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- /*
- * Voxel-a-tord
- * main.c:
- * Copyright (c) 2022 986-Studio. All rights reserved.
- *
- * Created by Manoël Trapier on 28/09/2022.
- */
- #include <stdio.h>
- #include <stdint.h>
- #include <stdbool.h>
- #include <sys/time.h>
- #include <SDL.h>
- #include <log.h>
- #include <display.h>
- #include <texture.h>
- #include <fpmath.h>
- bool isRunning = false;
- int previousFrameTime = 0;
- double deltaTime = 0;
- static double updateTime, renderTime, waitTime;
- static int32_t windowHeight;
- static int32_t windowWidth;
- static texture_t heightMap;
- static texture_t colourMap;
- static int32_t *yBuffer;
- static int32_t playerHeight = 70;
- static fp_num_t playerX = FP_SET_INT(444);
- static fp_num_t playerY = FP_SET_INT(299);
- static int32_t playerRot = 0;
- static int32_t cameraHorizon = 55;
- static int32_t scaleFactor = 90;
- static int32_t renderDistance = 300;
- uint32_t getMicroSecTime()
- {
- struct timeval curTime;
- gettimeofday(&curTime, NULL);
- return ((curTime.tv_sec) * 1000 * 1000) + (curTime.tv_usec);
- }
- void processInput()
- {
- SDL_Event event;
- double direction = FP_GET_INT(1);
- fp_num_t dx, dy;
- while(SDL_PollEvent(&event))
- {
- switch (event.type)
- {
- case SDL_QUIT:
- isRunning = false;
- break;
- case SDL_KEYDOWN:
- switch (event.key.keysym.sym)
- {
- case SDLK_ESCAPE: isRunning = false; break;
- case SDLK_LEFT: playerRot = playerRot + 1; break;
- case SDLK_RIGHT: playerRot = playerRot - 1; break;
- case SDLK_DOWN:
- direction = FP_GET_INT(-1);
- /* fall-trough */
- case SDLK_UP:
- dx = FP_MUL(FP_MUL(fpcos(playerRot), 75), FP_SET_FLT(deltaTime));
- dy = FP_MUL(FP_MUL(fpsin(playerRot), 75), FP_SET_FLT(deltaTime));
- playerX += FP_MUL(dx, direction);
- playerY += FP_MUL(dy, direction);
- break;
- case SDLK_KP_4: playerX -= FP_SET_INT(1); break;
- case SDLK_KP_6: playerX += FP_SET_INT(1); break;
- case SDLK_KP_8: playerY += FP_SET_INT(1); break;
- case SDLK_KP_2: playerY -= FP_SET_INT(1); break;
- case SDLK_PAGEUP: playerHeight = playerHeight + 5; break;
- case SDLK_PAGEDOWN: playerHeight = playerHeight - 5; break;
- case SDLK_HOME: cameraHorizon = cameraHorizon + 5; break;
- case SDLK_END: cameraHorizon = cameraHorizon - 5; break;
- case SDLK_KP_MULTIPLY: scaleFactor = scaleFactor + 3; break;
- case SDLK_KP_DIVIDE: scaleFactor = scaleFactor - 3; break;
- case SDLK_KP_PLUS: renderDistance = renderDistance + 3; break;
- case SDLK_KP_MINUS: renderDistance = renderDistance - 3; break;
- }
- break;
- default:
- break;
- }
- }
- }
- void setup()
- {
- loadTextureDateFromPng(&heightMap, "assets/D1.png");
- loadTextureDateFromPng(&colourMap, "assets/C1W.png");
- yBuffer = (int32_t *)calloc(windowWidth, sizeof(int32_t));
- isRunning = true;
- }
- void update()
- {
- uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
- uint32_t ticks = getMicroSecTime();
- if (timeToWait <= FRAME_TARGET_TIME)
- {
- SDL_Delay(timeToWait);
- }
- deltaTime = (SDL_GetTicks() - previousFrameTime) / 1000.0;
- previousFrameTime = SDL_GetTicks();
- waitTime = (waitTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
- ticks = getMicroSecTime();
- /* [...] */
- updateTime = (updateTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
- }
- void renderVoxels(tex2_t *p, int32_t angle, int32_t height, int32_t horizon, int32_t scaleHeight, int32_t renderDistance)
- {
- fp_num_t angleSin = fpsin(angle);
- fp_num_t angleCos = fpcos(angle);
