;
float dist = vec3_length(vec3_sub(p0, i));
if (dist >= closest_distance) continue;
/* left normals are used to determine whether point lies to the left for all forming lines */
Vec3 ln0 = vec3_norm(vec3_cross(n, vec3_sub(p1, p0)));
if (vec3_dot(ln0, vec3_sub(p0, i)) >= 0) continue;
Vec3 ln1 = vec3_norm(vec3_cross(n, vec3_sub(p2, p1)));
if (vec3_dot(ln1, vec3_sub(p1, i)) >= 0) continue;
if (f->p[3] == INVALID_POINT) {
/* triangle */
Vec3 ln2 = vec3_norm(vec3_cross(n, vec3_sub(p0, p2)));
if (vec3_dot(ln2, vec3_sub(p2, i)) >= 0) continue;
} else {
/* quad */
Vec3 p3 = point_to_vec3(oi, f->p[3]);
Vec3 ln2 = vec3_norm(vec3_cross(n, vec3_sub(p3, p2)));
if (vec3_dot(ln2, vec3_sub(p2, i)) >= 0) continue;
Vec3 ln3 = vec3_norm(vec3_cross(n, vec3_sub(p0, p3)));
if (vec3_dot(ln3, vec3_sub(p3, i)) >= 0) continue;
}
closest_distance = dist;
closest_face = fi;
closest_obj = oi;
}
}
if (closest_face == INVALID_FACE)
return false;
if (object_result)
*object_result = closest_obj;
if (face_result)
*face_result = closest_face;
return true;
}
static void show_snap_lines(Vec3 p) {
float step = 1.0f / ((float)POINTS_PER_METER / state.grid_snap_granularity);
int const lines_per_side = (SNAP_LINES_SHOW - 1) / 2;
for (int l = -lines_per_side; l <= lines_per_side; ++l) {
if (!state.axis_mask[0]) {
Vec3 c = vec3_add(p, vec3_scale((Vec3){1,0,0}, step * (float)l));
draw_line_3d(
vec3_add(c, vec3_scale((Vec3){0,0,1}, SNAP_LINES_WIDTH)),
vec3_add(c, vec3_scale((Vec3){0,0,1}, -SNAP_LINES_WIDTH)),
1,
SNAP_LINES_COLOR);
}
if (!state.axis_mask[1]) {
Vec3 axis = fabsf(vec3_dot(state.camera_direction, (Vec3){0,0,1})) >= 0.5f ? (Vec3){1,0,0} : (Vec3){0,0,1};
Vec3 c = vec3_add(p, vec3_scale((Vec3){0,1,0}, step * (float)l));
draw_line_3d(
vec3_add(c, vec3_scale(axis, SNAP_LINES_WIDTH)),
vec3_add(c, vec3_scale(axis, -SNAP_LINES_WIDTH)),
1,
SNAP_LINES_COLOR);
}
if (!state.axis_mask[2]) {
Vec3 c = vec3_add(p, vec3_scale((Vec3){0,0,1}, step * (float)l));
draw_line_3d(
vec3_add(c, vec3_scale((Vec3){1,0,0}, SNAP_LINES_WIDTH)),
vec3_add(c, vec3_scale((Vec3){1,0,0}, -SNAP_LINES_WIDTH)),
1,
SNAP_LINES_COLOR);
}
}
}
static bool process_operation_move_point(Operation *op) {
/* finish dragging around */
/* TODO: dont keep empty ops on stack? */
if (input_action_just_released("select")) {
state.op_active = false;
return false;
}
float size = sinf(ctx.frame_number / 10) * 0.05f + 0.05f;
draw_billboard("/data/grab.png",
point_to_vec3(op->data.move_point.object, op->data.move_point.point),
(Vec2){size, size},
(Rect){0},
(Color){255,255,255,255},
false);
DrawCameraUnprojectResult cam = unproject_point(ctx.mouse_position);
Vec3 p = point_to_vec3(op->data.move_point.object, op->data.move_point.point);
bool point_moved = false;
/* figure out which planes are angled acutely against the viewing direction */
bool y_closer_than_horizon = fabsf(vec3_dot(state.camera_direction, (Vec3){0,1,0})) >= 0.5f;
Vec3 plane_normal_x = y_closer_than_horizon ? (Vec3){0,1,0} : (Vec3){0,0,1};
Vec3 plane_normal_z = y_closer_than_horizon ? (Vec3){0,1,0} : (Vec3){1,0,0};
/* show snapping in lines */
show_snap_lines(p);
Vec3 s;
if (!state.axis_mask[0]) {
if (vector_plane_intersection(cam.position, cam.direction, p, plane_normal_x, &s)) {
int16_t xch = (int16_t)(roundf(vec3_dot(vec3_sub(s, p), (Vec3){1,0,0}) * (float)POINTS_PER_METER));
xch -= xch % state.grid_snap_granularity;
state.points[op->data.move_point.point].x += xch;
op->data.move_point.delta_x += xch;
if (xch != 0) point_moved = true;
}
}
if (!state.axis_mask[1]) {
if (vector_plane_intersection(cam.position, cam.direction, p, (Vec3){0,0,1}, &s)) {
int16_t ych = (int16_t)(roundf(vec3_dot(vec3_sub(s, p), (Vec3){0,1,0}) * (float)POINTS_PER_METER));
ych -= ych % state.grid_snap_granularity;
state.points[op->data.move_point.point].y += ych;
op->data.move_point.delta_y += ych;
if (ych != 0) point_moved = true;
}
}
if (!state.axis_mask[2]) {
if (vector_plane_intersection(cam.position, cam.direction, p, plane_normal_z, &s)) {
int16_t zch = (int16_t)(roundf(vec3_dot(vec3_sub(s, p), (Vec3){0,0,1}) * (float)POINTS_PER_METER));
zch -= zch % state.grid_snap_granularity;
state.points[op->data.move_point.point].z += zch;
op->data.move_point.delta_z += zch;
if (zch != 0) point_moved = true;
}
}
if (point_moved) {
audio_play("/data/bong.ogg", NULL, false, 0.12f, 0.0f);
return true;
}
return false;
}
static void reverse_operation_move_point(Operation *op) {
SDL_assert(op->kind == OPERATION_MOVE_POINT);
state.points[op->data.move_point.point].x -= op->data.move_point.delta_x;
state.points[op->data.move_point.point].y -= op->data.move_point.delta_y;
state.points[op->data.move_point.point].z -= op->data.move_point.delta_z;
audio_play("/data/drop.ogg", NULL, false, 0.4f, 0.0f);
}
static void reverse_operation_set_texture(Operation *op) {
SDL_assert(op->kind == OPERATION_SET_TEXTURE);
Object *o = &state.objects[op->data.set_texture.object];
o->faces[op->data.set_texture.face].texture += op->data.set_texture.delta_texture;
audio_play("/data/drop.ogg", NULL, false, 0.4f, 0.0f);
}
static void reverse_triangulation(Operation *op) {
SDL_assert(op->kind == OPERATION_TRIANGULATE);
Object *o = &state.objects[op->data.set_texture.object];
Face *fn = &o->faces[op->data.triangulate.new_face];
Face *fo = &o->faces[op->data.triangulate.old_face];
fo->p[3] = fo->p[2];
fo->p[2] = fn->p[1];
pop_face(op->data.set_texture.object, op->data.triangulate.new_face);
}
/* TODO: reverse of this */
static void try_subdividing_from_moving(uint8_t object, uint16_t point) {
Object *o = &state.objects[object];
bool not_first = false;
for (uint16_t fi = 0; fi < o->faces_sz; ++fi) {
Face *f = &o->faces[fi];
if (f->p[3] == INVALID_POINT) continue;
for (uint16_t pi = 0; pi < 4; ++pi) {
if (f->p[pi] == point) {
Face new0 = *f;
new0.p[0] = f->p[pi];
new0.p[1] = f->p[(pi + 1) % 4];
new0.p[2] = f->p[(pi + 3) % 4];
new0.p[3] = INVALID_POINT;
uint16_t newf = push_face(
object,
f->p[(pi + 1) % 4],
f->p[(pi + 2) % 4],
f->p[(pi + 3) % 4],
INVALID_POINT,
f->texture,
f->tex_scale,
f->tex_x,
f->tex_y);
*f = new0;
extend_operation((Operation){
.kind = OPERATION_TRIANGULATE,
.data = { .triangulate = { .new_face = newf, .old_face = fi, .object = object} },
.chained = not_first,
});
not_first = true;
}
}
}
}
static void process_undo(void) {
if (state.op_active)
state.op_active = false;
/* TODO: checks and defined limit */
Operation *op = &state.op_stack[state.op_stack_ptr % UNDO_STACK_SIZE];
state.op_stack_ptr--;
switch (op->kind) {
case OPERATION_MOVE_POINT: {
reverse_operation_move_point(op);
break;
}
case OPERATION_SET_TEXTURE: {
reverse_operation_set_texture(op);
break;
}
case OPERATION_TRIANGULATE: {
reverse_triangulation(op);
break;
}
default:
(void)0;
}
/* pop another if they're chained together */
if (op->chained) process_undo();
}
static void process_operations(void) {
if (input_action_just_pressed("undo"))
process_undo();
if (!state.op_active) {
/* point dragging */
if (!state.current_texture) {
uint16_t point_select; uint8_t obj_select;
if (find_closest_point(&obj_select, &point_select)) {
draw_billboard("/data/point.png",
point_to_vec3(obj_select, point_select),
(Vec2){0.05f, 0.05f},
(Rect){0},
(Color){255,255,255,255},
false);
if (input_action_just_pressed("select"))
push_operation((Operation){
.kind = OPERATION_MOVE_POINT,
.data = { .move_point = { .point = point_select, .object = obj_select } },
}, true );
}
/* texture setting */
} else {
uint8_t obj_select; uint16_t face_select;
if (find_closest_face(&obj_select, &face_select)) {
state.current_hovered_face = face_select;
state.current_hovered_obj = obj_select;
if (input_action_just_pressed("rotate")) {
Face *f = &state.objects[obj_select].faces[face_select];
int16_t tex_x = f->tex_x;
int16_t tex_y = f->tex_y;
f->tex_x = -tex_y;
f->tex_y = tex_x;
}
if (input_action_pressed("select") && state.current_texture) {
uint8_t new_tex = push_texture(obj_select, state.current_texture);
uint8_t cur_tex = state.objects[obj_select].faces[face_select].texture;
if (new_tex != cur_tex) {
state.objects[obj_select].faces[face_select].texture = new_tex;
audio_play("/data/bong.ogg", NULL, false, 0.5f, 0.0f);
push_operation((Operation){
.kind = OPERATION_SET_TEXTURE,
