525 lines
19 KiB
C
525 lines
19 KiB
C
#include "ingame.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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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_RADIUS 128
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#define GRASS_RADIUS 16
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#define TERRAIN_DISTANCE (TERRAIN_RADIUS * 2)
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.6f
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#define TREE_DENSITY 0.03f
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#define G_CONST 10.0f
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/* TODO: pregenerate grid of levels of detail */
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static float heightmap[TERRAIN_DISTANCE][TERRAIN_DISTANCE];
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/* vehicle sim ! */
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/* https://www.youtube.com/watch?v=pwbwFdWBkU0 */
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/* representation is a "jelly" box with spring configuration trying to make it coherent */
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/* == springs == */
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/* damped spring: F = -kx - cv */
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/* x = length(p1-p0) - at_rest_length */
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/* v = dot(v1 - v0, unit(p1-p0)) */
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/* F = (-kx - cv) * unit(p1-p0) */
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/* v += (F/m)*t */
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/* one points gains positive F, other negative F, to come together */
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/* == ground interaction == */
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/* if point is under terrain, then apply this: */
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/* x = y difference on point and ground */
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/* -x(n) = x * normal */
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/* -v(n) = dot(v, normal) */
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/* -F = (-kx(n)-cv(n)) * normal */
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/* == friction == */
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/* v(o)/F(o) are perpendicular to slope (x - x(n)) */
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/* if v(o) == 0, then */
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/* -- at rest, static friction overcomes */
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/* if F(o) <= f(s)*x(n), F(o) = 0 */
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/* else, F(o) -= f(k) * x(n) */
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/* else if length(v(o) + (F(o)/m)*t) <= (f(k)*x(n)*t), v(o) = 0 */
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/* else, F = -unit(v(o)*f(k)*x(n)) */
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#define VEHICLE_MASS 150.0f
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#define VEHICLE_LENGTH 3.0f
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#define VEHICLE_WIDTH 1.7f
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#define VEHICLE_HEIGHT 1.3f
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/* spring constant */
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#define VEHICLE_SPRING_K 80000.0f
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/* damping constant */
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#define VEHICLE_SPRING_C 500.0f
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#define VEHICLE_FRICTION_S 1000.0f
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#define VEHICLE_FRICTION_K 100.0f
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/* TODO: shock springs, that are more loose, which are used to simulate the wheels */
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/* initial, ideal corner positions */
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static const Vec3 vbpi[8] = {
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[0] = { 0, 0, 0 },
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[1] = { VEHICLE_LENGTH, 0, 0 },
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[2] = { VEHICLE_LENGTH, 0, VEHICLE_WIDTH },
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[3] = { 0, 0, VEHICLE_WIDTH },
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[4] = { 0, VEHICLE_HEIGHT, 0 },
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[5] = { VEHICLE_LENGTH, VEHICLE_HEIGHT, 0 },
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[6] = { VEHICLE_LENGTH, VEHICLE_HEIGHT, VEHICLE_WIDTH },
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[7] = { 0, VEHICLE_HEIGHT, VEHICLE_WIDTH },
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};
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/* corner positions in simulation */
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static Vec3 vbp[8] = { vbpi[0], vbpi[1], vbpi[2], vbpi[3],
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vbpi[4], vbpi[5], vbpi[6], vbpi[7], };
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/* corner velocities */
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static Vec3 vbv[8];
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/* springs */
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static uint8_t vbs[28][2] = {
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{0, 1}, {4, 5}, {0, 4},
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{1, 2}, {5, 6}, {1, 5},
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{2, 3}, {6, 7}, {2, 6},
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{3, 0}, {7, 4}, {3, 7},
