@ -28,6 +28,12 @@
# define SOKOL_GLES2
# endif
# define DRWAV_ASSERT game_assert
# define SOKOL_ASSERT game_assert
# define STBDS_ASSERT game_assert
# define STBI_ASSERT game_assert
# define STBTT_assert game_assert
# include "utility.h"
# ifdef WINDOWS
@ -67,11 +73,14 @@ __declspec(dllexport) uint32_t AmdPowerXpressRequestHighPerformance = 0x00000001
# pragma warning(pop)
# define STB_TRUETYPE_IMPLEMENTATION
# include "stb_truetype.h"
# define STB_DS_IMPLEMENTATION
# include "stb_ds.h"
# include "HandmadeMath.h"
# define DR_WAV_IMPLEMENTATION
# include "dr_wav.h"
# define STB_DS_IMPLEMENTATION
# include "stb_ds.h" // placed last because it includes <assert.h>
# undef assert
# define assert game_assert
# pragma warning(pop)
@ -179,6 +188,8 @@ void web_arena_set_auto_align(WebArena *arena, size_t align)
# define STBSP_ADD_TO_FUNCTIONS no_ubsan
# define MD_FUNCTION no_ubsan
# include "md.h"
# undef MD_Assert
# define MD_Assert assert
# include "md.c"
# pragma warning(pop)
@ -278,6 +289,12 @@ typedef struct AABB
Vec2 lower_right ;
} AABB ;
typedef struct Circle
{
Vec2 center ;
float radius ;
} Circle ;
typedef struct Quad
{
union
@ -312,6 +329,7 @@ typedef struct AudioSample
{
float * pcm_data ; // allocated by loader, must be freed
uint64_t pcm_data_length ;
unsigned int num_channels ;
} AudioSample ;
typedef struct AudioPlayer
@ -328,18 +346,19 @@ AudioPlayer playing_audio[128] = { 0 };
AudioSample load_wav_audio ( const char * path )
{
unsigned int channels ;
unsigned int sampleRate ;
AudioSample to_return = { 0 } ;
to_return . pcm_data = drwav_open_file_and_read_pcm_frames_f32 ( path , & channels, & sampleRate , & to_return . pcm_data_length , 0 ) ;
assert ( channels = = 1 ) ;
to_return . pcm_data = drwav_open_file_and_read_pcm_frames_f32 ( path , & to_return. num_ channels, & sampleRate , & to_return . pcm_data_length , 0 ) ;
assert ( to_return. num_ channels = = 1 | | to_return . num_channels = = 2 ) ;
assert ( sampleRate = = SAMPLE_RATE ) ;
return to_return ;
}
uint64_t cursor_pcm ( AudioPlayer * p )
void cursor_pcm ( AudioPlayer * p , uint64_t * integer , float * fractional )
{
return ( uint64_t ) ( p - > cursor_time * SAMPLE_RATE ) ;
double sample_time = p - > cursor_time * SAMPLE_RATE ;
* integer = ( uint64_t ) sample_time ;
* fractional = ( float ) ( sample_time - * integer ) ;
}
float float_rand ( float min , float max )
{
@ -512,6 +531,8 @@ void generation_thread(void* my_request_voidptr)
WinAssertWithErrorCode ( WinHttpQueryHeaders ( hRequest , WINHTTP_QUERY_STATUS_CODE | WINHTTP_QUERY_FLAG_NUMBER , WINHTTP_HEADER_NAME_BY_INDEX , & status_code , & status_code_size , WINHTTP_NO_HEADER_INDEX ) ) ;
Log ( " Status code: %lu \n " , status_code ) ;
WinAssertWithErrorCode ( status_code ! = 500 ) ;
DWORD dwSize = 0 ;
MD_String8List received_data_list = { 0 } ;
do
@ -698,6 +719,23 @@ Vec2 entity_aabb_size(Entity *e)
}
}
float entity_radius ( Entity * e )
{
if ( e - > is_character )
{
return 0.35f ;
}
else if ( e - > is_npc )
{
return 0.5f ;
}
else
{
assert ( false ) ;
return 0 ;
}
}
Vec2 rotate_counter_clockwise ( Vec2 v )
{
return V2 ( - v . Y , v . X ) ;
@ -1222,17 +1260,17 @@ Armature load_armature(MD_Arena *arena, MD_String8 binary_file, MD_String8 armat
return to_return ;
}
typedef struct CollisionC ube
typedef struct CollisionC ylinder
{
struct CollisionC ube * next ;
AABB bounds ;
} CollisionC ube ;
struct CollisionC ylinder * next ;
Circle bounds ;
