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sdl/examples/demo/02-woodeneye-008/woodeneye-008.c

480 lines
18 KiB
C

/*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#define MAP_BOX_SCALE 16
#define MAP_BOX_EDGES_LEN (12 + MAP_BOX_SCALE * 2)
#define MAX_PLAYER_COUNT 4
#define CIRCLE_DRAW_SIDES 32
#define CIRCLE_DRAW_SIDES_LEN (CIRCLE_DRAW_SIDES + 1)
typedef struct {
SDL_MouseID mouse;
SDL_KeyboardID keyboard;
double pos[3];
double vel[3];
unsigned int yaw;
int pitch;
float radius, height;
unsigned char color[3];
unsigned char wasd;
} Player;
typedef struct {
SDL_Window *window;
SDL_Renderer *renderer;
int player_count;
Player players[MAX_PLAYER_COUNT];
float edges[MAP_BOX_EDGES_LEN][6];
} AppState;
static const struct {
const char *key;
const char *value;
} extended_metadata[] = {
{ SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/game/02-woodeneye-008/" },
{ SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" },
{ SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" },
{ SDL_PROP_APP_METADATA_TYPE_STRING, "game" }
};
static int whoseMouse(SDL_MouseID mouse, const Player players[], int players_len)
{
int i;
for (i = 0; i < players_len; i++) {
if (players[i].mouse == mouse) return i;
}
return -1;
}
static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int players_len)
{
int i;
for (i = 0; i < players_len; i++) {
if (players[i].keyboard == keyboard) return i;
}
return -1;
}
static void shoot(int shooter, Player players[], int players_len)
{
int i, j;
double x0 = players[shooter].pos[0];
double y0 = players[shooter].pos[1];
double z0 = players[shooter].pos[2];
double bin_rad = SDL_PI_D / 2147483648.0;
double yaw_rad = bin_rad * players[shooter].yaw;
double pitch_rad = bin_rad * players[shooter].pitch;
double cos_yaw = SDL_cos( yaw_rad);
double sin_yaw = SDL_sin( yaw_rad);
double cos_pitch = SDL_cos(pitch_rad);
double sin_pitch = SDL_sin(pitch_rad);
double vx = -sin_yaw*cos_pitch;
double vy = sin_pitch;
double vz = -cos_yaw*cos_pitch;
for (i = 0; i < players_len; i++) {
if (i == shooter) continue;
Player *target = &(players[i]);
int hit = 0;
for (j = 0; j < 2; j++) {
double r = target->radius;
double h = target->height;
double dx = target->pos[0] - x0;
double dy = target->pos[1] - y0 + (j == 0 ? 0 : r - h);
double dz = target->pos[2] - z0;
double vd = vx*dx + vy*dy + vz*dz;
double dd = dx*dx + dy*dy + dz*dz;
double vv = vx*vx + vy*vy + vz*vz;
double rr = r * r;
if (vd < 0) continue;
if (vd * vd >= vv * (dd - rr)) hit += 1;
}
if (hit) {
target->pos[0] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256;
target->pos[1] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256;
target->pos[2] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256;
}
}
}
static void update(Player *players, int players_len, Uint64 dt_ns)
{
int i;
for (i = 0; i < players_len; i++) {
Player *player = &players[i];
double rate = 6.0;
double time = (double)dt_ns * 1e-9;
double drag = SDL_exp(-time * rate);
double diff = 1.0 - drag;
double mult = 60.0;
double grav = 25.0;
double yaw = (double)player->yaw;
double rad = yaw * SDL_PI_D / 2147483648.0;
double cos = SDL_cos(rad);
double sin = SDL_sin(rad);
unsigned char wasd = player->wasd;
double dirX = (wasd & 8 ? 1.0 : 0.0) - (wasd & 2 ? 1.0 : 0.0);
double dirZ = (wasd & 4 ? 1.0 : 0.0) - (wasd & 1 ? 1.0 : 0.0);
double norm = dirX * dirX + dirZ * dirZ;
double accX = mult * (norm == 0 ? 0 : ( cos*dirX + sin*dirZ) / SDL_sqrt(norm));
double accZ = mult * (norm == 0 ? 0 : (-sin*dirX + cos*dirZ) / SDL_sqrt(norm));
double velX = player->vel[0];
double velY = player->vel[1];
double velZ = player->vel[2];
