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/*
* hills: an open field with hills you can walk on and reshape while you stand in it
*
* build: ./build.sh -d -m 3d,font obj/hills
* run: obj/hills
*
* click to grab the mouse, tab lets go. w and s walk, a and d strafe. hold e to raise the ground where the cross is, q to lower it
* the console (`) has tsave file, tload file and tfill height to keep what you made. the markers sit on the ground wherever it is
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "konprogram.h"
#include "kon3d.h"
#if !defined(KON_MODULE_3D) || !defined(KON_MODULE_FONT)
#error "build with: ./build.sh -d -m 3d,font obj/hills"
#endif
#define SIZE 128
#define MARKERS 24
#define BRUSH 3.0f
#define FOG_END 80.0f
#define COL_SKY 0xFF1B1826u
#define COL_DIM 0xFF9A93B3u
#define COL_CROSS 0xFFF3DDA0u
typedef struct state {
kon_tilemap_t map; /* only the collision, the ground comes from the terrain */
uint16_t tiles[SIZE * SIZE];
uint8_t solid[2];
kon_terrain_t *terrain;
kon_material_t grass;
kon_image *ground, *marker;
kon_mipmaps_t *mips;
kon_fp_t fp;
int raise, lower;
double time;
kon_vec2_t markers[MARKERS];
} state_t;
/*** images made in code ***/
static kon_image *makeGround(void)
{
kon_image *image = kon_createFramebuffer(32, 32);
if (!image) return NULL;
kon_clearFramebuffer(image, 0xFF3A3558);
kon_fillRectangle(image, 0, 0, 16, 16, 0xFF332E4E);
kon_fillRectangle(image, 16, 16, 16, 16, 0xFF332E4E);
return image;
}
static kon_image *makeMarker(void)
{
kon_image *image = kon_createFramebuffer(32, 40);
int i;
if (!image) return NULL;
kon_clearFramebuffer(image, 0xFFF2A7C3);
kon_fillRectangle(image, 2, 2, 28, 36, 0xFF332E4E);
for (i = 0; i < 28; i++) {
kon_fillRectangle(image, 2 + i, 2 + i * 36 / 28, 1, 1, 0xFFF2A7C3);
kon_fillRectangle(image, 2 + i, 37 - i * 36 / 28, 1, 1, 0xFFF2A7C3);
}
return image;
}
/*** drawing ***/
static void draw(kon_program_t *program, kon_framebuffer_t *game, void *user)
{
state_t *state = user;
kon_light_t light = kon_lightDefault();
kon_camera_t camera = kon_fpCamera(&state->fp, &state->map);
kon_mat4_t vp = kon_cameraViewProjection(&camera, game->width, game->height);
int i;
kon_clearFramebuffer(game, COL_SKY);
light.direction = KON_VEC3(-0.4f, -1.0f, -0.3f);
light.ambient = 0.45f;
light.fogColor = COL_SKY;
light.fogStart = 25.0f;
light.fogEnd = FOG_END;
kon_drawTerrain(game, &camera, state->terrain, &light);
for (i = 0; i < MARKERS; i++) {
float x = state->markers[i].x, z = state->markers[i].y;
float dx = x - camera.position.x, dz = z - camera.position.z;
float bob = 0.08f * sinf((float)state->time * 2.0f + (float)i);
kon_drawBillboard(game, vp, KON_VEC3(x, kon_terrainHeight(state->terrain, x, z) + 0.1f + bob, z), 0.6f, 0.75f, state->marker, KON_RECT(0, 0, 0, 0),
kon_distanceFade(sqrtf(dx * dx + dz * dz), 0.05f), KON_RENDER_DEPTH);
}
kon_fillRectangle(game, game->width / 2 - 4, game->height / 2, 9, 1, COL_CROSS);
kon_fillRectangle(game, game->width / 2, game->height / 2 - 4, 1, 9, COL_CROSS);
if (program->font) kon_drawText(game, program->font, 8, 16, "click to look, e raises the ground, q lowers it", COL_DIM);
}
/*** program ***/