.data = { .set_texture = {
.face = face_select,
.object = obj_select,
.delta_texture = cur_tex - new_tex,
}},
}, false );
}
}
}
}
}
if (state.op_active) {
Operation *op = &state.op_stack[state.op_stack_ptr % UNDO_STACK_SIZE];
switch (op->kind) {
case OPERATION_MOVE_POINT: {
bool update = process_operation_move_point(op);
if (update)
try_subdividing_from_moving(op->data.move_point.object, op->data.move_point.point);
break;
}
case OPERATION_SET_TEXTURE:
case OPERATION_TRIANGULATE:
default:
(void)0;
}
}
}
static void draw_axes(void) {
/* axis helpers */
/* idea: double selection of axes for diagonal edits */
draw_line_3d(state.active_center, (Vec3){256,0,0}, 1, state.axis_mask[0] ? (Color){0,0,0,75} : (Color){255,0,0,125});
draw_billboard("/data/x.png",
vec3_add(state.active_center, (Vec3){2,0,0}),
(Vec2){0.1f, 0.1f},
(Rect){0},
state.axis_mask[0] ? (Color){0,0,0,255} : (Color){255,0,0,255},
false);
draw_line_3d(state.active_center, (Vec3){0,256,0}, 1, state.axis_mask[1] ? (Color){0,0,0,75} : (Color){75,125,25,125});
draw_billboard("/data/y.png",
vec3_add(state.active_center, (Vec3){0,1.5f,0}),
(Vec2){0.1f, 0.1f},
(Rect){0},
state.axis_mask[1] ? (Color){0,0,0,255} : (Color){75,125,25,255},
false);
draw_line_3d(state.active_center, (Vec3){0,0,256}, 1, state.axis_mask[2] ? (Color){0,0,0,75} : (Color){0,0,255,125});
draw_billboard("/data/z.png",
vec3_add(state.active_center, (Vec3){0,0,2}),
(Vec2){0.1f, 0.1f},
(Rect){0},
state.axis_mask[2] ? (Color){0,0,0,255} : (Color){0,0,255,255},
false);
}
static void draw_hovered_face_border(void) {
if (state.current_hovered_obj == INVALID_OBJECT || state.current_hovered_face == INVALID_FACE)
return;
Object *o = &state.objects[state.current_hovered_obj];
Face *f = &o->faces[state.current_hovered_face];
if (f->p[3] != INVALID_POINT) {
Vec3 p0 = point_to_vec3(state.current_hovered_obj, f->p[0]);
Vec3 p1 = point_to_vec3(state.current_hovered_obj, f->p[1]);
Vec3 p2 = point_to_vec3(state.current_hovered_obj, f->p[2]);
Vec3 p3 = point_to_vec3(state.current_hovered_obj, f->p[3]);
Vec3 center = vec3_scale(vec3_add(p2, p0), 0.5);
float size = sinf(ctx.frame_number / 10) * 0.05f + 0.1f;
Vec3 c0 = vec3_add(p0, vec3_scale(vec3_sub(p0, center), size));
Vec3 c1 = vec3_add(p1, vec3_scale(vec3_sub(p1, center), size));
Vec3 c2 = vec3_add(p2, vec3_scale(vec3_sub(p2, center), size));
Vec3 c3 = vec3_add(p3, vec3_scale(vec3_sub(p3, center), size));
draw_line_3d(c0, c1, 1, (Color){255,255,255,255});
draw_line_3d(c1, c2, 1, (Color){255,255,255,255});
draw_line_3d(c2, c3, 1, (Color){255,255,255,255});
draw_line_3d(c3, c0, 1, (Color){255,255,255,255});
} else {
Vec3 p0 = point_to_vec3(state.current_hovered_obj, f->p[0]);
Vec3 p1 = point_to_vec3(state.current_hovered_obj, f->p[1]);
Vec3 p2 = point_to_vec3(state.current_hovered_obj, f->p[2]);
Vec3 center = vec3_scale(vec3_add(p0, vec3_add(p1, p2)), 0.33f);
float size = sinf(ctx.frame_number / 10) * 0.05f + 0.1f;
Vec3 c0 = vec3_add(p0, vec3_scale(vec3_sub(p0, center), size));
Vec3 c1 = vec3_add(p1, vec3_scale(vec3_sub(p1, center), size));
Vec3 c2 = vec3_add(p2, vec3_scale(vec3_sub(p2, center), size));
draw_line_3d(c0, c1, 1, (Color){255,255,255,255});
draw_line_3d(c1, c2, 1, (Color){255,255,255,255});
draw_line_3d(c2, c0, 1, (Color){255,255,255,255});
}
}
static void display_texture_selection(void) {
String list = file_read("/data/assets/", ":images");
if (!list.data)
return;
draw_rectangle((Rect){0, 480 - 50, 640, 480}, (Color){0,0,0,126});
char *selected = NULL;
char *saveptr = NULL;
int count = 0;
char const *part = SDL_strtokr(list.data, "\n", &saveptr);
do {
Rect box = (Rect){(float)count * 50, 480 - 48, 48, 48};
draw_sprite(part,
box,
(Rect){0,0,64,64},
(Color){255,255,255,255},
0, false, false, true);
count++;
if (state.current_texture && SDL_strcmp(part, state.current_texture) == 0)
draw_box(box, 1, (Color){255,255,255,255});
if (rect_intersects(box, (Rect){ctx.mouse_position.x, ctx.mouse_position.y, 1, 1}))
selected = SDL_strdup(part);
} while ((part = SDL_strtokr(NULL, "\n", &saveptr)));
if (selected) {
draw_text(selected, (Vec2){0, 480 - 48 - 24}, 24, (Color){255,255,255,255}, NULL);
if (input_action_just_pressed("select")) {
if (state.current_texture) SDL_free(state.current_texture);
state.current_texture = selected;
} else
SDL_free(selected);
}
}
static void process_camera_inputs(void) {
if (input_action_just_pressed("toggle_display_mode")) {
audio_play("/data/click.wav", NULL, false, 0.7f, 0.0f);
state.solid_display_mode = !state.solid_display_mode;
if (state.current_texture) {
SDL_free(state.current_texture);
state.current_texture = NULL;
}
}
if (input_action_just_pressed("toggle_projection")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = !state.camera_is_orthographic;
}
if (input_action_just_pressed("toggle_x_axis")) {
state.axis_mask[0] = 0; state.axis_mask[1] = 1; state.axis_mask[2] = 1;
}
if (input_action_just_pressed("toggle_y_axis")) {
state.axis_mask[0] = 1; state.axis_mask[1] = 0; state.axis_mask[2] = 1;
}
if (input_action_just_pressed("toggle_z_axis")) {
state.axis_mask[0] = 1; state.axis_mask[1] = 1; state.axis_mask[2] = 0;
}
/* TODO: determine bounding box for this? */
/* TODO: no idea whether it's all correct in terms of directions. */
if (input_action_just_pressed("camera_front")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){0,0,-1};
state.camera_position = vec3_add(state.active_center, (Vec3){0,0,2});
}
if (input_action_just_pressed("camera_back")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){0,0,1};
state.camera_position = vec3_add(state.active_center, (Vec3){0,0,-2});
}
if (input_action_just_pressed("camera_left")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){1,0,0};
state.camera_position = vec3_add(state.active_center, (Vec3){-2,0,0});
}
if (input_action_just_pressed("camera_right")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){-1,0,0};
state.camera_position = vec3_add(state.active_center, (Vec3){2,0,0});
}
/* TODO: broken */
if (input_action_just_pressed("camera_above")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){0,-1,0};
state.camera_position = vec3_add(state.active_center, (Vec3){0,2,0});
}
/* TODO: broken */
if (input_action_just_pressed("camera_below")) {
audio_play("/data/pop.wav", NULL, false, 0.8f, 0.0f);
state.camera_is_orthographic = true;
state.camera_direction = (Vec3){0,1,0};
state.camera_position = vec3_add(state.active_center, (Vec3){0,-2,0});
}
}
void game_tick(void) {
if (!init) {
/* default state */
new_cube((Point){0,0,0}, (Point){POINTS_PER_METER,POINTS_PER_METER,POINTS_PER_METER});
state.camera_position = (Vec3){2,1,2};
state.camera_direction = vec3_norm(((Vec3){-2,-1,-2}));
state.camera_zoom = 0.5f;
state.grid_snap_granularity = 16;
state.axis_mask[1] = 1; state.axis_mask[2] = 1;
init = true;
}
state.current_hovered_face = INVALID_FACE;
state.current_hovered_obj = INVALID_OBJECT;
input_action("toggle_display_mode", "Q");
input_action("toggle_projection", "TAB");
input_action("toggle_x_axis", "Z");
input_action("toggle_y_axis", "X");
input_action("toggle_z_axis", "C");
input_action("select", "LCLICK");
input_action("rotate", "R");
input_action("undo", "F");
input_action("camera_front", "KP0");
input_action("camera_back", "KP1");
input_action("camera_left", "KP2");
input_action("camera_right", "KP3");
input_action("camera_above", "KP4");
input_action("camera_below", "KP5");
process_camera_inputs();
process_camera_movement();
process_operations();
/* helpres */
draw_axes();
draw_hovered_face_border();
for (uint8_t obj = 0; obj < state.objects_sz; ++obj)
render_object(obj);
if (state.solid_display_mode)
display_texture_selection();
draw_text("twndel\x03", (Vec2){0, 2}, 32, (Color){255,255,255,200}, NULL);
draw_camera(
state.camera_position,
state.camera_direction,
(Vec3){0, 1, 0},
state.camera_is_orthographic ? 0 : CAMERA_FOV,
state.camera_zoom,
100
);
}
void game_end(void) {
for (uint8_t obj = 0; obj < state.objects_sz; ++obj) {
Object *o = &state.objects[obj];
for (uint8_t t = 0; t < o->textures_sz; ++t)
SDL_free(o->textures[t]);
SDL_free(o->name);
}
if (state.current_texture) {
SDL_free(state.current_texture);
state.current_texture = NULL;
}
}

