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main.c
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/**
* Author: Johan Yngman <[email protected]>
* Date: 2016
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "math4.h"
#include "assets.h"
#include "game.h"
#include "core.h"
#include "util_reload.h"
#include "util_graphics.h"
#include "input.h"
#include "atlas.h"
#include "animatedsprites.h"
#include "top-down/tiles.h"
#include "lodge_window.h"
#include "framebuffer.h"
#include "drawable.h"
#include "tilemap.h"
#include "tilemap_render.h"
#include "level.h"
#include "rooms.h"
#define VIEW_WIDTH 320
#define VIEW_HEIGHT 180
const struct lodge_settings settings = {
.view_width = VIEW_WIDTH,
.view_height = VIEW_HEIGHT,
.window_width = VIEW_WIDTH*4,
.window_height = VIEW_HEIGHT*4,
.window_title = "fridaynight",
.sound_listener = { VIEW_WIDTH / 2.0f, VIEW_HEIGHT / 2.0f, 0.0f },
.sound_distance_max = 500.0f,
};
struct player
{
struct sprite sprite;
struct anim* anim_idle;
float speed;
int noclip;
};
struct tile_animations
{
struct anim* ground[16];
struct anim* wall[16];
struct anim* wall_top[16];
};
struct game_textures
{
GLint diffuse;
GLint normal;
GLint depth;
GLint palette;
};
struct game {
struct animatedsprites* batcher;
struct player player;
struct drawable fullscreen_quad;
struct console_cmd cmd_postprocess;
struct console_cmd cmd_editmode;
framebuffer_t framebuffer;
texture_t frame_texture;
level_t testroom;
rooms_t rooms;
int enable_postprocess;
int enable_editmode;
struct game_textures textures;
tilemap_render_t tilemap_render_background;
tilemap_render_t tilemap_render;
tilemap_render_t tilemap_render_foreground;
struct tile_animations tile_animations;
vec2 camera_pos;
float camera_zoom;
} *game = NULL;
struct lodge_settings* game_get_settings()
{
return &settings;
}
void game_init_memory(struct shared_memory *shared_memory, int reload)
{
if(!reload) {
memset(shared_memory->game_memory, 0, sizeof(struct game));
}
game = (struct game *) shared_memory->game_memory;
core_global = shared_memory->core;
assets = shared_memory->assets;
vfs_global = shared_memory->vfs;
input_global = shared_memory->input;
}
void game_think(struct graphics *g, float dt)
{
shader_uniforms_think(&assets->shaders.tilemap_shader, dt);
shader_uniforms_think(&assets->shaders.objects, dt);
shader_uniforms_think(&assets->shaders.obstructed, dt);
shader_uniforms_think(&assets->shaders.postprocess, dt);
/* Move player */
vec2 next_pos;
vec2 dir;
set2f(dir, 0.0f, 0.0f);
//core_console_printf("%f : %f\n", game->player.sprite.position[0], game->player.sprite.position[1]);
set2f(next_pos, game->player.sprite.position[0], game->player.sprite.position[1]);
if (key_down(LODGE_KEY_RIGHT))
dir[0] = 1.0f;
if (key_down(LODGE_KEY_LEFT))
dir[0] = -1.0f;
if (key_down(LODGE_KEY_UP))
dir[1] = 1.0f;
if (key_down(LODGE_KEY_DOWN))
dir[1] = -1.0f;
norm2f(dir);
mult2f(dir, game->player.speed, game->player.speed);
add2f(next_pos, xy_of(dir));
// X check
if((level_walkable_at(game->testroom, next_pos[0] + 4.0f, game->player.sprite.position[1] - 4.0f) &&
level_walkable_at(game->testroom, next_pos[0] - 5.0f, game->player.sprite.position[1] - 4.0f) &&
level_walkable_at(game->testroom, next_pos[0] + 4.0f, game->player.sprite.position[1] - 12.0f) &&
level_walkable_at(game->testroom, next_pos[0] - 5.0f, game->player.sprite.position[1] - 12.0f)) ||
game->player.noclip)
{
set2f(game->player.sprite.position, next_pos[0], game->player.sprite.position[1]);
}
// Y check
if((level_walkable_at(game->testroom, game->player.sprite.position[0] + 4.0f, next_pos[1] - 4.0f) &&