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{0, 2}, {0, 5}, {0, 7},
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{1, 3}, {1, 6}, {1, 4},
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{4, 6}, {2, 7}, {2, 5},
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{5, 7}, {3, 4}, {3, 6},
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{0, 6}, {1, 7}, {2, 4}, {3, 5},
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};
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static float height_at(SceneIngame *scn, Vec2 position);
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static Vec3 normal_at(SceneIngame *scn, Vec2 position);
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static void draw_vehicle(SceneIngame *scn) {
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for (size_t i = 0; i < 12; ++i)
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draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){255, 255, 255, 255});
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for (size_t i = 12; i < 24; ++i)
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draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){200, 200, 200, 255});
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for (size_t i = 24; i < 28; ++i)
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draw_line_3d(vbp[vbs[i][0]], vbp[vbs[i][1]], 1, (Color){255, 125, 125, 255});
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}
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static void process_vehicle(SceneIngame *scn) {
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/* apply gravity */
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Vec3 Facc[8] = {0};
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Vec3 const Fg = { .y = -VEHICLE_MASS * G_CONST };
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for (size_t i = 0; i < 8; ++i)
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Facc[i] = vec3_add(Facc[i], Fg);
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/* apply springs */
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for (size_t i = 0; i < 28; ++i) {
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Vec3 const p0 = vbp[vbs[i][0]];
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Vec3 const p1 = vbp[vbs[i][1]];
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Vec3 const v0 = vbv[vbs[i][0]];
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Vec3 const v1 = vbv[vbs[i][1]];
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Vec3 const pd = vec3_sub(p1, p0);
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Vec3 const pn = vec3_norm(pd);
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/* TODO: length at rest could be precalculated */
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float const lar = vec3_length(vec3_sub(vbpi[vbs[i][1]], vbpi[vbs[i][0]]));
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float const x = vec3_length(pd) - lar;
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float const v = vec3_dot(vec3_sub(v1, v0), pn);
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Vec3 const Fs = vec3_scale(pn, -VEHICLE_SPRING_K * x - VEHICLE_SPRING_C * v);
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Facc[vbs[i][0]] = vec3_sub(Facc[vbs[i][0]], Fs);
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Facc[vbs[i][1]] = vec3_add(Facc[vbs[i][1]], Fs);
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}
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/* spring and friction against the ground */
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for (size_t i = 0; i < 8; ++i) {
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Vec3 const p = vbp[i];
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Vec3 const v = vbv[i];
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float const h = height_at(scn, (Vec2){ p.x, p.z });
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if (h >= p.y) {
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/* wheel processing */
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if (i == 0 || i == 3) {
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if (scn->camera_mode == 2 && input_action_pressed("player_forward")) {
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Vec3 const dir = i == 0 ? vec3_sub(vbp[0], vbp[1]) : vec3_sub(vbp[3], vbp[2]);
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Facc[i] = vec3_add(Facc[i], vec3_scale(vec3_norm(dir), 18000));
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}
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}
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/* normal force, for displacement */
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Vec3 const n = normal_at(scn, (Vec2){ p.x, p.z });
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float const xn = (h - p.y) * n.y;
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float const vn = vec3_dot(v, n);
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Vec3 const Fn = vec3_scale(n, -VEHICLE_SPRING_K * xn - VEHICLE_SPRING_C * vn);
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/* friction force, perpendicular to normal force */
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Vec3 const vo = vec3_sub(v, vec3_scale(n, vn));
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float const vol = vec3_length(vo);
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Vec3 Fo = vec3_sub(Facc[i], vec3_scale(n, vec3_dot(Facc[i], n)));
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/* portion of total force along the surface */
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float const Fol = vec3_length(Fo);
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float const fkxn = VEHICLE_FRICTION_K * xn * 50;
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/* at rest, might want to start moving */