player->vel[0] -= velX * diff;
player->vel[1] -= grav * time;
player->vel[2] -= velZ * diff;
player->vel[0] += diff * accX / rate;
player->vel[2] += diff * accZ / rate;
player->pos[0] += (time - diff/rate) * accX / rate + diff * velX / rate;
player->pos[1] += -0.5 * grav * time * time + velY * time;
player->pos[2] += (time - diff/rate) * accZ / rate + diff * velZ / rate;
double scale = (double)MAP_BOX_SCALE;
double bound = scale - player->radius;
double posX = SDL_max(SDL_min(bound, player->pos[0]), -bound);
double posY = SDL_max(SDL_min(bound, player->pos[1]), player->height - scale);
double posZ = SDL_max(SDL_min(bound, player->pos[2]), -bound);
if (player->pos[0] != posX) player->vel[0] = 0;
if (player->pos[1] != posY) player->vel[1] = (wasd & 16) ? 8.4375 : 0;
if (player->pos[2] != posZ) player->vel[2] = 0;
player->pos[0] = posX;
player->pos[1] = posY;
player->pos[2] = posZ;
}
}
static void drawCircle(SDL_Renderer *renderer, float r, float x, float y)
{
float ang;
SDL_FPoint points[CIRCLE_DRAW_SIDES_LEN];
int i;
for (i = 0; i < CIRCLE_DRAW_SIDES_LEN; i++) {
ang = 2.0f * SDL_PI_F * (float)i / (float)CIRCLE_DRAW_SIDES;
points[i].x = x + r * SDL_cosf(ang);
points[i].y = y + r * SDL_sinf(ang);
}
SDL_RenderLines(renderer, (const SDL_FPoint*)&points, CIRCLE_DRAW_SIDES_LEN);
}
static void drawClippedSegment(
SDL_Renderer *renderer,
float ax, float ay, float az,
float bx, float by, float bz,
float x, float y, float z, float w)
{
if (az >= -w && bz >= -w) return;
float dx = ax - bx;
float dy = ay - by;
if (az > -w) {
float t = (-w - bz) / (az - bz);
ax = bx + dx * t;
ay = by + dy * t;
az = -w;
} else if (bz > -w) {
float t = (-w - az) / (bz - az);
bx = ax - dx * t;
by = ay - dy * t;
bz = -w;
}
ax = -z * ax / az;
ay = -z * ay / az;
bx = -z * bx / bz;
by = -z * by / bz;
SDL_RenderLine(renderer, x + ax, y - ay, x + bx, y - by);
}
static char debug_string[32];
static void draw(SDL_Renderer *renderer, const float (*edges)[6], const Player players[], int players_len)
{
int w, h, i, j, k;
if (!SDL_GetRenderOutputSize(renderer, &w, &h)) {
return;
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
SDL_RenderClear(renderer);
if (players_len > 0) {
float wf = (float)w;
float hf = (float)h;
int part_hor = players_len > 2 ? 2 : 1;
int part_ver = players_len > 1 ? 2 : 1;
float size_hor = wf / ((float)part_hor);
float size_ver = hf / ((float)part_ver);
for (i = 0; i < players_len; i++) {
const Player *player = &players[i];
float mod_x = (float)(i % part_hor);
float mod_y = (float)(i / part_hor);
float hor_origin = (mod_x + 0.5f) * size_hor;
float ver_origin = (mod_y + 0.5f) * size_ver;
float cam_origin = (float)(0.5 * SDL_sqrt(size_hor * size_hor + size_ver * size_ver));
float hor_offset = mod_x * size_hor;
float ver_offset = mod_y * size_ver;
SDL_Rect rect;
rect.x = (int)hor_offset;
rect.y = (int)ver_offset;
rect.w = (int)size_hor;
rect.h = (int)size_ver;
SDL_SetRenderClipRect(renderer, &rect);
double x0 = player->pos[0];
double y0 = player->pos[1];
double z0 = player->pos[2];
double bin_rad = SDL_PI_D / 2147483648.0;
double yaw_rad = bin_rad * player->yaw;
double pitch_rad = bin_rad * player->pitch;
double cos_yaw = SDL_cos( yaw_rad);
double sin_yaw = SDL_sin( yaw_rad);
double cos_pitch = SDL_cos(pitch_rad);
double sin_pitch = SDL_sin(pitch_rad);
double mat[9] = {
cos_yaw , 0, -sin_yaw ,
sin_yaw*sin_pitch, cos_pitch, cos_yaw*sin_pitch,
sin_yaw*cos_pitch, -sin_pitch, cos_yaw*cos_pitch
};
SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255);
for (k = 0; k < MAP_BOX_EDGES_LEN; k++) {
const float *line = edges[k];