} CollisionC ylinder ;
typedef struct
{
Mesh * mesh_list ;
PlacedMesh * placed_mesh_list ;
CollisionC ube * collision_list ;
CollisionC ylinder * collision_list ;
PlacedEntity * placed_entity_list ;
} ThreeDeeLevel ;
@ -1335,13 +1373,14 @@ ThreeDeeLevel load_level(MD_Arena *arena, MD_String8 binary_file)
ser_MD_u64 ( & ser , & num_collision_cubes ) ;
for ( MD_u64 i = 0 ; i < num_collision_cubes ; i + + )
{
CollisionC ube * new_cube = MD_PushArray ( arena , CollisionCube , 1 ) ;
CollisionC ylinder * new_cylinder = MD_PushArray ( arena , CollisionCylinder , 1 ) ;
Vec2 twodee_pos ;
Vec2 size ;
ser_Vec2 ( & ser , & twodee_pos ) ;
ser_Vec2 ( & ser , & size ) ;
new_cube - > bounds = aabb_centered ( twodee_pos , size ) ;
MD_StackPush ( out . collision_list , new_cube ) ;
new_cylinder - > bounds . center = twodee_pos ;
new_cylinder - > bounds . radius = ( size . x + size . y ) * 0.5f ; // @TODO(Phillip): @Temporary
MD_StackPush ( out . collision_list , new_cylinder ) ;
}
// placed entities
@ -2743,7 +2782,7 @@ void create_screenspace_gfx_state()
state . threedee_pass_image = sg_make_image ( & desc ) ;
desc . label = " threedee-pass-depth-render-target " ;
desc . pixel_format = SG_PIXELFORMAT_DEPTH ;
desc . pixel_format = sapp_depth_format ( ) ;
state . threedee_pass_depth_image = sg_make_image ( & desc ) ;
state . threedee_pass = sg_make_pass ( & ( sg_pass_desc ) {
@ -2878,29 +2917,51 @@ float decode_normalized_float32(PixelData encoded)
void audio_stream_callback ( float * buffer , int num_frames , int num_channels )
{
assert ( num_channels = = 1 ) ;
assert ( num_channels = = 2 ) ;
const int num_samples = num_frames * num_channels ;
double time_per_sample = 1.0 / ( double ) SAMPLE_RATE ;
for ( int i = 0 ; i < num_samples ; i + + )
for ( int i = 0 ; i < num_samples ; i + = num_channels )
{
float output_frame = 0.0f ;
float output_frame s[ 2 ] = { 0 } ;
for ( int audio_i = 0 ; audio_i < ARRLEN ( playing_audio ) ; audio_i + + )
{
AudioPlayer * it = & playing_audio [ audio_i ] ;
if ( it - > sample ! = 0 )
{
if ( cursor_pcm ( it ) > = it - > sample - > pcm_data_length )
uint64_t pcm_position_int ;
float pcm_position_frac ;
cursor_pcm ( it , & pcm_position_int , & pcm_position_frac ) ;
if ( pcm_position_int + 1 > = it - > sample - > pcm_data_length )
{
it - > sample = 0 ;
}
else
{
output_frame + = it - > sample - > pcm_data [ cursor_pcm ( it ) ] * ( float ) ( it - > volume + 1.0 ) ;
const int source_num_channels = it - > sample - > num_channels ;
float volume = ( float ) ( it - > volume + 1.0 ) ;
if ( source_num_channels = = 1 ) {
float src = Lerp ( it - > sample - > pcm_data [ pcm_position_int ] , pcm_position_frac , it - > sample - > pcm_data [ pcm_position_int + 1 ] ) * volume ;
output_frames [ 0 ] + = src ;
output_frames [ 1 ] + = src ;
} else if ( source_num_channels = = 2 ) {
float src [ 2 ] ;
src [ 0 ] = Lerp ( it - > sample - > pcm_data [ pcm_position_int * 2 + 0 ] , pcm_position_frac , it - > sample - > pcm_data [ ( pcm_position_int + 1 ) * 2 + 0 ] ) * volume ;
src [ 1 ] = Lerp ( it - > sample - > pcm_data [ pcm_position_int * 2 + 1 ] , pcm_position_frac , it - > sample - > pcm_data [ ( pcm_position_int + 1 ) * 2 + 1 ] ) * volume ;
output_frames [ 0 ] + = src [ 0 ] ;
output_frames [ 1 ] + = src [ 1 ] ;
} else {
assert ( false ) ;
}
it - > cursor_time + = time_per_sample * ( it - > pitch + 1.0 ) ;
}
}
}
buffer [ i ] = output_frame ;
if ( num_channels = = 1 ) {