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if (fabsf(0.0f - vol) <= 0.0001f) {
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/* cannot overcome static friction, force along the surface is zeroed */
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if (Fol <= VEHICLE_FRICTION_S * xn) Fo = (Vec3){0};
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/* resist the force by friction, while starting to move */
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else Fo = vec3_sub(Fo, vec3_scale(vec3_norm(Fo), fkxn));
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/* not at rest, stop accelerating along the surface */
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} else if (vol + (Fol / VEHICLE_MASS) * ctx.frame_duration <= fkxn * ctx.frame_duration) {
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log_info("test 1");
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// vbv[i] = vec3_sub(vbp[i], vo);
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vbv[i] = (Vec3){0};
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/* just apply friction */
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} else {
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log_info("test 2, depth: %f", xn);
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Fo = vec3_add(Fo, vec3_scale(vec3_norm(vo), -fkxn * 100));
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}
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/* total force, after ground interaction */
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Vec3 const Ft = vec3_add(vec3_scale(Fn, -1), Fo);
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Vec3 vd = vec3_scale(vec3_scale(Ft, (1.0f / VEHICLE_MASS)), ctx.frame_duration);
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vbv[i] = vec3_add(vbv[i], vd);
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vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration));
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} else {
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/* in air */
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Vec3 vd = vec3_scale(vec3_scale(Facc[i], (1.0f / VEHICLE_MASS)), ctx.frame_duration);
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vbv[i] = vec3_add(vbv[i], vd);
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vbp[i] = vec3_add(vbp[i], vec3_scale(vbv[i], ctx.frame_duration));
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}
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}
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}
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static void process_vehicle_mode(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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Vec3 const top_center = vec3_sub(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[6]), 1.0f / 2.0f));
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// Vec3 const front_center = vec3_add(vbp[4], vec3_scale(vec3_sub(vbp[4], vbp[7]), 1.0f / 2.0f));
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// Vec3 const facing_direction = vec3_sub(top_center, front_center);
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float yawc, yaws, pitchc, pitchs;
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sincosf(scn->yaw + (float)M_PI_2, &yaws, &yawc);
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sincosf(scn->pitch, &pitchs, &pitchc);
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Vec3 const looking_direction = vec3_norm(((Vec3){
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yawc * pitchc,
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pitchs,
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yaws * pitchc,
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}));
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Vec3 const orbit = vec3_sub(top_center, vec3_scale(looking_direction, 10));
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draw_camera(orbit, looking_direction, (Vec3){0,1,0}, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
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scn->looking_direction = looking_direction;
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scn->pos = top_center;
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}
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static void process_fly_mode(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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DrawCameraFromPrincipalAxesResult dir_and_up =
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draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
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scn->looking_direction = dir_and_up.direction;
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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 = 0.1f; /* 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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}
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/* TODO: could be baked in map format */
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static Vec3 normal_at(SceneIngame *scn, Vec2 position) {
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int const x = (int)(floorf(position.x - scn->world_center.x));
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int const y = (int)(floorf(position.y - scn->world_center.y));
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float const height0 = heightmap[x][y];
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float const height1 = heightmap[x + 1][y];
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float const height2 = heightmap[x][y + 1];
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Vec3 const a = { .x = 1, .y = height0 - height1, .z = 0 };
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Vec3 const b = { .x = 0, .y = height0 - height2, .z = -1 };