View File

@ -1 +1,2 @@
luabind.c luabind.c
data/scripts/twnapi.lua

View File

@ -1,43 +1,36 @@
cmake_minimum_required(VERSION 3.21) cmake_minimum_required(VERSION 3.30)
cmake_policy(SET CMP0171 NEW)
project(twnlua LANGUAGES C) project(twnlua LANGUAGES C)
find_package(Python3 COMPONENTS Interpreter)
if(NOT CMAKE_BUILD_TYPE) if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug) set(CMAKE_BUILD_TYPE Debug)
endif() endif()
add_subdirectory($ENV{TWNROOT} $ENV{TWNROOT}/build) add_subdirectory($ENV{TWNROOT} ${CMAKE_BINARY_DIR}/twn)
set(FLAGS
$<$<NOT:$<BOOL:${TWN_FEATURE_DYNLIB_GAME}>>:--no-dynlib-game>
)
add_custom_command( add_custom_command(
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/luabind.c OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/game.c
COMMAND ${PYTHON3} ${CMAKE_CURRENT_SOURCE_DIR}/bindgen.py $ENV{TWNROOT}/share/twn_api.json ${FLAGS} > ${CMAKE_CURRENT_SOURCE_DIR}/luabind.c COMMAND ${Python3_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/bindgen.py $ENV{TWNROOT}/share/twn_api.json ${FLAGS} > ${CMAKE_CURRENT_SOURCE_DIR}/luabind.c
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/bindgen.py $ENV{TWNROOT}/share/twn_api.json DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/bindgen.py $ENV{TWNROOT}/share/twn_api.json
CODEGEN
) )
add_custom_command( add_custom_command(
OUTPUT ${CMAKE_SOURCE_DIR}/data/scripts/twnapi.lua OUTPUT ${TWN_OUT_DIR}/data/scripts/twnapi.lua
COMMAND ${PYTHON3} ${CMAKE_CURRENT_SOURCE_DIR}/docgen.py $ENV{TWNROOT}/share/twn_api.json > ${CMAKE_SOURCE_DIR}/data/scripts/twnapi.lua COMMAND ${Python3_EXECUTABLE} ${CMAKE_CURRENT_SOURCE_DIR}/docgen.py $ENV{TWNROOT}/share/twn_api.json > ${TWN_OUT_DIR}/data/scripts/twnapi.lua
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/docgen.py $ENV{TWNROOT}/share/twn_api.json DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/docgen.py $ENV{TWNROOT}/share/twn_api.json
) )
add_custom_target( add_custom_target(
twnlua_docgen ALL twnlua_docgen ALL
DEPENDS ${CMAKE_SOURCE_DIR}/data/scripts/twnapi.lua DEPENDS ${TWN_OUT_DIR}/data/scripts/twnapi.lua
) )
add_compile_definitions(LUA_32BITS) add_compile_definitions(LUA_32BITS=1)
set(SOURCE_FILES set(SOURCE_FILES
game.c game.c
state.h
minilua.c minilua.c
${CMAKE_CURRENT_SOURCE_DIR}/luabind.c
) )
cmake_path(GET CMAKE_SOURCE_DIR STEM LAST_ONLY GAME_PROJECT_NAME) use_townengine("${SOURCE_FILES}" ${TWN_OUT_DIR})
use_townengine(${GAME_PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_SOURCE_DIR})