buffer [ i ] = ( output_frames [ 0 ] + output_frames [ 1 ] ) * 0.5f ;
} else if ( num_channels = = 2 ) {
buffer [ i + 0 ] = output_frames [ 0 ] ;
buffer [ i + 1 ] = output_frames [ 1 ] ;
}
}
}
@ -3149,6 +3210,7 @@ void init(void)
saudio_setup ( & ( saudio_desc ) {
. stream_cb = audio_stream_callback ,
. logger . func = slog_func ,
. num_channels = 2 ,
} ) ;
load_assets ( ) ;
@ -3307,7 +3369,7 @@ void init(void)
[ ATTR_threedee_vs_uv_in ] . format = SG_VERTEXFORMAT_FLOAT2 ,
} } ,
. depth = {
. pixel_format = SG_PIXELFORMAT_DEPTH ,
. pixel_format = sapp_depth_format ( ) ,
. compare = SG_COMPAREFUNC_LESS_EQUAL ,
. write_enabled = true ,
} ,
@ -3332,7 +3394,7 @@ void init(void)
{
. shader = shd ,
. depth = {
. pixel_format = SG_PIXELFORMAT_DEPTH ,
. pixel_format = sapp_depth_format ( ) ,
. compare = SG_COMPAREFUNC_LESS_EQUAL ,
. write_enabled = true
} ,
@ -3613,6 +3675,13 @@ bool overlapping(AABB a, AABB b)
return true ; // both segments overlapping
}
bool overlapping_circle ( Circle a , Circle b )
{
Vec2 disp = SubV2 ( b . center , a . center ) ;
float dist = LenV2 ( disp ) ;
return ( dist < a . radius + b . radius ) ;
}
bool has_point ( AABB aabb , Vec2 point )
{
return
@ -3863,7 +3932,7 @@ void colorquad(Quad q, Color col)
}
Vec2 No rmV2_or_zero ( Vec2 v )
Vec2 No zV2 ( Vec2 v )
{
if ( v . x = = 0.0f & & v . y = = 0.0f )
{
@ -3877,7 +3946,7 @@ Vec2 NormV2_or_zero(Vec2 v)
Quad line_quad ( Vec2 from , Vec2 to , float line_width )
{
Vec2 normal = rotate_counter_clockwise ( No rmV2_or_zero ( SubV2 ( to , from ) ) ) ;
Vec2 normal = rotate_counter_clockwise ( No zV2 ( SubV2 ( to , from ) ) ) ;
return ( Quad ) {
. points = {
@ -3926,7 +3995,7 @@ void dbgbigsquare(Vec2 at)
{
# ifdef DEVTOOLS
if ( ! show_devtools ) return ;
colorquad ( quad_centered ( at , V2 ( 20.0 , 20.0 ) ) , BLUE ) ;
colorquad ( quad_centered ( at , V2 ( 20.0 , 20.0 ) ) , debug_color ) ;
# else
( void ) at ;
# endif
@ -4332,21 +4401,20 @@ Vec2 get_penetration_vector(AABB stable, AABB dynamic)
// returns new pos after moving and sliding against collidable things
Vec2 move_and_slide ( MoveSlideParams p )
{
Vec2 collision_aabb_size = entity_aabb_size ( p . from ) ;
float collision_radius = entity_radius ( p . from ) ;
Vec2 new_pos = AddV2 ( p . position , p . movement_this_frame ) ;
assert ( collision_aabb_size . x > 0.0f ) ;
assert ( collision_aabb_size . y > 0.0f ) ;
AABB at_new = aabb_centered ( new_pos , collision_aabb_size ) ;
assert ( collision_radius > 0.0f ) ;
Circle at_new = { new_pos , collision_radius } ;
typedef struct
{
AABB aabb ;
Circle circle ;
Entity * e ; // required
} CollisionObj ;
BUFF ( CollisionObj , 256 ) to_check = { 0 } ;
// add world boxes
for ( CollisionC ube * cur = level_threedee . collision_list ; cur ; cur = cur - > next )
for ( CollisionC ylinder * cur = level_threedee . collision_list ; cur ; cur = cur - > next )
{
BUFF_APPEND ( & to_check , ( ( CollisionObj ) { cur - > bounds , gs . world_entity } ) ) ;
}
@ -4358,7 +4426,7 @@ Vec2 move_and_slide(MoveSlideParams p)
{
if ( it ! = p . from & & ! ( it - > is_npc & & it - > dead ) & & ! it - > is_world )
{
BUFF_APPEND ( & to_check , ( ( CollisionObj ) { aabb_centered ( it - > pos , entity_aabb_size ( it ) ) , it } ) ) ;
BUFF_APPEND ( & to_check , ( ( CollisionObj ) { . circle . center = it - > pos , . circle . radius = entity_radius ( it ) , it } ) ) ;
}
}
}
@ -4372,7 +4440,7 @@ Vec2 move_and_slide(MoveSlideParams p)