- fp_num_t dz = FP_SET_INT(1), z = FP_SET_INT(1);
- int i;
- for(i = 0; i < windowWidth; i++)
- {
- yBuffer[i] = FP_SET_INT(windowHeight);
- }
- while( FP_GET_INT(z) < renderDistance)
- {
- tex2_t pleft;
- pleft.u = -FP_MUL(angleCos, z) - FP_MUL(angleSin, z) + p->u;
- pleft.v = FP_MUL(angleSin, z) - FP_MUL(angleCos, z) + p->v;
- tex2_t pright;
- pright.u = FP_MUL(angleCos, z) - FP_MUL(angleSin, z) + p->u;
- pright.v = -FP_MUL(angleSin, z) - FP_MUL(angleCos, z) + p->v;
- fp_num_t dx = (pright.u - pleft.u);
- dx = FP_DIV(dx, FP_SET_INT(windowWidth));
- fp_num_t dy = (pright.v - pleft.v);
- dy = FP_DIV(dy, FP_SET_INT(windowWidth));
- for(i = 0; i < windowWidth; i++)
- {
- int32_t voxelHeight2 = getTextureColour(&heightMap, &pleft);
- voxelHeight2 = height - voxelHeight2;
- fp_num_t temp = FP_MUL(FP_DIV(FP_SET_INT(1), z), FP_SET_INT(scaleHeight));
- voxelHeight2 = FP_GET_INT(FP_MUL(temp, FP_SET_INT(voxelHeight2)));
- int32_t heightOnScreen = voxelHeight2 + horizon;
- if (heightOnScreen > 0 && heightOnScreen < yBuffer[i])
- {
- colour_t voxelColour = getTextureColour(&colourMap, &pleft);
- drawVLine(i, yBuffer[i], heightOnScreen, voxelColour);
- yBuffer[i] = heightOnScreen;
- }
- pleft.u += dx;
- pleft.v += dy;
- }
- z += dz;
- #ifdef USE_FLOATING_POINT
- dz += 0.01;
- #else
- dz += 1; // (fp_num_t)(0.1 * FP_DIVISOR);
- #endif
- }
- }
- void render()
- {
- uint32_t ticks = getMicroSecTime();
- tex2_t origin = { .u = playerX, .v = playerY };
- clearFrameBuffer(MAKE_RGB(0, 0, 0));
- drawGrid(20, MAKE_RGB(27, 2, 27));
- renderVoxels(& origin, playerRot, playerHeight, cameraHorizon, scaleFactor, renderDistance);
- renderFrameBuffer();
- renderTime = (renderTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
- drawText(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime);
- drawText(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime);
- drawText(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime);
- drawText(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime + updateTime + renderTime), deltaTime);
- #ifdef USE_FLOATING_POINT
- drawText(5, 53, 0x11FF22, "P: (%.1f;%.1f) | PH: %.1f | CH: %.1f | SF: %.1f | RD: %.1f", playerX, playerY, playerHeight, cameraHorizon, scaleFactor, renderDistance);
- #else
- drawText(5, 53, 0x11FF22, "P: (%d;%d) | PH: %d | CH: %d | SF: %d | RD: %d", FP_GET_INT(playerX),
- FP_GET_INT(playerY),
- playerHeight,
- cameraHorizon,
- scaleFactor,
- renderDistance);
- #endif
- displayWindowRender();
- }
- int main(int argc, char *argv[])
- {
- int param_i;
- bool fullScreen = false;
- MAX_DEBUG_LEVEL = TLOG_DEBUG;
- Log(TLOG_ALWAYS, NULL, "Starting Voxel Engine (version %s)!", VERSION);
- windowWidth = 800;
- windowHeight = 600;
- for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
- {
- switch (argv[param_i][1])
- {
- default: exit(-1); /* Option not recognized */
- case 'f': fullScreen = true; break;
- case 'w': windowWidth = atoi(argv[++param_i]); break;
- case 'h': windowHeight = atoi(argv[++param_i]); break;
- #ifdef DYNA_LOG_LEVEL
- case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
- #endif
- case '-': goto no_more_params; /* Could use break, but this is more clear */
- }
- }
- no_more_params:
- isRunning = initialiseWindow(windowWidth, windowHeight, fullScreen);
- setup();
- while (isRunning)
- {
- processInput();
- update();
- render();
- }
- destroyWindow();
- return 0;
- }
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