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return vec3_norm(vec3_cross(a, b));
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}
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/* TODO: don't operate on triangles, instead interpolate on quads */
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static float height_at(SceneIngame *scn, Vec2 position) {
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int const x = (int)(floorf(position.x - scn->world_center.x));
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int const y = (int)(floorf(position.y - scn->world_center.y));
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float const height0 = heightmap[x][y];
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float const height1 = heightmap[x + 1][y];
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float const height2 = heightmap[x][y + 1];
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float const height3 = heightmap[x + 1][y + 1];
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Vec2 incell = { position.x - floorf(position.x), position.y - floorf(position.y) };
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float const weight0 = (1 - incell.x) * (1 - incell.y);
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float const weight1 = ( incell.x) * (1 - incell.y);
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float const weight2 = (1 - incell.x) * ( incell.y);
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float const weight3 = ( incell.x) * ( incell.y);
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return (height0 * weight0 + height1 * weight1 + height2 * weight2 + height3 * weight3) / (weight0 + weight1 + weight2 + weight3);
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}
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static void process_ground_mode(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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DrawCameraFromPrincipalAxesResult dir_and_up =
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draw_camera_from_principal_axes(scn->pos, scn->roll, scn->pitch, scn->yaw, (float)M_PI_2 * 0.8f, 1, TERRAIN_RADIUS * sqrtf(3));
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scn->looking_direction = dir_and_up.direction;
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dir_and_up.direction.y = 0;
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dir_and_up.direction = vec3_norm(dir_and_up.direction);
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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 = 0.20f; /* TODO: put this in a better place */
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Vec3 target = scn->pos;
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/* gravity */
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{
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float const height = height_at(scn, (Vec2){scn->pos.x, scn->pos.z});
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if (target.y > height + PLAYER_HEIGHT)
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target.y = target.y - 0.6f;
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if (target.y < height + PLAYER_HEIGHT)
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target.y = height + PLAYER_HEIGHT;
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}
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/* movement */
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{
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Vec3 direction = {0, 0, 0};
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if (input_action_pressed("player_left"))
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direction = m_vec_sub(direction, m_vec_scale(right, speed));
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if (input_action_pressed("player_right"))
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direction = m_vec_add(direction, m_vec_scale(right, speed));
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if (input_action_pressed("player_forward"))
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direction = m_vec_add(direction, m_vec_scale(dir_and_up.direction, speed));
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if (input_action_pressed("player_backward"))
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direction = m_vec_sub(direction, m_vec_scale(dir_and_up.direction, speed));
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target = m_vec_add(target, direction);
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}
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/* interpolate */
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scn->pos.x = (target.x - scn->pos.x) * (0.13f / 0.9f) + scn->pos.x;
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scn->pos.y = (target.y - scn->pos.y) * (0.13f / 0.9f) + scn->pos.y;
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scn->pos.z = (target.z - scn->pos.z) * (0.13f / 0.9f) + scn->pos.z;
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}
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static void generate_terrain(SceneIngame *scn) {
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for (int ly = 0; ly < TERRAIN_DISTANCE; ly++) {
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for (int lx = 0; lx < TERRAIN_DISTANCE; lx++) {
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float x = floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx);
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float y = floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly);
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float height = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 1;
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height += stb_perlin_noise3((float)x * TERRAIN_FREQUENCY / 10, (float)y * TERRAIN_FREQUENCY / 10, 0, 0, 0, 0) * 20 - 1;
