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- /*
- * 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/demo/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, SDL_WINDOW_RESIZABLE, &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.
- }
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