View File

@ -36,7 +36,7 @@ def to_table(typedesc, variable, indent = 0):
binding = ' ' * indent + "lua_createtable(L, 0, %i);\n" % len(typedesc["fields"]) binding = ' ' * indent + "lua_createtable(L, 0, %i);\n" % len(typedesc["fields"])
for field in typedesc["fields"]: for field in typedesc["fields"]:
if field["type"] == "float" or field["type"] == "uint8_t": if field["type"] == "float" or field["type"] == "uint8_t":
binding += ' ' * indent + "lua_pushnumber(L, (double)(%s));\n" % (variable + ".%s" % field["name"]) binding += ' ' * indent + "lua_pushnumber(L, (float)(%s));\n" % (variable + ".%s" % field["name"])
elif field["type"] == "bool": elif field["type"] == "bool":
binding += ' ' * indent + "lua_pushboolean(L, (%s));\n" % (variable + ".%s" % field["name"]) binding += ' ' * indent + "lua_pushboolean(L, (%s));\n" % (variable + ".%s" % field["name"])
elif field["type"] in api["types"]: elif field["type"] in api["types"]:
@ -64,10 +64,7 @@ def from_table(typedesc, variable, indent = 0):
print('#include "twn_game_api.h"\n') print('#include "twn_game_api.h"\n')
if not "--no-dynlib-game" in sys.argv: print('/* assumed to be included from game.c, where minilua.h is already present */\n')
print('#define STB_DS_IMPLEMENTATION')
print('#include <stb_ds.h>')
print('#include "minilua.h"\n')
bindings, used_converters = [], {} bindings, used_converters = [], {}
for procedure, procedure_desc in api["procedures"].items(): for procedure, procedure_desc in api["procedures"].items():
@ -112,11 +109,13 @@ for procedure, procedure_desc in api["procedures"].items():
if procedure_desc["return"] == "bool": if procedure_desc["return"] == "bool":
binding += " lua_pushboolean(L, (int)(%s(%s)));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"])) binding += " lua_pushboolean(L, (int)(%s(%s)));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"]))
elif procedure_desc["return"] == "float": elif procedure_desc["return"] == "float":
binding += " lua_pushnumber(L, (double)(%s(%s)));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"])) binding += " lua_pushnumber(L, (float)(%s(%s)));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"]))
elif procedure_desc["return"] == "char *": elif procedure_desc["return"] == "char *":
binding += " lua_pushstring(L, %s(%s));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"])) binding += " lua_pushstring(L, %s(%s));\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"]))
elif procedure_desc["return"] == "String":
binding += " String result = %s(%s);\n" % (procedure, ", ".join(param["name"] for param in procedure_desc["params"]))
binding += " lua_pushlstring(L, result.data, (int)result.length);\n"
elif type(procedure_desc["return"]) is dict or procedure_desc["return"] in api["types"]: elif type(procedure_desc["return"]) is dict or procedure_desc["return"] in api["types"]:
# TODO: handle enums
type_desc = procedure_desc["return"] if type(procedure_desc["return"]) is dict else api["types"][procedure_desc["return"]] type_desc = procedure_desc["return"] if type(procedure_desc["return"]) is dict else api["types"][procedure_desc["return"]]
binding += " %s result = %s(%s);\n" % (type_desc["c_type"], procedure, ", ".join(param["name"] for param in procedure_desc["params"])) binding += " %s result = %s(%s);\n" % (type_desc["c_type"], procedure, ", ".join(param["name"] for param in procedure_desc["params"]))
binding += to_table(type_desc, "result", 4) binding += to_table(type_desc, "result", 4)
@ -150,35 +149,17 @@ for typename, typedesc in used_converters.items():
raise BaseException("Unhandled converter field type '%s'" % (field["type"])) raise BaseException("Unhandled converter field type '%s'" % (field["type"]))
converter += " lua_pop(L, %i);\n" % len(typedesc["fields"]); converter += " lua_pop(L, %i);\n" % len(typedesc["fields"]);
# TODO: wild idea: use compile time built hash table
elif "enums" in typedesc:
storages += ["struct %sHashItem { char *key; %s value; };\nstatic struct %sHashItem *%s_map = NULL;\n" % (typename, typename, typename, typename.lower())]
# TODO: use arena
for enum in typedesc["enums"]:
initializer = " shput(%s_map, \"%s\", %s);" % (typename.lower(), enum, typedesc["enums"][enum])
initializers += [initializer]
deinitializers += [" shfree(%s_map);" % typename.lower()]
converter += " char const *value = lua_tostring(L, -1);\n";
converter += " %s = shget(%s_map, value);\n" % (typename.lower(), typename.lower())
converter += " lua_pop(L, 1);\n";
converter += " return %s;\n}\n" % (typename.lower()) converter += " return %s;\n}\n" % (typename.lower())
converters += [converter] converters += [converter]
print('\n'.join(storages)) print('\n'.join(storages))
print("extern void bindgen_init(void);\n")
print("void bindgen_init(void) {\n" + '\n'.join(initializers) + "\n}\n")
print('\n'.join(converters)) print('\n'.join(converters))
print('\n'.join(bindings)) print('\n'.join(bindings))
loader = "extern void bindgen_load_%s(lua_State *L);\n" % api["name"] loader = "extern void bindgen_load_%s(lua_State *L);\n" % api["name"]
loader += "void bindgen_load_%s(lua_State *L) {\n" % api["name"] loader += "void bindgen_load_%s(lua_State *L) {\n" % api["name"]
loader += " bindgen_init();\n"
for procedure, procedure_desc in api["procedures"].items(): for procedure, procedure_desc in api["procedures"].items():
loader += " lua_pushcfunction(L, binding_%s);\n" % procedure loader += " lua_pushcfunction(L, binding_%s);\n" % procedure
loader += " lua_setglobal(L, \"%s\");\n" % procedure loader += " lua_setglobal(L, \"%s\");\n" % procedure

View File

@ -1,3 +1,3 @@
[[deps]] [[deps]]
source = "../../common-data" # where does it come from, might be an url source = "../../data" # where does it come from, might be an url
name = "common-data" # should be globally unique name = "common-data" # should be globally unique

View File

@ -4,16 +4,39 @@ offset = { x = 0, y = 0 }
angle = 0 angle = 0
function game_tick() function game_tick()
if ctx.udata == nil then
ctx.udata = {
frame_count = 0,
nest = {
frame_count = 0,
},
arr = { [0] = 0 },
}
end
draw_text {
string = tostring(ctx.udata.frame_count),
position = { x = 0, y = 0 },
font = "/fonts/kenney-pixel.ttf",
}
draw_text {
string = tostring(ctx.udata.nest.frame_count),
position = { x = 0, y = 14 },
font = "/fonts/kenney-pixel.ttf",
}
draw_text {
string = tostring(ctx.udata.arr[0]),
position = { x = 0, y = 28 },
font = "/fonts/kenney-pixel.ttf",
}
input_action { input_action {
name = "press", name = "press",
control = "A" control = "A"
} }
draw_rectangle {
rect = { x = 0, y = 0, w = 640, h = 360 },
color = { r = 127, g = 0, b = 127, a = 255 },
}
draw_sprite { draw_sprite {
texture = "/assets/title.png", texture = "/assets/title.png",
rect = { rect = {
@ -32,6 +55,10 @@ function game_tick()
} }
end end
ctx.udata.frame_count = ctx.udata.frame_count + 1
ctx.udata.nest.frame_count = ctx.udata.nest.frame_count + 1
ctx.udata.arr[0] = ctx.udata.arr[0] + 1
offset.x = ORIGIN.x + (math.cos(angle) * RADIUS) offset.x = ORIGIN.x + (math.cos(angle) * RADIUS)
offset.y = ORIGIN.y + (math.sin(angle) * RADIUS) offset.y = ORIGIN.y + (math.sin(angle) * RADIUS)
angle = angle + 0.1 angle = angle + 0.1

View File

@ -6,5 +6,6 @@ dev_id = "somebody"
[game] [game]
resolution = [ 640, 360 ] resolution = [ 640, 360 ]
background_color = [ 127, 0, 127, 255 ]
[engine] [engine]

View File

@ -17,8 +17,6 @@ def to_lua_type_annot(typedesc):
return "number" return "number"
elif basetype == "bool": elif basetype == "bool":
return "boolean" return "boolean"
elif basetype == "Control":
return "Control"
elif basetype == "Vec2": elif basetype == "Vec2":
return r"{ x: number, y: number }" return r"{ x: number, y: number }"
elif basetype == "Vec3": elif basetype == "Vec3":
@ -31,9 +29,10 @@ def to_lua_type_annot(typedesc):
return "unknown" return "unknown"
# raise BaseException("Unhandled type for annotation: %s" % typedesc) # raise BaseException("Unhandled type for annotation: %s" % typedesc)
print("error(\"townengine lua api file is not supposed to be imported!\")") print("---@meta twn")
print("---@diagnostic disable")
type_annotations, enum_annotations = {}, {} type_annotations = {}
type_annotations["ctx"] = r"{ %s, udata: table }" % \ type_annotations["ctx"] = r"{ %s, udata: table }" % \
', '.join("%s: %s" % (f["name"], to_lua_type_annot(f["type"])) for f in api["types"]["Context"]["fields"]) ', '.join("%s: %s" % (f["name"], to_lua_type_annot(f["type"])) for f in api["types"]["Context"]["fields"])
@ -41,12 +40,6 @@ for annot in type_annotations:
print("---@type " + type_annotations[annot]) print("---@type " + type_annotations[annot])
print(r"%s = nil" % annot) print(r"%s = nil" % annot)
enum_annotations["Control"] = \
'|'.join('\'"%s"\'' % e for e in api["types"]["Control"]["enums"])
for annot in enum_annotations:
print("---@alias %s %s" % (annot, enum_annotations[annot]))
procedure_annotations = {} procedure_annotations = {}
for procedure, procedure_desc in api["procedures"].items(): for procedure, procedure_desc in api["procedures"].items():
procedure_annotations[procedure] = {} procedure_annotations[procedure] = {}