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heightmap[lx][ly] = height;
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}
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}
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scn->world_center = (Vec2){ floorf(scn->pos.x - HALF_TERRAIN_DISTANCE), floorf(scn->pos.z - HALF_TERRAIN_DISTANCE) };
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}
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static int32_t ceil_sqrt(int32_t const n) {
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int32_t res = 1;
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while(res * res < n)
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res++;
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return res;
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}
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static uint32_t adler32(const void *buf, size_t buflength) {
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const uint8_t *buffer = (const uint8_t*)buf;
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uint32_t s1 = 1;
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uint32_t s2 = 0;
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for (size_t n = 0; n < buflength; n++) {
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s1 = (s1 + buffer[n]) % 65521;
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s2 = (s2 + s1) % 65521;
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}
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return (s2 << 16) | s1;
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}
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static void draw_terrain(SceneIngame *scn) {
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/* used to cull invisible tiles over field of view (to horizon) */
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Vec2 const d = vec2_norm((Vec2){ .x = scn->looking_direction.x, .y = scn->looking_direction.z });
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float const c = cosf((float)M_PI_2 * 0.8f * 0.8f);
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/* draw terrain in circle */
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int32_t const rsi = (int32_t)TERRAIN_RADIUS * (int32_t)TERRAIN_RADIUS;
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for (int32_t iy = -(int32_t)TERRAIN_RADIUS; iy <= (int32_t)TERRAIN_RADIUS - 1; ++iy) {
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int32_t const dx = ceil_sqrt(rsi - (iy + (iy <= 0)) * (iy + (iy <= 0)));
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for (int32_t ix = -dx; ix < dx - 1; ++ix) {
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int32_t lx = ix + TERRAIN_RADIUS;
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int32_t ly = iy + TERRAIN_RADIUS;
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float x = (float)(floorf(scn->pos.x - HALF_TERRAIN_DISTANCE + (float)lx));
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float y = (float)(floorf(scn->pos.z - HALF_TERRAIN_DISTANCE + (float)ly));
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/* cull tiles outside of vision */
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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 d1 = heightmap[lx + 1][ly];
|
|
float d2 = heightmap[lx + 1][ly - 1];
|
|
float d3 = heightmap[lx][ly - 1];
|
|
|
|
draw_quad("/assets/grass2.png",
|
|
(Vec3){ (float)x, d0, (float)y },
|
|
(Vec3){ (float)x + 1, d1, (float)y },
|
|
(Vec3){ (float)x + 1, d2, (float)y - 1 },
|
|
(Vec3){ (float)x, d3, (float)y - 1 },
|
|
(Rect){ .w = 128, .h = 128 },
|
|
(Color){255, 255, 255, 255});
|
|
|
|
if (((float)(adler32(&((Vec2){x, y}), sizeof (Vec2)) % 100) / 100) <= TREE_DENSITY)
|
|
draw_billboard("/assets/trreez.png",
|
|
(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);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void ingame_tick(State *state) {
|
|
SceneIngame *scn = (SceneIngame *)state->scene;
|
|
|
|
input_action("player_left", "A");
|
|
input_action("player_right", "D");
|
|
input_action("player_forward", "W");
|
|
input_action("player_backward", "S");
|
|
input_action("player_jump", "SPACE");
|
|
input_action("player_run", "LSHIFT");
|
|
input_action("mouse_capture_toggle", "ESCAPE");
|
|
input_action("toggle_camera_mode", "C");
|
|
|
|
// draw_model("models/test.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64});
|
|
// draw_model("models/test2.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){1.f / 64,1.f / 64,1.f / 64});
|
|
// draw_model("models/bunny.obj", (Vec3){0}, (Vec3){0,0,1}, (Vec3){4.,4.,4.});
|
|
|
|
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->camera_mode = scn->camera_mode == 2 ? 0 : scn->camera_mode + 1;
|
|
|
|
if (scn->camera_mode == 1) {
|
|
process_fly_mode(state);
|
|
} else if (scn->camera_mode == 0) {
|
|
process_ground_mode(state);
|
|
} else if (scn->camera_mode) {
|
|
process_vehicle_mode(state);
|
|
}
|
|
|
|
/* toggle mouse capture with end key */
|
|
if (input_action_just_pressed("mouse_capture_toggle"))
|
|
scn->mouse_captured = !scn->mouse_captured;
|
|
|
|
process_vehicle(scn);
|
|
|
|
ctx.mouse_capture = scn->mouse_captured;
|
|
|
|
generate_terrain(scn);
|
|
draw_terrain(scn);
|
|
draw_vehicle(scn);
|
|
|
|
draw_skybox("/assets/miramar/miramar_*.tga");
|
|
|
|
ctx.fog_color = (Color){ 140, 147, 160, 255 };
|
|
ctx.fog_density = 0.015f;
|
|
}
|
|
|
|
|
|
static void ingame_end(State *state) {
|
|
free(state->scene);
|
|
}
|
|
|
|
|
|
Scene *ingame_scene(State *state) {
|
|
(void)state;
|
|
|
|
SceneIngame *new_scene = calloc(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/woah.ogg"),
|
|
m_opt(channel, "soundtrack"),
|
|
m_opt(repeat, true));
|
|
|
|
new_scene->pos = (Vec3){ 0.1f, 0.0, 0.1f };
|
|
|
|
return (Scene *)new_scene;
|
|
}
|