BUFF_ITER ( CollisionObj , & to_check )
{
if ( overlapping ( at_new , it - > aabb ) )
if ( overlapping _circle ( at_new , it - > circle ) )
{
BUFF_APPEND ( & actually_overlapping , * it ) ;
}
@ -4380,14 +4448,14 @@ Vec2 move_and_slide(MoveSlideParams p)
float smallest_distance = FLT_MAX ;
int smallest_ aabb _index = 0 ;
int smallest_ circle _index = 0 ;
int i = 0 ;
BUFF_ITER ( CollisionObj , & actually_overlapping )
{
float cur_dist = LenV2 ( SubV2 ( aabb_center ( at_new ) , aabb_center ( it - > aabb ) ) ) ;
float cur_dist = LenV2 ( SubV2 ( at_new . center , it - > circle . center ) ) ;
if ( cur_dist < smallest_distance ) {
smallest_distance = cur_dist ;
smallest_ aabb _index = i ;
smallest_ circle _index = i ;
}
i + + ;
}
@ -4396,11 +4464,11 @@ Vec2 move_and_slide(MoveSlideParams p)
OverlapBuff overlapping_smallest_first = { 0 } ;
if ( actually_overlapping . cur_index > 0 )
{
BUFF_APPEND ( & overlapping_smallest_first , actually_overlapping . data [ smallest_ aabb _index] ) ;
BUFF_APPEND ( & overlapping_smallest_first , actually_overlapping . data [ smallest_ circle _index] ) ;
}
BUFF_ITER_I ( CollisionObj , & actually_overlapping , i )
{
if ( i = = smallest_ aabb _index)
if ( i = = smallest_ circle _index)
{
}
else
@ -4414,7 +4482,7 @@ Vec2 move_and_slide(MoveSlideParams p)
{
dbgcol ( GREEN )
{
dbgplanerect ( it - > aabb ) ;
dbgplanerect ( aabb_centered ( it - > circle . center , ( Vec2 ) { it - > circle . radius , it - > circle . radius } ) ) ;
}
}
@ -4423,21 +4491,20 @@ Vec2 move_and_slide(MoveSlideParams p)
BUFF_ITER ( CollisionObj , & actually_overlapping )
dbgcol ( WHITE )
dbgplanerect ( it - > aabb ) ;
dbgplanerect ( aabb_centered ( it - > circle . center , ( Vec2 ) { it - > circle . radius , it - > circle . radius } ) ) ;
BUFF_ITER ( CollisionObj , & overlapping_smallest_first )
dbgcol ( WHITE )
dbgplanesquare ( aabb_center ( it - > aabb ) ) ;
dbgplanesquare ( it - > circle . center ) ;
CollisionInfo info = { 0 } ;
for ( int col_iter_i = 0 ; col_iter_i < 1 ; col_iter_i + + )
BUFF_ITER ( CollisionObj , & overlapping_smallest_first )
{
AABB to_depenetrate_from = it - > aabb ;
Circle to_depenetrate_from = it - > circle ;
Vec2 resolution_vector = get_penetration_vector ( to_depenetrate_from , at_new ) ;
at_new . upper_left = AddV2 ( at_new . upper_left , resolution_vector ) ;
at_new . lower_right = AddV2 ( at_new . lower_right , resolution_vector ) ;
Vec2 resolution_vector = NozV2 ( SubV2 ( at_new . center , to_depenetrate_from . center ) ) ;
at_new . center = AddV2 ( to_depenetrate_from . center , MulV2F ( resolution_vector , to_depenetrate_from . radius + at_new . radius ) ) ;
bool happened_with_this_one = true ;
if ( happened_with_this_one )
@ -4470,7 +4537,7 @@ Vec2 move_and_slide(MoveSlideParams p)
if ( p . col_info_out ) * p . col_info_out = info ;
Vec2 result_pos = aabb_center ( at_new ) ;
Vec2 result_pos = at_new . center ;
return result_pos ;
}
@ -5875,7 +5942,7 @@ void frame(void)
if ( it - > is_npc | | it - > is_character )
{
if ( LenV2 ( it - > last_moved ) > 0.0f & & ! it - > killed )
it - > rotation = lerp_angle ( it - > rotation , dt * 8.0f , AngleOfV2 ( it - > last_moved ) ) ;
it - > rotation = lerp_angle ( it - > rotation , dt * ( it - > quick_turning_timer > 0 ? 12.0f : 8.0f ) , AngleOfV2 ( it - > last_moved ) ) ;
}
if ( it - > is_npc )
@ -6637,7 +6704,22 @@ ISANERROR("Don't know how to do this stuff on this platform.")