View File

@ -1,9 +1,15 @@
#include "twn_game_api.h" #include "twn_game_api.h"
#include "state.h"
/* TODO: actually move it back it its own file, it doesn't give any compilation benefits */
#include "minilua.h" #include "minilua.h"
#include "state.h"
#include "luabind.c"
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#define UDATA_NESTING_LIMIT 128
/* generated by bindgen.py */ /* generated by bindgen.py */
void bindgen_load_twn(lua_State *L); void bindgen_load_twn(lua_State *L);
@ -18,6 +24,12 @@ void bindgen_upload_context(lua_State *L);
static int physfs_loader(lua_State *L) { static int physfs_loader(lua_State *L) {
const char *name = luaL_checkstring(L, 1); const char *name = luaL_checkstring(L, 1);
static const char *name_breaker = NULL;
if (name_breaker && SDL_strcmp(name, name_breaker) == 0) {
log_string(name_breaker, "Recursive load on itself from lua module");
return 0;
} name_breaker = name;
/* replace dots with path slashes */ /* replace dots with path slashes */
char *path_copy = SDL_strdup(name); char *path_copy = SDL_strdup(name);
char *ch = NULL; char *ch = NULL;
@ -28,25 +40,28 @@ static int physfs_loader(lua_State *L) {
SDL_asprintf(&final_path, "/scripts/%s.lua", path_copy); SDL_asprintf(&final_path, "/scripts/%s.lua", path_copy);
SDL_free(path_copy); SDL_free(path_copy);
if (!file_exists(final_path)) { if (SDL_strcmp(file_read(final_path, ":exists").data, "yes") == 0) {
char *error_message = NULL; char *error_message = NULL;
SDL_asprintf(&error_message, "could not find module %s in filesystem", name); SDL_asprintf(&error_message, "could not find module %s in filesystem", name);
lua_pushstring(L, error_message); lua_pushstring(L, error_message);
free(error_message); SDL_free(error_message);
free(final_path); SDL_free(final_path);
return 1; return 1;
} }
unsigned char *buf = NULL; char *final_path_binary = NULL;
int64_t buf_size = file_to_bytes(final_path, &buf); SDL_asprintf(&final_path_binary, "%s%s", final_path, ":binary");
free(final_path);
String file = file_read(final_path, ":binary");
SDL_free(final_path);
/* TODO: use reader interface for streaming instead */ /* TODO: use reader interface for streaming instead */
int const result = luaL_loadbuffer(L, (char *)buf, buf_size, name) == LUA_OK; int const result = luaL_loadbuffer(L, file.data, (size_t)file.length, name);
free(buf); if (result != LUA_OK)
log_string(lua_tostring(L, -1), NULL);
return result; return result == LUA_OK;
} }
@ -93,21 +108,76 @@ static void *custom_alloc(void *ud, void *ptr, size_t osize, size_t nsize) {
} }
static void exchange_lua_states(lua_State *from, lua_State *to, int level, int index) {
if (level >= UDATA_NESTING_LIMIT) {
log_string("ctx.udata nesting limit is reached", NULL);
return;
}
/* TODO: use arrays for optimized paths */
/* TODO: preallocate table records */
switch (lua_type(from, index)) {
case LUA_TTABLE:
lua_newtable(to);
lua_pushnil(from); /* first key */
while (lua_next(from, index - 1) != 0) {
/* 'key' at index -2 and 'value' at index -1 */
exchange_lua_states(from, to, level + 1, -2);
exchange_lua_states(from, to, level + 1, -1);
lua_settable(to, index - 2);
/* removes 'value'; keeps 'key' for next iteration */
lua_pop(from, 1);
}
break;
case LUA_TNUMBER:
lua_pushnumber(to, lua_tonumber(from, index));
break;
case LUA_TBOOLEAN:
lua_pushboolean(to, lua_toboolean(from, index));
break;
case LUA_TSTRING:
lua_pushstring(to, lua_tostring(from, index));
break;
case LUA_TNIL:
lua_pushnil(to);
break;
default:
/* TODO: provide a path and type of it for better diagnostic */
log_string("Unserializable udata found and is ignored", NULL);
break;
}
}
void game_tick(void) { void game_tick(void) {
if (ctx.initialization_needed) { if (ctx.initialization_needed) {
if (!ctx.udata) if (!ctx.udata)
ctx.udata = calloc(1, sizeof (State)); ctx.udata = SDL_calloc(1, sizeof (State));
State *state = ctx.udata; State *state = ctx.udata;
/* let's init lua */ /* let's init lua */
/* state existed already */ lua_State *new_state = lua_newstate(custom_alloc, NULL);
lua_setallocf(new_state, custom_alloc, NULL);
/* state existed already, copy its udata over */
if (state->L != NULL) { if (state->L != NULL) {
lua_getglobal(state->L, "ctx");
lua_getfield(state->L, -1, "udata");
SDL_assert(!lua_isnoneornil(state->L, -1));
SDL_assert(!lua_isnoneornil(state->L, -2));
if (!lua_isnoneornil(state->L, -1)) {
lua_newtable(new_state);
exchange_lua_states(state->L, new_state, 0, -1);
lua_setfield(new_state, -2, "udata");
lua_setglobal(new_state, "ctx");
}
/* bye :) */
lua_close(state->L); lua_close(state->L);
} }
state->L = luaL_newstate();
lua_setallocf(state->L, custom_alloc, NULL); state->L = new_state;
/* fakey version of luaL_openlibs() that excludes file i/o and os stuff */ /* fakey version of luaL_openlibs() that excludes file i/o and os stuff */
{ {
@ -145,24 +215,21 @@ void game_tick(void) {
bindgen_load_twn(state->L); bindgen_load_twn(state->L);
/* now finally get to running the code */ /* now finally get to running the code */
unsigned char *game_buf = NULL; String file = file_read("/scripts/game.lua", ":binary");
size_t game_buf_size = file_to_bytes("/scripts/game.lua", &game_buf);
/* TODO: use reader interface for streaming instead */ /* TODO: use reader interface for streaming instead */
if (luaL_loadbuffer(state->L, (char *)game_buf, game_buf_size, "game.lua") == LUA_OK) { if (luaL_loadbuffer(state->L, file.data, (size_t)file.length, "game.lua") == LUA_OK) {
if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) { if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) {
log_critical("%s", lua_tostring(state->L, -1)); log_string(luaL_tolstring(state->L, -1, NULL), "Error executing /scripts/game.lua entry");
lua_pop(state->L, 1); lua_pop(state->L, 1);
} else } else
state->loaded_successfully = true; state->loaded_successfully = true;
} else { } else {
/* got some sort of error, it should be pushed on top of the stack */ /* got some sort of error, it should be pushed on top of the stack */
SDL_assert(lua_isstring(state->L, -1)); SDL_assert(lua_isstring(state->L, -1));
log_critical("Error loading /scripts/game.lua entry: %s", luaL_tolstring(state->L, -1, NULL)); log_string(luaL_tolstring(state->L, -1, NULL), "Error loading /scripts/game.lua entry");
lua_pop(state->L, 1); lua_pop(state->L, 1);
} }
free(game_buf);
/* from this point we have access to everything defined in lua */ /* from this point we have access to everything defined in lua */
} }
@ -180,7 +247,7 @@ void game_tick(void) {
lua_getglobal(state->L, "game_tick"); lua_getglobal(state->L, "game_tick");
if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) { if (lua_pcall(state->L, 0, 0, 0) != LUA_OK) {
log_critical("%s", lua_tostring(state->L, -1)); log_string(luaL_tolstring(state->L, -1, NULL), "Error executing game_tick()");
lua_pop(state->L, 1); lua_pop(state->L, 1);
} }
@ -194,5 +261,5 @@ void game_end(void) {
State *state = ctx.udata; State *state = ctx.udata;
bindgen_unload_twn(state->L); bindgen_unload_twn(state->L);
lua_close(state->L); lua_close(state->L);
free(state); SDL_free(state);
} }