level_walkable_at(game->testroom, game->player.sprite.position[0] - 5.0f, next_pos[1] - 4.0f) &&
level_walkable_at(game->testroom, game->player.sprite.position[0] + 4.0f, next_pos[1] - 12.0f) &&
level_walkable_at(game->testroom, game->player.sprite.position[0] - 5.0f, next_pos[1] - 12.0f)) ||
game->player.noclip)
{
set2f(game->player.sprite.position, game->player.sprite.position[0], next_pos[1]);
}
/* Move camera to player */
float level_width, level_height;
level_get_dimensions(game->testroom, &level_width, &level_height);
vec2 camera_target;
set2f(camera_target, xy_of(game->player.sprite.position));
//camera_target[0] = max(camera_target[0], (VIEW_WIDTH / 2) / game->camera_zoom) - LEVEL_TILE_SIZE / 2.0f;
//camera_target[0] = min(camera_target[0], level_width - (VIEW_WIDTH / 2) / game->camera_zoom - LEVEL_TILE_SIZE / 2.0f);
//camera_target[1] = min(camera_target[1], - (VIEW_HEIGHT / 2) / game->camera_zoom) + LEVEL_TILE_SIZE / 2.0f;
//camera_target[1] = max(camera_target[1], - level_height + (VIEW_HEIGHT / 2) / game->camera_zoom + LEVEL_TILE_SIZE / 2.0f);
lerp2f(game->camera_pos, camera_target, 0.01f*dt);
animatedsprites_update(game->batcher, &assets->pyxels.textures.atlas, dt);
tilemap_render_update(game->tilemap_render_background, &assets->pyxels.textures.atlas, dt);
tilemap_render_update(game->tilemap_render, &assets->pyxels.textures.atlas, dt);
tilemap_render_update(game->tilemap_render_foreground, &assets->pyxels.textures.atlas, dt);
}
void game_render(struct graphics *g, float dt)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glEnable(GL_ALPHA_TEST);
//glAlphaFunc(GL_GREATER, 0);
mat4 transform;
mat4 offset;
mat4 scale_m;
mat4 final;
set2f(offset, 0.0f, 0.0f);
translate(offset, -game->camera_pos[0] + (VIEW_WIDTH / 2) / game->camera_zoom, -game->camera_pos[1] + (VIEW_HEIGHT / 2) / game->camera_zoom, 0.0f);
scale(scale_m, game->camera_zoom, game->camera_zoom, 1.0f);
mult(offset, scale_m, offset);
transpose(final, offset);
identity(transform);
glUseProgram(assets->shaders.tilemap_shader.program);
GLint uniform_transform = glGetUniformLocation(assets->shaders.tilemap_shader.program, "transform");
glUniformMatrix4fv(uniform_transform, 1, GL_FALSE, final);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, game->textures.diffuse);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, game->textures.normal);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, game->textures.depth);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, game->textures.palette);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (game->enable_postprocess)
{
framebuffer_bind(game->framebuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
tilemap_render_render(game->tilemap_render_background, &assets->shaders.tilemap_shader);
tilemap_render_render(game->tilemap_render, &assets->shaders.tilemap_shader);
animatedsprites_render_simple(game->batcher, &assets->shaders.objects, game->textures.diffuse, g->projection, final);
//glEnable(GL_STENCIL_TEST);
//glEnable(GL_DEPTH_TEST);
//glClear(GL_STENCIL_BUFFER_BIT);
//glStencilFunc(GL_ALWAYS, 10, 0xFF);
//glStencilOpSeparate(GL_FRONT, GL_REPLACE, GL_REPLACE, GL_REPLACE);
//glStencilMask(0xFF);
tilemap_render_render(game->tilemap_render_foreground, &assets->shaders.tilemap_shader);
//glStencilFunc(GL_EQUAL, 10, 0xFF);
//glStencilMask(0);
animatedsprites_render_simple(game->batcher, &assets->shaders.obstructed, game->textures.diffuse, g->projection, final);
if (game->enable_postprocess)
{
