117 lines
4.2 KiB
C
117 lines
4.2 KiB
C
#include "ingame.h"
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#include "title.h"
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#include "scene.h"
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#include "twn_game_api.h"
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#include "twn_vec.h"
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#define STB_PERLIN_IMPLEMENTATION
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#include <stb_perlin.h>
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#include <SDL2/SDL.h>
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#include <stdlib.h>
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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input_action("player_left", CONTROL_A);
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input_action("player_right", CONTROL_D);
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input_action("player_forward", CONTROL_W);
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input_action("player_backward", CONTROL_S);
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input_action("player_jump", CONTROL_SPACE);
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input_action("player_run", CONTROL_LSHIFT);
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input_action("mouse_capture_toggle", CONTROL_ESCAPE);
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if (scn->mouse_captured) {
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const float sensitivity = 0.4f * (float)DEG2RAD; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.mouse_movement.x * sensitivity;
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scn->pitch -= (float)ctx.mouse_movement.y * sensitivity;
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scn->pitch = clampf(scn->pitch, (float)-M_PI * 0.49f, (float)M_PI * 0.49f);
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}
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DrawCameraFromPrincipalAxesResult dir_and_up =
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draw_camera_from_principal_axes(scn->pos, (float)M_PI_2, scn->roll, scn->pitch, scn->yaw);
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const Vec3 right = m_vec_norm(m_vec_cross(dir_and_up.direction, dir_and_up.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
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if (input_action_pressed("player_left"))
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scn->pos = vec3_sub(scn->pos, m_vec_scale(right, speed));
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if (input_action_pressed("player_right"))
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scn->pos = vec3_add(scn->pos, m_vec_scale(right, speed));
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if (input_action_pressed("player_forward"))
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scn->pos = vec3_add(scn->pos, m_vec_scale(dir_and_up.direction, speed));
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if (input_action_pressed("player_backward"))
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scn->pos = vec3_sub(scn->pos, m_vec_scale(dir_and_up.direction, speed));
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if (input_action_pressed("player_jump"))
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scn->pos.y += speed;
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if (input_action_pressed("player_run"))
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scn->pos.y -= speed;
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/* toggle mouse capture with end key */
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if (input_action_just_pressed("mouse_capture_toggle"))
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scn->mouse_captured = !scn->mouse_captured;
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input_mouse_captured(scn->mouse_captured);
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#define TERRAIN_FREQUENCY 0.1f
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for (int ly = 128; ly--;) {
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for (int lx = 128; lx--;) {
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float x = SDL_truncf(scn->pos.x + 64 - (float)lx);
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float y = SDL_truncf(scn->pos.z + 64 - (float)ly);
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
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draw_triangle("/assets/grass.png",
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(Vec3){ (float)x, d0, (float)y },
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(Vec3){ (float)x + 1, d1, (float)y },
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(Vec3){ (float)x, d3, (float)y - 1 },
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(Vec2){ 128, 128 },
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(Vec2){ 128, 0 },
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(Vec2){ 0, 128 });
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draw_triangle("/assets/grass.png",
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(Vec3){ (float)x + 1, d1, (float)y },
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(Vec3){ (float)x + 1, d2, (float)y - 1 },
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(Vec3){ (float)x, d3, (float)y - 1 },
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(Vec2){ 128, 0 },
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(Vec2){ 0, 0 },
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(Vec2){ 0, 128 });
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}
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}
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draw_skybox("/assets/miramar/miramar_*.tga");
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draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 });
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}
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static void ingame_end(State *state) {
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free(state->scene);
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}
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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new_scene->mouse_captured = true;
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m_audio(m_set(path, "music/mod65.xm"),
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m_opt(channel, "soundtrack"),
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m_opt(repeat, true));
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return (Scene *)new_scene;
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}
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