float ax = (float)(mat[0] * (line[0] - x0) + mat[1] * (line[1] - y0) + mat[2] * (line[2] - z0));
float ay = (float)(mat[3] * (line[0] - x0) + mat[4] * (line[1] - y0) + mat[5] * (line[2] - z0));
float az = (float)(mat[6] * (line[0] - x0) + mat[7] * (line[1] - y0) + mat[8] * (line[2] - z0));
float bx = (float)(mat[0] * (line[3] - x0) + mat[1] * (line[4] - y0) + mat[2] * (line[5] - z0));
float by = (float)(mat[3] * (line[3] - x0) + mat[4] * (line[4] - y0) + mat[5] * (line[5] - z0));
float bz = (float)(mat[6] * (line[3] - x0) + mat[7] * (line[4] - y0) + mat[8] * (line[5] - z0));
drawClippedSegment(renderer, ax, ay, az, bx, by, bz, hor_origin, ver_origin, cam_origin, 1);
}
for (j = 0; j < players_len; j++) {
if (i == j) continue;
const Player *target = &players[j];
SDL_SetRenderDrawColor(renderer, target->color[0], target->color[1], target->color[2], 255);
for (k = 0; k < 2; k++) {
double rx = target->pos[0] - player->pos[0];
double ry = target->pos[1] - player->pos[1] + (target->radius - target->height) * (float)k;
double rz = target->pos[2] - player->pos[2];
double dx = mat[0] * rx + mat[1] * ry + mat[2] * rz;
double dy = mat[3] * rx + mat[4] * ry + mat[5] * rz;
double dz = mat[6] * rx + mat[7] * ry + mat[8] * rz;
double r_eff = target->radius * cam_origin / dz;
if (!(dz < 0)) continue;
drawCircle(renderer, (float)(r_eff), (float)(hor_origin - cam_origin*dx/dz), (float)(ver_origin + cam_origin*dy/dz));
}
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderLine(renderer, hor_origin, ver_origin-10, hor_origin, ver_origin+10);
SDL_RenderLine(renderer, hor_origin-10, ver_origin, hor_origin+10, ver_origin);
}
}
SDL_SetRenderClipRect(renderer, 0);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderDebugText(renderer, 0, 0, debug_string);
SDL_RenderPresent(renderer);
}
static void initPlayers(Player *players, int len)
{
int i;
for (i = 0; i < len; i++) {
players[i].pos[0] = 8.0 * (i & 1 ? -1.0 : 1.0);
players[i].pos[1] = 0;
players[i].pos[2] = 8.0 * (i & 1 ? -1.0 : 1.0) * (i & 2 ? -1.0 : 1.0);
players[i].vel[0] = 0;
players[i].vel[1] = 0;
players[i].vel[2] = 0;
players[i].yaw = 0x20000000 + (i & 1 ? 0x80000000 : 0) + (i & 2 ? 0x40000000 : 0);
players[i].pitch = -0x08000000;
players[i].radius = 0.5f;
players[i].height = 1.5f;
players[i].wasd = 0;
players[i].mouse = 0;
players[i].keyboard = 0;
players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff;
players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff;
players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff;
players[i].color[0] = (i & 1) ? players[i].color[0] : ~players[i].color[0];
players[i].color[1] = (i & 1) ? players[i].color[1] : ~players[i].color[1];
players[i].color[2] = (i & 1) ? players[i].color[2] : ~players[i].color[2];
}
}
static void initEdges(int scale, float (*edges)[6], int edges_len)
{
int i, j;
const float r = (float)scale;
const int map[24] = {
0,1 , 1,3 , 3,2 , 2,0 ,
7,6 , 6,4 , 4,5 , 5,7 ,
6,2 , 3,7 , 0,4 , 5,1
};
for(i = 0; i < 12; i++) {
for (j = 0; j < 3; j++) {
edges[i][j+0] = (map[i*2+0] & (1 << j) ? r : -r);
edges[i][j+3] = (map[i*2+1] & (1 << j) ? r : -r);
}
}
for(i = 0; i < scale; i++) {
float d = (float)(i * 2);
for (j = 0; j < 2; j++) {
edges[i+12][3*j+0] = j ? r : -r;
edges[i+12][3*j+1] = -r;
edges[i+12][3*j+2] = d-r;
edges[i+12+scale][3*j+0] = d-r;
edges[i+12+scale][3*j+1] = -r;
edges[i+12+scale][3*j+2] = j ? r : -r;
}
}
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
if (!SDL_SetAppMetadata("Example splitscreen shooter game", "1.0", "com.example.woodeneye-008")) {
return SDL_APP_FAILURE;
}
int i;
for (i = 0; i < SDL_arraysize(extended_metadata); i++) {