framebuffer_unbind();
//glViewport(VIEW_WIDTH, VIEW_WIDTH, VIEW_WIDTH, VIEW_HEIGHT);
glUseProgram(assets->shaders.postprocess.program);
texture_bind(game->frame_texture, 0);
drawable_render(&game->fullscreen_quad);
glUseProgram(0);
}
glDisable(GL_STENCIL_TEST);
}
void game_mousebutton_callback(lodge_window_t window, int button, int action, int mods)
{
if(action == LODGE_PRESS) {
float x = 0, y = 0;
util_view_get_cursor(window, &x, &y, core_global->graphics.projection);
}
}
void toggle_postprocess(struct console* c, struct console_cmd* cmd, struct list* argv)
{
game->enable_postprocess = !game->enable_postprocess;
}
void toggle_editmode(struct console* c, struct console_cmd* cmd, struct list* argv)
{
game->enable_editmode = !game->enable_editmode;
if (game->enable_editmode)
{
game->camera_zoom = 0.3f;
game->player.noclip = 1;
game->player.speed = 5.0f;
}
else
{
game->camera_zoom = 1.0f;
game->player.noclip = 0;
game->player.speed = 0.5f;
}
}
void game_console_init(struct console *c, struct env *env)
{
game->cmd_postprocess.argc = 0;
game->cmd_postprocess.callback = &toggle_postprocess;
strcpy(game->cmd_postprocess.name, "postprocess");
console_cmd_add(&game->cmd_postprocess, &c->root_cmd);
game->cmd_editmode.argc = 0;
game->cmd_editmode.callback = &toggle_editmode;
strcpy(game->cmd_editmode.name, "editmode");
console_cmd_add(&game->cmd_editmode, &c->root_cmd);
env_bind_2f(&core_global->env, "player_position", &game->player.sprite.position);
env_bind_1f(&core_global->env, "player_speed", &game->player.speed);
env_bind_bool(&core_global->env, "player_noclip", &game->player.noclip);
}
void spawn_room(level_t level, int width, int height, int x, int y)
{
spawn_box(game->testroom, width, height, x, y);
carve_box(game->testroom, width-2, height-2, x+1, y+1);
}
void testlevel_init()
{
int width, height;
level_get_tile_dimensions(game->testroom, &width, &height);
//spawn_box(game->testroom, width, height, 0, 0);
//spawn_room(game->testroom, 8, 8, 0, 0);
//spawn_room(game->testroom, 8, 8, 8, 8);
for (int y = 0; y >= 0 && y < height; y++)
{
for (int x = 0; x >= 0 && x < width; x++)
{
if (rand() % 8 == 0)
{
level_place_wall(game->testroom, x, y);
}
else
{
level_place_floor(game->testroom, x, y);
}
}
}
}
struct anim* get_tile_anim(int id)
{
int type = id & LEVEL_TILE_TYPEMASK;
int variation = (id >> TILE_TYPE_SHIFT) & LEVEL_TILE_TYPEMASK;
if (type == ROOM_TILE_WALL)
return game->tile_animations.wall[variation];
else if (type == ROOM_TILE_WALL_TOP)
return game->tile_animations.wall_top[variation];
else if (type == ROOM_TILE_FLOOR)
return game->tile_animations.ground[variation];
else
return 0;
}
void game_init()
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
int screen_width, screen_height;
lodge_window_get_screen_size(&screen_width, &screen_height);
game->framebuffer = framebuffer_create();
game->frame_texture = texture_create_rgba(screen_width, screen_height);
framebuffer_bind(game->framebuffer);
framebuffer_attach_texture(game->framebuffer, game->frame_texture, FRAMEBUFFER_TARGET_COLOR);
framebuffer_unbind();
game->enable_postprocess = 0;
//drawable_new_rect_solidf(&game->fullscreen_quad, VIEW_WIDTH / 2.0f, VIEW_HEIGHT / 2.0f, VIEW_WIDTH, VIEW_HEIGHT, &assets->shaders.postprocess);
drawable_new_rect_fullscreen(&game->fullscreen_quad, &assets->shaders.postprocess);
/* Create animated sprite batcher. */
game->batcher = animatedsprites_create();
int level_width = 32;
int level_height = 32;
srand(time(0));
/* Setup map */
game->rooms = rooms_init();
game->testroom = level_create(game->rooms, level_width, level_height);
