#include "ingame.h" #include "title.h" #include "scene.h" #include "twn_game_api.h" #define STB_PERLIN_IMPLEMENTATION #include static void ingame_tick(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; if (input_is_mouse_captured(&ctx.input)) { const float sensitivity = 0.6f; /* TODO: put this in a better place */ scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity; scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity; scn->pitch = clampf(scn->pitch, -89.0f, 89.0f); const float yaw_rad = scn->yaw * (float)DEG2RAD; const float pitch_rad = scn->pitch * (float)DEG2RAD; scn->cam.target = m_vec_norm(((Vec3){ cosf(yaw_rad) * cosf(pitch_rad), sinf(pitch_rad), sinf(yaw_rad) * cosf(pitch_rad) })); } const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up)); const float speed = 0.04f; /* TODO: put this in a better place */ if (input_is_action_pressed(&ctx.input, "player_left")) scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_right")) scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_forward")) scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_backward")) scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_jump")) scn->cam.pos.y += speed; if (input_is_action_pressed(&ctx.input, "player_run")) scn->cam.pos.y -= speed; /* toggle mouse capture with end key */ if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) { input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input)); } set_camera(&scn->cam); #define TERRAIN_FREQUENCY 0.1f for (int ly = 64; ly--;) { for (int lx = 64; lx--;) { float x = SDL_truncf(scn->cam.pos.x + 32 - lx); float y = SDL_truncf(scn->cam.pos.z + 32 - ly); float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; unfurl_triangle("/assets/grass.png", (Vec3){ (float)x, d0, (float)y }, (Vec3){ (float)x + 1, d1, (float)y }, (Vec3){ (float)x, d3, (float)y - 1 }, (Vec2sh){ 128, 128 }, (Vec2sh){ 128, 0 }, (Vec2sh){ 0, 128 }); unfurl_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 }, (Vec2sh){ 128, 0 }, (Vec2sh){ 0, 0 }, (Vec2sh){ 0, 128 }); } } push_skybox("/assets/miramar/miramar_*.tga"); push_fog(0.9, 1.0, 0.05, (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->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){ .repeat = true, .volume = 1.0f }); input_set_mouse_captured(&ctx.input, true); return (Scene *)new_scene; }