#include "ingame.h" #include "title.h" #include "scene.h" #include "twn_game_api.h" #include "twn_vec.h" #define STB_PERLIN_IMPLEMENTATION #include #include #include #define TERRAIN_FREQUENCY 0.1f #define TERRAIN_DISTANCE 32 #define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2) #define PLAYER_HEIGHT 0.7f static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE]; static void process_fly_mode(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; DrawCameraFromPrincipalAxesResult dir_and_up = draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw); 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 */ if (input_action_pressed("player_left")) scn->pos = vec3_sub(scn->pos, m_vec_scale(right, speed)); if (input_action_pressed("player_right")) scn->pos = vec3_add(scn->pos, m_vec_scale(right, speed)); if (input_action_pressed("player_forward")) scn->pos = vec3_add(scn->pos, m_vec_scale(dir_and_up.direction, speed)); if (input_action_pressed("player_backward")) scn->pos = vec3_sub(scn->pos, m_vec_scale(dir_and_up.direction, speed)); if (input_action_pressed("player_jump")) scn->pos.y += speed; if (input_action_pressed("player_run")) scn->pos.y -= speed; } static void process_ground_mode(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; DrawCameraFromPrincipalAxesResult dir_and_up = draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw); 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 */ Vec3 target = scn->pos; /* gravity */ { float height0, height1, height2, weight0, weight1, weight2; height0 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE]; height1 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE + 1]; Vec2 incell = { scn->pos.x - floorf(scn->pos.x), scn->pos.z - floorf(scn->pos.z) }; /* who needs barycentric coordinates, am i right? */ weight0 = 1 / sqrtf(powf(incell.x, 2) + powf(incell.y, 2)); weight1 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(1 - incell.y, 2)); /* find which triangle we're directly under */ /* for this manhattan distance is sufficient */ if (incell.x + (1 - incell.y) < (1 - incell.x) + incell.y) { height2 = heightmap[(int)HALF_TERRAIN_DISTANCE][(int)HALF_TERRAIN_DISTANCE + 1]; weight2 = 1 / sqrtf(powf(incell.x, 2) + powf(1 - incell.y, 2)); } else { height2 = heightmap[(int)HALF_TERRAIN_DISTANCE + 1][(int)HALF_TERRAIN_DISTANCE]; weight2 = 1 / sqrtf(powf(1 - incell.x, 2) + powf(incell.y, 2)); } float height = (height0 * weight0 + height1 * weight1 + height2 * weight2) / (weight0 + weight1 + weight2); if (target.y > height + PLAYER_HEIGHT) target.y = target.y - 0.4f; if (target.y < height + PLAYER_HEIGHT) target.y = height + PLAYER_HEIGHT; } /* movement */ { Vec3 direction = {0, 0, 0}; if (input_action_pressed("player_left")) direction = m_vec_sub(direction, m_vec_scale(right, speed)); if (input_action_pressed("player_right")) direction = m_vec_add(direction, m_vec_scale(right, speed)); if (input_action_pressed("player_forward")) direction = m_vec_add(direction, m_vec_scale(dir_and_up.direction, speed)); if (input_action_pressed("player_backward")) direction = m_vec_sub(direction, m_vec_scale(dir_and_up.direction, speed)); target = m_vec_add(target, direction); } /* interpolate */ scn->pos.x = (target.x - scn->pos.x) * (0.13f / 0.9f) + scn->pos.x; scn->pos.y = (target.y - scn->pos.y) * (0.13f / 0.9f) + scn->pos.y; scn->pos.z = (target.z - scn->pos.z) * (0.13f / 0.9f) + scn->pos.z; } static void generate_terrain(SceneIngame *scn) { for (int ly = 0; ly < TERRAIN_DISTANCE; ly++) { for (int lx = 0; lx < TERRAIN_DISTANCE; lx++) { float x = floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx); float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly); float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1; heightmap[lx][ly] = height; } } } static void draw_terrain(SceneIngame *scn) { for (int ly = TERRAIN_DISTANCE - 1; ly > 0; ly--) { for (int lx = 0; lx < TERRAIN_DISTANCE - 1; lx++) { int32_t x = (int32_t)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx)); int32_t y = (int32_t)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly)); float d0 = heightmap[lx][ly]; float d1 = heightmap[lx + 1][ly]; float d2 = heightmap[lx + 1][ly - 1]; float d3 = heightmap[lx][ly - 1]; draw_triangle("/assets/grass.png", (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 }); draw_triangle("/assets/grass.png", (Vec3){ (float)x + 1, d1, (float)y }, (Vec3){ (float)x + 1, d2, (float)y - 1 }, (Vec3){ (float)x, d3, (float)y - 1 }, (Vec2){ 128, 0 }, (Vec2){ 0, 0 }, (Vec2){ 0, 128 }); draw_billboard("/assets/grasses/10.png", (Vec3){ (float)x, d1 + 0.1f, (float)y }, (Vec2){0.3f, 0.3f}, (Color){255, 255, 255, 255}, true); } } } static void ingame_tick(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; input_action("player_left", CONTROL_A); input_action("player_right", CONTROL_D); input_action("player_forward", CONTROL_W); input_action("player_backward", CONTROL_S); input_action("player_jump", CONTROL_SPACE); input_action("player_run", CONTROL_LSHIFT); input_action("mouse_capture_toggle", CONTROL_ESCAPE); input_action("toggle_camera_mode", CONTROL_C); if (scn->mouse_captured) { const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */ scn->yaw += (float)ctx.mouse_movement.x * sensitivity; scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f); } if (input_action_just_pressed("toggle_camera_mode")) scn->flying_camera = !scn->flying_camera; if (scn->flying_camera) { process_fly_mode(state); } else { process_ground_mode(state); } /* toggle mouse capture with end key */ if (input_action_just_pressed("mouse_capture_toggle")) scn->mouse_captured = !scn->mouse_captured; input_mouse_captured(scn->mouse_captured); generate_terrain(scn); draw_terrain(scn); // draw_skybox("/assets/miramar/miramar_*.tga"); draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); } static void ingame_end(State *state) { free(state->scene); } Scene *ingame_scene(State *state) { (void)state; SceneIngame *new_scene = ccalloc(1, sizeof *new_scene); new_scene->base.tick = ingame_tick; new_scene->base.end = ingame_end; new_scene->mouse_captured = true; m_audio(m_set(path, "music/mod65.xm"), m_opt(channel, "soundtrack"), m_opt(repeat, true)); new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f }; return (Scene *)new_scene; }