{
gs . player - > last_moved = NormV2 ( movement ) ;
Vec2 target_vel = MulV2F ( movement , pixels_per_meter * speed ) ;
gs . player - > vel = LerpV2 ( gs . player - > vel , dt * 15.0f , target_vel ) ;
float player_speed = LenV2 ( gs . player - > vel ) ;
float target_speed = LenV2 ( target_vel ) ;
bool quick_turn = ( player_speed < target_speed / 2 ) | | DotV2 ( gs . player - > vel , target_vel ) < - 0.707f ;
gs . player - > quick_turning_timer - = dt ;
if ( quick_turn ) {
gs . player - > quick_turning_timer = 0.125f ;
}
if ( quick_turn ) {
gs . player - > vel = target_vel ;
} else { // framerate-independent smoothly transition towards target (functions as friction when target is 0)
gs . player - > vel = SubV2 ( gs . player - > vel , target_vel ) ;
gs . player - > vel = MulV2F ( gs . player - > vel , powf ( 1e-8 f , dt ) ) ;
gs . player - > vel = AddV2 ( gs . player - > vel , target_vel ) ;
}
// printf("%f%s\n", LenV2(gs.player->vel), gs.player->quick_turning_timer > 0 ? " QUICK TURN" : "");
gs . player - > pos = move_and_slide ( ( MoveSlideParams ) { gs . player , gs . player - > pos , MulV2F ( gs . player - > vel , dt ) } ) ;
bool should_append = false ;
@ -6908,7 +6990,27 @@ ISANERROR("Don't know how to do this stuff on this platform.")
Vec2 pos = V2 ( 0.0 , screen_size ( ) . Y ) ;
int num_entities = 0 ;
ENTITIES_ITER ( gs . entities ) num_entities + + ;
MD_String8 stats = tprint ( " Frametime: %.1f ms \n Processing: %.1f ms \n Gameplay processing: %.1f ms \n Entities: %d \n Draw calls: %d \n Drawn Vertices: %d \n Profiling: %s \n Number gameplay processing loops: %d \n Flyecam: %s \n Player position: %f %f \n " , dt * 1000.0 , last_frame_processing_time * 1000.0 , last_frame_gameplay_processing_time * 1000.0 , num_entities , num_draw_calls , num_vertices , profiling ? " yes " : " no " , num_timestep_loops , flycam ? " yes " : " no " , v2varg ( gs . player - > pos ) ) ;
MD_String8 stats =
tprint ( " Frametime: %.1f ms \n "
" Processing: %.1f ms \n "
" Gameplay processing: %.1f ms \n "
" Entities: %d \n "
" Draw calls: %d \n "
" Drawn Vertices: %d \n "
" Profiling: %s \n "
" Number gameplay processing loops: %d \n "
" Flycam: %s \n "
" Player position: %f %f \n " ,
dt * 1000.0 ,
last_frame_processing_time * 1000.0 ,
last_frame_gameplay_processing_time * 1000.0 ,
num_entities ,
num_draw_calls ,
num_vertices ,
profiling ? " yes " : " no " ,
num_timestep_loops ,
flycam ? " yes " : " no " ,
v2varg ( gs . player - > pos ) ) ;
AABB bounds = draw_text ( ( TextParams ) { true , stats , pos , BLACK , 1.0f } ) ;
pos . Y - = bounds . upper_left . Y - screen_size ( ) . Y ;
bounds = draw_text ( ( TextParams ) { true , stats , pos , BLACK , 1.0f } ) ;