#include "asset.h" #include "config.h" #include "map.h" #include "maths.h" #include "memory.h" #include "plat.h" #include "player.h" #include "render.h" #include "services.h" #include "tile.h" #include void draw_spinny(Renderer* r, Colour c) { static int a = 0; int y; int x = y = 100 << fbits; x -= sin_table[a & sin_table_mask] * 10; y += cos_table[a & sin_table_mask] * 10; ren_point(r, c, x >> fbits, y >> fbits); a += 20; } void draw_gun(Renderer* r) { static int a = 0; const Mesh* m = get_mesh(asset_id_monkey); const Texture* tex = get_texture(asset_id_gun_texture); int p[] = { f1 * 7, 0, f1 * 5, f1 }; mtx_push_trans(p); /*mtx_push_rot_x(a); mtx_push_rot_y(a); mtx_push_rot_z(a);*/ ren_mesh(r, m, tex); mtx_popn(1); a++; } void draw_tri(Renderer* r, int x, int y) { const Texture* tex = get_texture(asset_id_gun_texture); int v0[] = { 100, 100, 0, 0, 0, f1, f1, f1 }; int v1[] = { 200, 200, 0, f1, f1/2, f1, f1, f1 }; int v2[] = { 150, 300, 0, 0, f1, f1, f1, f1 }; v1[0] = x; v1[1] = y; ren_tri(r, v0, v1, v2, tex); } void draw_line(Renderer* r, int x, int y) { int s[] = { 100, 100 }, e[2]; e[0] = x; e[1] = y; ren_line(r, make_red(), s, e); } void draw_map(Renderer* r, Player* p) { int data[512] = { 16, 16, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }; int pos[2]; Map* m = (Map*)data; pos[0] = p->p[0]; pos[1] = p->p[2]; ren_map(r, m, pos, p->f, p->l); } int entrypoint(int argc, const char** argv, Arena* a) { App* app; Renderer r = { 0 }; Heap h; FPS f; char buf[32]; int* depth = 0; Arena preload; Colour blue = make_aliceblue(); Player p; Services s; (void)argc; (void)argv; init_maths(); init_heap( &h, arena_alloc(a, app_memory_size), app_memory_size ); init_arena( &preload, arena_alloc(a, asset_preload_memory_size), asset_preload_memory_size ); app = new_app(&h, 640, 480, "3D Engine"); if (!app) return app->err; init_fps(&f, 20); depth = heap_alloc(&h, max_vp_w * max_vp_h * sizeof *depth); if (!depth) { print_err("Out of memory.\n"); return error_out_of_memory; } preload_assets(&preload); s.a = app; s.r = &r; cfg_mouse(app, 0); init_player(&p); while (app->o) { fps_begin(&f); while (f.now >= f.next) { app_begin(app); update_player(&p, &s); ren_begin(&r, app->fb, depth, app->w, app->h); ren_clear(&r); ren_cleard(&r, f1 * 300); /* draw_line(&r, app->mx, app->my);*/ push_player_cam(&p); draw_gun(&r); draw_map(&r, &p); pop_player_cam(); /*draw_tri(&r, app->mx, app->my);*/ sprintf(buf, "FPS: %d", app->fps); ren_texts(&r, blue, 3, 3, buf); sprintf(buf, "CAP: %d", f.fps); ren_texts(&r, blue, 3, 8, buf); sprintf(buf, "MOUSE: %d, %d", app->mx, app->my); ren_texts(&r, blue, 3, 13, buf); ren_end(&r); app_end(app); fps_update(&f); } fps_end(&f); } deinit_app(app); return 0; }