if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) {
return SDL_APP_FAILURE;
}
}
AppState *as = SDL_calloc(1, sizeof(AppState));
if (!as) {
return SDL_APP_FAILURE;
} else {
*appstate = as;
}
if (!SDL_Init(SDL_INIT_VIDEO)) {
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, 0, &as->window, &as->renderer)) {
return SDL_APP_FAILURE;
}
as->player_count = 1;
initPlayers(as->players, MAX_PLAYER_COUNT);
initEdges(MAP_BOX_SCALE, as->edges, MAP_BOX_EDGES_LEN);
debug_string[0] = 0;
SDL_SetRenderVSync(as->renderer, false);
SDL_SetWindowRelativeMouseMode(as->window, true);
SDL_SetHintWithPriority(SDL_HINT_WINDOWS_RAW_KEYBOARD, "1", SDL_HINT_OVERRIDE);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
AppState *as = appstate;
Player *players = as->players;
int player_count = as->player_count;
int i;
switch (event->type) {
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
break;
case SDL_EVENT_MOUSE_REMOVED:
for (i = 0; i < player_count; i++) {
if (players[i].mouse == event->mdevice.which) {
players[i].mouse = 0;
}
}
break;
case SDL_EVENT_KEYBOARD_REMOVED:
for (i = 0; i < player_count; i++) {
if (players[i].keyboard == event->kdevice.which) {
players[i].keyboard = 0;
}
}
break;
case SDL_EVENT_MOUSE_MOTION: {
SDL_MouseID id = event->motion.which;
int index = whoseMouse(id, players, player_count);
if (index >= 0) {
players[index].yaw -= ((int)event->motion.xrel) * 0x00080000;
players[index].pitch = SDL_max(-0x40000000, SDL_min(0x40000000, players[index].pitch - ((int)event->motion.yrel) * 0x00080000));
} else if (id) {
for (i = 0; i < MAX_PLAYER_COUNT; i++) {
if (players[i].mouse == 0) {
players[i].mouse = id;
as->player_count = SDL_max(as->player_count, i + 1);
break;
}
}
}
break;
}
case SDL_EVENT_MOUSE_BUTTON_DOWN: {
SDL_MouseID id = event->button.which;
int index = whoseMouse(id, players, player_count);
if (index >= 0) {
shoot(index, players, player_count);
}
break;
}
case SDL_EVENT_KEY_DOWN: {
SDL_Keycode sym = event->key.key;
SDL_KeyboardID id = event->key.which;
int index = whoseKeyboard(id, players, player_count);
if (index >= 0) {
if (sym == SDLK_W) players[index].wasd |= 1;
if (sym == SDLK_A) players[index].wasd |= 2;
if (sym == SDLK_S) players[index].wasd |= 4;
if (sym == SDLK_D) players[index].wasd |= 8;
if (sym == SDLK_SPACE) players[index].wasd |= 16;
} else if (id) {
for (i = 0; i < MAX_PLAYER_COUNT; i++) {
if (players[i].keyboard == 0) {
players[i].keyboard = id;
as->player_count = SDL_max(as->player_count, i + 1);
break;
}
}
}
break;
}
case SDL_EVENT_KEY_UP: {
SDL_Keycode sym = event->key.key;
SDL_KeyboardID id = event->key.which;
if (sym == SDLK_ESCAPE) return SDL_APP_SUCCESS;
int index = whoseKeyboard(id, players, player_count);
if (index >= 0) {
if (sym == SDLK_W) players[index].wasd &= 30;
if (sym == SDLK_A) players[index].wasd &= 29;
if (sym == SDLK_S) players[index].wasd &= 27;
if (sym == SDLK_D) players[index].wasd &= 23;
if (sym == SDLK_SPACE) players[index].wasd &= 15;
}
break;
}
}
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
AppState *as = appstate;
static Uint64 accu = 0;
static Uint64 last = 0;
static Uint64 past = 0;
Uint64 now = SDL_GetTicksNS();
Uint64 dt_ns = now - past;
update(as->players, as->player_count, dt_ns);
draw(as->renderer, (const float (*)[6])as->edges, as->players, as->player_count);
if (now - last > 999999999) {
last = now;
SDL_snprintf(debug_string, sizeof(debug_string), "%" SDL_PRIu64 " fps", accu);
accu = 0;
}
past = now;
accu += 1;
Uint64 elapsed = SDL_GetTicksNS() - now;
if (elapsed < 999999) {
SDL_DelayNS(999999 - elapsed);
}
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us.
}