View File

@ -210,8 +210,9 @@ extern "C" {
/* /*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. @@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats.
*/ */
#if !defined(LUA_32BITS)
#define LUA_32BITS 0 #define LUA_32BITS 0
#endif
/* /*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for @@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
@ -382,7 +383,8 @@ extern "C" {
#else /* }{ */ #else /* }{ */
#define LUA_API extern /* TWN: Don't export anything, there's no need. */
#define LUA_API LUAI_FUNC
#endif /* } */ #endif /* } */
@ -28631,696 +28633,6 @@ LUALIB_API void luaL_openlibs (lua_State *L) {
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#ifdef LUA_MAKE_LUA
/*
** $Id: lua.c $
** Lua stand-alone interpreter
** See Copyright Notice in lua.h
*/
#define lua_c
/*#include "lprefix.h"*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <signal.h>
/*#include "lua.h"*/
/*#include "lauxlib.h"*/
/*#include "lualib.h"*/
#if !defined(LUA_PROGNAME)
#define LUA_PROGNAME "lua"
#endif
#if !defined(LUA_INIT_VAR)
#define LUA_INIT_VAR "LUA_INIT"
#endif
#define LUA_INITVARVERSION LUA_INIT_VAR LUA_VERSUFFIX
static lua_State *globalL = NULL;
static const char *progname = LUA_PROGNAME;
#if defined(LUA_USE_POSIX) /* { */
/*
** Use 'sigaction' when available.
*/
static void setsignal (int sig, void (*handler)(int)) {
struct sigaction sa;
sa.sa_handler = handler;
sa.sa_flags = 0;
sigemptyset(&sa.sa_mask); /* do not mask any signal */
sigaction(sig, &sa, NULL);
}
#else /* }{ */
#define setsignal signal
#endif /* } */
/*
** Hook set by signal function to stop the interpreter.
*/
static void lstop (lua_State *L, lua_Debug *ar) {
(void)ar; /* unused arg. */
lua_sethook(L, NULL, 0, 0); /* reset hook */
luaL_error(L, "interrupted!");
}
/*
** Function to be called at a C signal. Because a C signal cannot
** just change a Lua state (as there is no proper synchronization),
** this function only sets a hook that, when called, will stop the
** interpreter.
*/
static void laction (int i) {
int flag = LUA_MASKCALL | LUA_MASKRET | LUA_MASKLINE | LUA_MASKCOUNT;
setsignal(i, SIG_DFL); /* if another SIGINT happens, terminate process */
lua_sethook(globalL, lstop, flag, 1);
}
static void print_usage (const char *badoption) {
lua_writestringerror("%s: ", progname);
if (badoption[1] == 'e' || badoption[1] == 'l')
lua_writestringerror("'%s' needs argument\n", badoption);
else
lua_writestringerror("unrecognized option '%s'\n", badoption);
lua_writestringerror(
"usage: %s [options] [script [args]]\n"
"Available options are:\n"
" -e stat execute string 'stat'\n"
" -i enter interactive mode after executing 'script'\n"
" -l mod require library 'mod' into global 'mod'\n"
" -l g=mod require library 'mod' into global 'g'\n"
" -v show version information\n"
" -E ignore environment variables\n"
" -W turn warnings on\n"
" -- stop handling options\n"
" - stop handling options and execute stdin\n"
,
progname);
}
/*
** Prints an error message, adding the program name in front of it
** (if present)
*/
static void l_message (const char *pname, const char *msg) {
if (pname) lua_writestringerror("%s: ", pname);
lua_writestringerror("%s\n", msg);
}
/*
** Check whether 'status' is not OK and, if so, prints the error
** message on the top of the stack.
*/
static int report (lua_State *L, int status) {
if (status != LUA_OK) {
const char *msg = lua_tostring(L, -1);
if (msg == NULL)
msg = "(error message not a string)";
l_message(progname, msg);
lua_pop(L, 1); /* remove message */
}
return status;
}
/*
** Message handler used to run all chunks
*/
static int msghandler (lua_State *L) {
const char *msg = lua_tostring(L, 1);
if (msg == NULL) { /* is error object not a string? */
if (luaL_callmeta(L, 1, "__tostring") && /* does it have a metamethod */
lua_type(L, -1) == LUA_TSTRING) /* that produces a string? */
return 1; /* that is the message */
else
msg = lua_pushfstring(L, "(error object is a %s value)",
luaL_typename(L, 1));
}
luaL_traceback(L, L, msg, 1); /* append a standard traceback */
return 1; /* return the traceback */
}
/*
** Interface to 'lua_pcall', which sets appropriate message function
** and C-signal handler. Used to run all chunks.
*/
static int docall (lua_State *L, int narg, int nres) {
int status;
int base = lua_gettop(L) - narg; /* function index */
lua_pushcfunction(L, msghandler); /* push message handler */
lua_insert(L, base); /* put it under function and args */
globalL = L; /* to be available to 'laction' */
setsignal(SIGINT, laction); /* set C-signal handler */
status = lua_pcall(L, narg, nres, base);
setsignal(SIGINT, SIG_DFL); /* reset C-signal handler */
lua_remove(L, base); /* remove message handler from the stack */
return status;
}
static void print_version (void) {
lua_writestring(LUA_COPYRIGHT, strlen(LUA_COPYRIGHT));
lua_writeline();
}
/*
** Create the 'arg' table, which stores all arguments from the
** command line ('argv'). It should be aligned so that, at index 0,
** it has 'argv[script]', which is the script name. The arguments
** to the script (everything after 'script') go to positive indices;
** other arguments (before the script name) go to negative indices.
** If there is no script name, assume interpreter's name as base.
** (If there is no interpreter's name either, 'script' is -1, so
** table sizes are zero.)
*/
static void createargtable (lua_State *L, char **argv, int argc, int script) {
int i, narg;
narg = argc - (script + 1); /* number of positive indices */
lua_createtable(L, narg, script + 1);
for (i = 0; i < argc; i++) {
lua_pushstring(L, argv[i]);
lua_rawseti(L, -2, i - script);
}
lua_setglobal(L, "arg");
}
static int dochunk (lua_State *L, int status) {
if (status == LUA_OK) status = docall(L, 0, 0);
return report(L, status);
}
static int dofile (lua_State *L, const char *name) {
return dochunk(L, luaL_loadfile(L, name));
}
static int dostring (lua_State *L, const char *s, const char *name) {
return dochunk(L, luaL_loadbuffer(L, s, strlen(s), name));
}
/*
** Receives 'globname[=modname]' and runs 'globname = require(modname)'.
** If there is no explicit modname and globname contains a '-', cut
** the suffix after '-' (the "version") to make the global name.
*/
static int dolibrary (lua_State *L, char *globname) {
int status;
char *suffix = NULL;
char *modname = strchr(globname, '=');
if (modname == NULL) { /* no explicit name? */
modname = globname; /* module name is equal to global name */
suffix = strchr(modname, *LUA_IGMARK); /* look for a suffix mark */
}
else {
*modname = '\0'; /* global name ends here */
modname++; /* module name starts after the '=' */
}
lua_getglobal(L, "require");
lua_pushstring(L, modname);
status = docall(L, 1, 1); /* call 'require(modname)' */
if (status == LUA_OK) {
if (suffix != NULL) /* is there a suffix mark? */
*suffix = '\0'; /* remove suffix from global name */
lua_setglobal(L, globname); /* globname = require(modname) */
}
return report(L, status);
}
/*
** Push on the stack the contents of table 'arg' from 1 to #arg
*/
static int pushargs (lua_State *L) {
int i, n;
if (lua_getglobal(L, "arg") != LUA_TTABLE)
luaL_error(L, "'arg' is not a table");
n = (int)luaL_len(L, -1);
luaL_checkstack(L, n + 3, "too many arguments to script");
for (i = 1; i <= n; i++)
lua_rawgeti(L, -i, i);
lua_remove(L, -i); /* remove table from the stack */
return n;
}
static int handle_script (lua_State *L, char **argv) {
int status;
const char *fname = argv[0];
if (strcmp(fname, "-") == 0 && strcmp(argv[-1], "--") != 0)
fname = NULL; /* stdin */
status = luaL_loadfile(L, fname);
if (status == LUA_OK) {
int n = pushargs(L); /* push arguments to script */
status = docall(L, n, LUA_MULTRET);
}
return report(L, status);
}
/* bits of various argument indicators in 'args' */
#define has_error 1 /* bad option */
#define has_i 2 /* -i */
#define has_v 4 /* -v */
#define has_e 8 /* -e */
#define has_E 16 /* -E */
/*
** Traverses all arguments from 'argv', returning a mask with those
** needed before running any Lua code or an error code if it finds any
** invalid argument. In case of error, 'first' is the index of the bad
** argument. Otherwise, 'first' is -1 if there is no program name,
** 0 if there is no script name, or the index of the script name.
*/
static int collectargs (char **argv, int *first) {
int args = 0;
int i;
if (argv[0] != NULL) { /* is there a program name? */
if (argv[0][0]) /* not empty? */
progname = argv[0]; /* save it */
}
else { /* no program name */
*first = -1;
return 0;
}
for (i = 1; argv[i] != NULL; i++) { /* handle arguments */
*first = i;
if (argv[i][0] != '-') /* not an option? */
return args; /* stop handling options */
switch (argv[i][1]) { /* else check option */
case '-': /* '--' */
if (argv[i][2] != '\0') /* extra characters after '--'? */
return has_error; /* invalid option */
*first = i + 1;
return args;
case '\0': /* '-' */
return args; /* script "name" is '-' */
case 'E':
if (argv[i][2] != '\0') /* extra characters? */
return has_error; /* invalid option */
args |= has_E;
break;
case 'W':
if (argv[i][2] != '\0') /* extra characters? */
return has_error; /* invalid option */
break;
case 'i':
args |= has_i; /* (-i implies -v) *//* FALLTHROUGH */
case 'v':
if (argv[i][2] != '\0') /* extra characters? */
return has_error; /* invalid option */
args |= has_v;
break;
case 'e':
args |= has_e; /* FALLTHROUGH */
case 'l': /* both options need an argument */
if (argv[i][2] == '\0') { /* no concatenated argument? */
i++; /* try next 'argv' */
if (argv[i] == NULL || argv[i][0] == '-')
return has_error; /* no next argument or it is another option */
}
break;
default: /* invalid option */
return has_error;
}
}
*first = 0; /* no script name */
return args;
}
/*
** Processes options 'e' and 'l', which involve running Lua code, and
** 'W', which also affects the state.
** Returns 0 if some code raises an error.
*/