level_generate(game->testroom, rand());
//testlevel_init();
/* Setup player */
game->player.anim_idle = pyxel_asset_get_anim(&assets->pyxels.textures, "bomb");
set3f(game->player.sprite.position, 80.0f, -80.0f, 0.0f);
set3f(game->camera_pos, game->player.sprite.position[0], game->player.sprite.position[1], game->player.sprite.position[3]);
set2f(game->player.sprite.scale, 0.5f, 0.5f);
game->player.speed = 0.5f;
game->player.noclip = 0;
/* Setup shaders */
shader_constant_uniform1i(&assets->shaders.postprocess, "texture_diffuse", 0);
//shader_uniform_matrix4f(&assets->shaders.postprocess, "projection", &core_global->graphics.projection);
shader_constant_uniform1i(&assets->shaders.tilemap_shader, "diffuse", 0);
shader_constant_uniform1i(&assets->shaders.tilemap_shader, "normal", 1);
shader_constant_uniform1i(&assets->shaders.tilemap_shader, "depth", 2);
shader_constant_uniform1i(&assets->shaders.tilemap_shader, "palette", 3);
shader_uniform3f(&assets->shaders.tilemap_shader, "lightpos", &game->player.sprite.position);
shader_uniform_matrix4f(&assets->shaders.tilemap_shader, "projection", &core_global->graphics.projection);
/* Load tile variations*/
const char* tile_name[] = {"ground", "wall", "wall_top"};
struct anim** tile_variation[] = { game->tile_animations.ground, game->tile_animations.wall, game->tile_animations.wall_top };
char buffer[256];
for (int i = 0, i_size = sizeof(tile_name)/sizeof(tile_name[0]); i < i_size; i++)
{
struct anim* base = pyxel_asset_get_anim(&assets->pyxels.textures, tile_name[i]);
for (int j = 0; j < 16; j++)
{
sprintf(buffer, "%s_%d", tile_name[i], j);
tile_variation[i][j] = pyxel_asset_get_anim(&assets->pyxels.textures, buffer);
if (tile_variation[i][j] == 0)
tile_variation[i][j] = base;
}
}
/* Create tile renderers */
game->textures.diffuse = assets->pyxels.textures.layers[2];
game->textures.normal = assets->pyxels.textures.layers[1];
game->textures.depth = assets->pyxels.textures.layers[0];
game->textures.palette = assets->textures.palette;
game->tilemap_render_background = tilemap_render_create(level_get_tiles_background(game->testroom), &get_tile_anim, 16.0f);
game->tilemap_render = tilemap_render_create(level_get_tiles(game->testroom), &get_tile_anim, 16.0f);
game->tilemap_render_foreground = tilemap_render_create(level_get_tiles_foreground(game->testroom), &get_tile_anim, 16.0f);
animatedsprites_playanimation(&game->player.sprite, game->player.anim_idle);
animatedsprites_add(game->batcher, &game->player.sprite);
/* Set camera position */
set2f(game->camera_pos, 0.0f, 0.0f);
game->camera_zoom = 1.0f;
env_bind_1f(&core_global->env, "camera_zoom", &game->camera_zoom);
}
void game_key_callback(lodge_window_t window, int key, int scancode, int action, int mods)
{
if(action == LODGE_PRESS) {
switch(key) {
case LODGE_KEY_ESCAPE:
lodge_window_destroy(window);
break;
case LODGE_KEY_ENTER:
lodge_window_toggle_fullscreen(window);
break;
case LODGE_KEY_Z:
lodge_window_toggle_fullscreen(window);
break;
case LODGE_KEY_X:
level_generate(game->testroom, rand());
tilemap_render_set(game->tilemap_render_background, level_get_tiles_background(game->testroom));
tilemap_render_set(game->tilemap_render, level_get_tiles(game->testroom));
tilemap_render_set(game->tilemap_render_foreground, level_get_tiles_foreground(game->testroom));
break;
}
}
}
void game_assets_load()
{
assets_load();
}
void game_assets_release()
{
level_destroy(game->testroom);
rooms_shutdown(game->rooms);
assets_release();
}
void game_fps_callback(struct frames *f)
{
}