static int event(kon_program_t *program, const kon_event_t *ev, void *user)
{
state_t *state = user;
int down;
if (kon_fpEvent(&state->fp, program, ev)) return 1;
if (ev->type != KON_EVENT_KEY_DOWN && ev->type != KON_EVENT_KEY_UP) return 0;
down = ev->type == KON_EVENT_KEY_DOWN;
if (ev->key == KON_KEY_E) state->raise = down;
else if (ev->key == KON_KEY_Q) state->lower = down;
else return 0;
return 1;
}
static void update(kon_program_t *program, double dt, void *user)
{
state_t *state = user;
kon_camera_t camera = kon_fpCamera(&state->fp, &state->map);
kon_vec3_t hit;
state->time += dt;
kon_fpUpdate(&state->fp, program, &state->map, state->solid, 2, state->terrain, dt);
if ((state->raise || state->lower) && kon_isMouseCaptured(program->window)) {
kon_vec3_t forward = KON_VEC3(camera.target.x - camera.position.x, camera.target.y - camera.position.y, camera.target.z - camera.position.z);
if (kon_terrainRay(state->terrain, camera.position, forward, 30.0f, &hit)) {
kon_terrainRaise(state->terrain, hit.x, hit.z, BRUSH, (state->raise ? 4.0f : -4.0f) * (float)dt);
}
}
}
static int init(kon_program_t *program, void *user)
{
state_t *state = user;
int x, z, i;
state->terrain = kon_terrainCreate(SIZE, SIZE);
state->ground = makeGround();
state->marker = makeMarker();
if (!state->terrain || !state->ground || !state->marker) return 0;
for (z = 0; z <= SIZE; z++) {
for (x = 0; x <= SIZE; x++) {
float h = 3.0f * sinf((float)x * 0.11f) * cosf((float)z * 0.09f) + 1.2f * sinf((float)x * 0.35f + (float)z * 0.27f);
kon_terrainSetCorner(state->terrain, x, z, h);
}
}
state->grass = kon_materialTexture(state->ground);
state->mips = kon_createMipmaps(state->ground);
state->grass.mips = state->mips;
state->terrain->material = &state->grass;
state->map.columns = SIZE;
state->map.rows = SIZE;
state->map.tileWidth = 32;
state->map.tileHeight = 32;
state->map.tiles = state->tiles;
state->solid[1] = 1;
for (i = 0; i < SIZE; i++) {
state->tiles[i] = 1;
state->tiles[(SIZE - 1) * SIZE + i] = 1;
state->tiles[i * SIZE] = 1;
state->tiles[i * SIZE + SIZE - 1] = 1;
}
for (i = 0; i < MARKERS; i++) {
state->markers[i].x = 8.0f + (float)((i * 37) % 112);
state->markers[i].y = 8.0f + (float)((i * 53) % 112);
}
kon_fpInit(&state->fp, &state->map, SIZE / 2, SIZE / 2);
state->fp.farZ = FOG_END;
kon_fpPlace(&state->fp, &state->map, state->terrain);
kon_fpDebug(&state->fp, program->debug);
kon_terrainDebug(state->terrain, program->debug);
return 1;
}
static void shutdown(kon_program_t *program, void *user)
{
state_t *state = user;
(void)program;
kon_terrainFree(state->terrain);
kon_freeMipmaps(state->mips);
kon_freeFramebuffer(state->ground);
kon_freeFramebuffer(state->marker);
}
int main(void)
{
state_t *state = calloc(1, sizeof(state_t));
kon_programConfig_t config = {0};
int result;
if (!state) return 1;
config.title = "hills";
config.gameWidth = 480;
config.gameHeight = 270;
config.windowWidth = 960;
config.windowHeight = 540;
config.user = state;
config.init = init;
config.event = event;
config.update = update;
config.draw = draw;
config.shutdown = shutdown;
result = kon_programRun(&config);
free(state);
return result;
}
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