static int runargs (lua_State *L, char **argv, int n) {
int i;
for (i = 1; i < n; i++) {
int option = argv[i][1];
lua_assert(argv[i][0] == '-'); /* already checked */
switch (option) {
case 'e': case 'l': {
int status;
char *extra = argv[i] + 2; /* both options need an argument */
if (*extra == '\0') extra = argv[++i];
lua_assert(extra != NULL);
status = (option == 'e')
? dostring(L, extra, "=(command line)")
: dolibrary(L, extra);
if (status != LUA_OK) return 0;
break;
}
case 'W':
lua_warning(L, "@on", 0); /* warnings on */
break;
}
}
return 1;
}
static int handle_luainit (lua_State *L) {
const char *name = "=" LUA_INITVARVERSION;
const char *init = getenv(name + 1);
if (init == NULL) {
name = "=" LUA_INIT_VAR;
init = getenv(name + 1); /* try alternative name */
}
if (init == NULL) return LUA_OK;
else if (init[0] == '@')
return dofile(L, init+1);
else
return dostring(L, init, name);
}
/*
** {==================================================================
** Read-Eval-Print Loop (REPL)
** ===================================================================
*/
#if !defined(LUA_PROMPT)
#define LUA_PROMPT "> "
#define LUA_PROMPT2 ">> "
#endif
#if !defined(LUA_MAXINPUT)
#define LUA_MAXINPUT 512
#endif
/*
** lua_stdin_is_tty detects whether the standard input is a 'tty' (that
** is, whether we're running lua interactively).
*/
#if !defined(lua_stdin_is_tty) /* { */
#if defined(LUA_USE_POSIX) /* { */
#include <unistd.h>
#define lua_stdin_is_tty() isatty(0)
#elif defined(LUA_USE_WINDOWS) /* }{ */
#include <io.h>
#include <windows.h>
#define lua_stdin_is_tty() _isatty(_fileno(stdin))
#else /* }{ */
/* ISO C definition */
#define lua_stdin_is_tty() 1 /* assume stdin is a tty */
#endif /* } */
#endif /* } */
/*
** lua_readline defines how to show a prompt and then read a line from
** the standard input.
** lua_saveline defines how to "save" a read line in a "history".
** lua_freeline defines how to free a line read by lua_readline.
*/
#if !defined(lua_readline) /* { */
#if defined(LUA_USE_READLINE) /* { */
#include <readline/readline.h>
#include <readline/history.h>
#define lua_initreadline(L) ((void)L, rl_readline_name="lua")
#define lua_readline(L,b,p) ((void)L, ((b)=readline(p)) != NULL)
#define lua_saveline(L,line) ((void)L, add_history(line))
#define lua_freeline(L,b) ((void)L, free(b))
#else /* }{ */
#define lua_initreadline(L) ((void)L)
#define lua_readline(L,b,p) \
((void)L, fputs(p, stdout), fflush(stdout), /* show prompt */ \
fgets(b, LUA_MAXINPUT, stdin) != NULL) /* get line */
#define lua_saveline(L,line) { (void)L; (void)line; }
#define lua_freeline(L,b) { (void)L; (void)b; }
#endif /* } */
#endif /* } */
/*
** Return the string to be used as a prompt by the interpreter. Leave
** the string (or nil, if using the default value) on the stack, to keep
** it anchored.
*/
static const char *get_prompt (lua_State *L, int firstline) {
if (lua_getglobal(L, firstline ? "_PROMPT" : "_PROMPT2") == LUA_TNIL)
return (firstline ? LUA_PROMPT : LUA_PROMPT2); /* use the default */
else { /* apply 'tostring' over the value */
const char *p = luaL_tolstring(L, -1, NULL);
lua_remove(L, -2); /* remove original value */
return p;
}
}
/* mark in error messages for incomplete statements */
#define EOFMARK "<eof>"
#define marklen (sizeof(EOFMARK)/sizeof(char) - 1)
/*
** Check whether 'status' signals a syntax error and the error
** message at the top of the stack ends with the above mark for
** incomplete statements.
*/
static int incomplete (lua_State *L, int status) {
if (status == LUA_ERRSYNTAX) {
size_t lmsg;
const char *msg = lua_tolstring(L, -1, &lmsg);
if (lmsg >= marklen && strcmp(msg + lmsg - marklen, EOFMARK) == 0) {
lua_pop(L, 1);
return 1;
}
}
return 0; /* else... */
}
/*
** Prompt the user, read a line, and push it into the Lua stack.
*/
static int pushline (lua_State *L, int firstline) {
char buffer[LUA_MAXINPUT];
char *b = buffer;
size_t l;
const char *prmt = get_prompt(L, firstline);
int readstatus = lua_readline(L, b, prmt);
if (readstatus == 0)
return 0; /* no input (prompt will be popped by caller) */
lua_pop(L, 1); /* remove prompt */
l = strlen(b);
if (l > 0 && b[l-1] == '\n') /* line ends with newline? */
b[--l] = '\0'; /* remove it */
if (firstline && b[0] == '=') /* for compatibility with 5.2, ... */
lua_pushfstring(L, "return %s", b + 1); /* change '=' to 'return' */
else
lua_pushlstring(L, b, l);
lua_freeline(L, b);
return 1;
}
/*
** Try to compile line on the stack as 'return <line>;'; on return, stack
** has either compiled chunk or original line (if compilation failed).
*/
static int addreturn (lua_State *L) {
const char *line = lua_tostring(L, -1); /* original line */
const char *retline = lua_pushfstring(L, "return %s;", line);
int status = luaL_loadbuffer(L, retline, strlen(retline), "=stdin");
if (status == LUA_OK) {
lua_remove(L, -2); /* remove modified line */
if (line[0] != '\0') /* non empty? */
lua_saveline(L, line); /* keep history */
}
else
lua_pop(L, 2); /* pop result from 'luaL_loadbuffer' and modified line */
return status;
}
/*
** Read multiple lines until a complete Lua statement
*/
static int multiline (lua_State *L) {
for (;;) { /* repeat until gets a complete statement */
size_t len;
const char *line = lua_tolstring(L, 1, &len); /* get what it has */
int status = luaL_loadbuffer(L, line, len, "=stdin"); /* try it */
if (!incomplete(L, status) || !pushline(L, 0)) {
lua_saveline(L, line); /* keep history */
return status; /* cannot or should not try to add continuation line */
}
lua_pushliteral(L, "\n"); /* add newline... */
lua_insert(L, -2); /* ...between the two lines */
lua_concat(L, 3); /* join them */
}
}
/*
** Read a line and try to load (compile) it first as an expression (by
** adding "return " in front of it) and second as a statement. Return
** the final status of load/call with the resulting function (if any)
** in the top of the stack.
*/
static int loadline (lua_State *L) {
int status;
lua_settop(L, 0);
if (!pushline(L, 1))
return -1; /* no input */
if ((status = addreturn(L)) != LUA_OK) /* 'return ...' did not work? */
status = multiline(L); /* try as command, maybe with continuation lines */
lua_remove(L, 1); /* remove line from the stack */
lua_assert(lua_gettop(L) == 1);
return status;
}
/*
** Prints (calling the Lua 'print' function) any values on the stack
*/
static void l_print (lua_State *L) {
int n = lua_gettop(L);
if (n > 0) { /* any result to be printed? */
luaL_checkstack(L, LUA_MINSTACK, "too many results to print");
lua_getglobal(L, "print");
lua_insert(L, 1);
if (lua_pcall(L, n, 0, 0) != LUA_OK)
l_message(progname, lua_pushfstring(L, "error calling 'print' (%s)",
lua_tostring(L, -1)));
}
}
/*
** Do the REPL: repeatedly read (load) a line, evaluate (call) it, and
** print any results.
*/
static void doREPL (lua_State *L) {
int status;
const char *oldprogname = progname;
progname = NULL; /* no 'progname' on errors in interactive mode */
lua_initreadline(L);
while ((status = loadline(L)) != -1) {
if (status == LUA_OK)
status = docall(L, 0, LUA_MULTRET);
if (status == LUA_OK) l_print(L);
else report(L, status);
}
lua_settop(L, 0); /* clear stack */
lua_writeline();
progname = oldprogname;
}
/* }================================================================== */
/*
** Main body of stand-alone interpreter (to be called in protected mode).
** Reads the options and handles them all.
*/
static int pmain (lua_State *L) {
int argc = (int)lua_tointeger(L, 1);
char **argv = (char **)lua_touserdata(L, 2);
int script;
int args = collectargs(argv, &script);
int optlim = (script > 0) ? script : argc; /* first argv not an option */
luaL_checkversion(L); /* check that interpreter has correct version */
if (args == has_error) { /* bad arg? */
print_usage(argv[script]); /* 'script' has index of bad arg. */
return 0;
}
if (args & has_v) /* option '-v'? */
print_version();
if (args & has_E) { /* option '-E'? */
lua_pushboolean(L, 1); /* signal for libraries to ignore env. vars. */
lua_setfield(L, LUA_REGISTRYINDEX, "LUA_NOENV");
}
luaL_openlibs(L); /* open standard libraries */
createargtable(L, argv, argc, script); /* create table 'arg' */
lua_gc(L, LUA_GCRESTART); /* start GC... */
lua_gc(L, LUA_GCGEN, 0, 0); /* ...in generational mode */
if (!(args & has_E)) { /* no option '-E'? */
if (handle_luainit(L) != LUA_OK) /* run LUA_INIT */
return 0; /* error running LUA_INIT */
}
if (!runargs(L, argv, optlim)) /* execute arguments -e and -l */
return 0; /* something failed */
if (script > 0) { /* execute main script (if there is one) */
if (handle_script(L, argv + script) != LUA_OK)
return 0; /* interrupt in case of error */
}
if (args & has_i) /* -i option? */
doREPL(L); /* do read-eval-print loop */
else if (script < 1 && !(args & (has_e | has_v))) { /* no active option? */
if (lua_stdin_is_tty()) { /* running in interactive mode? */
print_version();
doREPL(L); /* do read-eval-print loop */
}
else dofile(L, NULL); /* executes stdin as a file */
}
lua_pushboolean(L, 1); /* signal no errors */
return 1;
}
int main (int argc, char **argv) {
int status, result;
lua_State *L = luaL_newstate(); /* create state */
if (L == NULL) {
l_message(argv[0], "cannot create state: not enough memory");
return EXIT_FAILURE;
}
lua_gc(L, LUA_GCSTOP); /* stop GC while building state */
lua_pushcfunction(L, &pmain); /* to call 'pmain' in protected mode */
lua_pushinteger(L, argc); /* 1st argument */
lua_pushlightuserdata(L, argv); /* 2nd argument */
status = lua_pcall(L, 2, 1, 0); /* do the call */
result = lua_toboolean(L, -1); /* get result */
report(L, status);
lua_close(L);
return (result && status == LUA_OK) ? EXIT_SUCCESS : EXIT_FAILURE;
}
#endif /* LUA_MAKE_LUA */
/* /*
MIT License MIT License

View File

@ -1,8 +1,6 @@
#ifndef STATE_H #ifndef STATE_H
#define STATE_H #define STATE_H
#include <lua.h>
#include <stdbool.h> #include <stdbool.h>
typedef struct State { typedef struct State {

View File

@ -1,6 +1,6 @@
#!/bin/env sh #!/bin/env sh
# single header api generator with clang # single header api generator with clang
set +e set -e
clang -I./ -P -E -nostdinc -nobuiltininc -DTWN_NOT_C $TWNROOT/include/twn_game_api.h 2> /dev/null | clang-format clang -I./ -P -E -nostdinc -nobuiltininc -DTWN_NOT_C $TWNROOT/include/twn_game_api.h 2> /dev/null | clang-format

8
bin/prep-embed.sh Normal file
View File

@ -0,0 +1,8 @@
#!/bin/env sh
set -e
# packages embedded resources with objcopy, so that it is more portable
# ld.lld on windows doesn't recognize --format binary, sadly
objdump=$(objdump -i)
bdfname=$(echo "$objdump" | sed -n 2p)
objcopy -I binary -O "$bdfname" share/assets/Dernyns256.ttf "$CMAKE_CURRENT_BINARY_DIR/font.o"

31
bin/twn
View File

@ -1,21 +1,34 @@
#!/bin/env sh #!/bin/env sh
# townengine tooling interface # townengine tooling interface
set +e set -e
exe="$(basename $PWD)" exe="$(basename $PWD)"
toolpath="$(dirname -- "${BASH_SOURCE[0]}")" toolpath="$(dirname "$(readlink -f "${BASH_SOURCE[0]}")")"
export TWNROOT=$(realpath "$toolpath"/../) export TWNROOT=$(realpath "$toolpath"/../)
case "$1" in case "$1" in
build ) "$toolpath"/twnbuild "${@:2}" build ) "$toolpath"/twnbuild "${@:2}"
;; ;;
run ) $0 build && ./$exe "${@:2}" run ) $0 build "${@:2}"
if [[ "$*" == *"--target=web"* ]]; then
if [ "$OS" = "Windows_NT" ]; then
explorer "http://0.0.0.0:8000/$exe.html" & python3 -m http.server
else
xdg-open "http://0.0.0.0:8000/$exe.html" & python3 -m http.server
fi
else
./$exe
fi
;; ;;
gdb ) unset DEBUGINFOD_URLS gdb ) unset DEBUGINFOD_URLS
$0 build && gdb --se=libgame.so -ex run --args "$(basename $PWD)" "${@:2}" $0 build --debug && gdb --se=libgame.so -ex run --args "$(basename $PWD)" --no-sanity-timer "${@:2}"
;;
init ) cp -r "$TWNROOT/apps/templates/$2" "$3"
ln -s "$TWNROOT/bin/twn" "$3/twn"
;; ;;
apitrace ) case "$2" in apitrace ) case "$2" in
@ -37,6 +50,16 @@ case "$1" in
api-gen ) "$toolpath"/gen_api_header.sh api-gen ) "$toolpath"/gen_api_header.sh
;; ;;
wiki ) if [ "$OS" = "Windows_NT" ]; then
explorer "file://""$(cygpath -w "$(command realpath $TWNROOT/docs/wiki/index.html)")"
else
xdg-open "file://$TWNROOT/docs/wiki/index.html"
fi
;;
devcompl ) (cd "$TWNROOT" && "$toolpath"/twnbuild "--build_dir=$TWNROOT/build" "${@:2}")
;;
* ) echo "Unknown command." * ) echo "Unknown command."
;; ;;
esac esac

View File

@ -1,36 +1,64 @@
#!/bin/env python3 #!/bin/env python3
from subprocess import getoutput, run from subprocess import getoutput, run
from os import getcwd
from os.path import expandvars from os.path import expandvars
from pathlib import Path from pathlib import Path
from sys import argv from sys import argv
from functools import reduce
import tomllib import tomllib
#TODO: support for default pack override
#TODO: automatic full rebuild on git head change (such as new commits)
has_ninja = getoutput("command -v ninja") != "" has_ninja = getoutput("command -v ninja") != ""
has_clang = getoutput("command -v clang") != "" has_clang = getoutput("command -v clang") != ""
#TODO: support for default pack override target_web = "--target=web" in argv
#TODO: infer what "native" means for current env
build_dir_arg = reduce(lambda c, n: c if c.startswith("--build_dir=") else n, argv + [""], "")
build_dir = "build/web" if target_web else build_dir_arg.split("=")[1] if build_dir_arg else "build/native"
build_dir += "" if build_dir_arg else "/release" if "--release" in argv else "/debug"
cmake = ["emcmake", "cmake"] if target_web else ["cmake"]
# cmake configuration command
command = []
cmake = ["cmake"]
# check whether clang is around (it's just better) # check whether clang is around (it's just better)
if has_clang: if has_clang and not target_web:
cmake += ["-DCMAKE_C_COMPILER=clang"] command += ["-DCMAKE_C_COMPILER=clang"]
# check whether ninja is around (you better start running) # check whether ninja is around (you better start running)
if has_ninja: if has_ninja:
cmake += ["-G", "Ninja"] command += ["-G", "Ninja"]
cmake += ["-B", "build"]
# TODO: have it --fast instead, where separate --no-debug would mean stripping the debug info command += ["-B", build_dir]
# TODO: have it --fast=1 instead, where separate --debug=0 would mean stripping the debug info
if "--release" in argv: if "--release" in argv:
cmake += ["-DCMAKE_BUILD_TYPE=Release"] command += ["-DCMAKE_BUILD_TYPE=Release"]
elif "--debug" in argv:
command += ["-DCMAKE_BUILD_TYPE=Debug"]
if "--unified=1" in argv:
command += ["-DTWN_FEATURE_DYNLIB_GAME=ON"]
elif "--unified=0" in argv:
command += ["-DTWN_FEATURE_DYNLIB_GAME=OFF"]
if "--sanitize=1" in argv:
command += ["-DTWN_SANITIZE=ON"]
elif "--sanitize=0" in argv:
command += ["-DTWN_SANITIZE=OFF"]
command += [f"-DTWN_OUT_DIR={getcwd()}"]
# pass arbitrary arguments over # pass arbitrary arguments over
if "--" in argv: if "--" in argv:
cmake += argv[argv.find("--"):] command += argv[argv.index("--")+1:]
# if no root cmake file is present, infer it from `twn.toml:game.interpreter` # if no root cmake file is present, infer it from `twn.toml:game.interpreter`
if not Path("CMakeLists.txt").is_file(): if not Path("CMakeLists.txt").is_file():
with open("data/twn.toml", "rb") as f: config = tomllib.loads(Path("data/twn.toml").read_text())
config = tomllib.load(f) command += ["-S", expandvars(config["game"]["interpreter"])]
cmake += ["-S", expandvars(config["game"]["interpreter"])]
run(cmake, check=True) run(cmake + command, check=True)
run(["cmake", "--build", "build", "--parallel"], check=True) run(["cmake"] + ["--build", build_dir, "--parallel"], check=True)

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