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/* SPDX-License-Identifier: MIT */
/*
* kon3d.c
*
* Copyright (c) 2026 KonAki
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "kon3d.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
/*** private ***/
static void kon_quad_(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_material_t *material, const kon_light_t *light,
kon_vec3_t a, kon_vec3_t b, kon_vec3_t c, kon_vec3_t d, kon_vec3_t normal, kon_vec2_t uvA, kon_vec2_t uvC)
{
kon_vertex_t va = { a, normal, uvA }, vb = { b, normal, KON_VEC2(uvC.x, uvA.y) };
kon_vertex_t vc = { c, normal, uvC }, vd = { d, normal, KON_VEC2(uvA.x, uvC.y) };
kon_drawTriangle3D(fb, vp, va, vb, vc, material, light, KON_RENDER_DEFAULT);
kon_drawTriangle3D(fb, vp, va, vc, vd, material, light, KON_RENDER_DEFAULT);
}
/* a wall face seen from its open side, left and right are the bottom corners as the viewer sees them */
static void kon_wall_(kon_framebuffer_t *fb, kon_mat4_t vp, const kon_level3d_t *level, const kon_light_t *light,
kon_vec3_t left, kon_vec3_t right, kon_vec3_t normal)
{
float h = level->wallHeight;
kon_vec3_t topRight = KON_VEC3(right.x, h, right.z), topLeft = KON_VEC3(left.x, h, left.z);
kon_quad_(fb, vp, level->wall, light, left, right, topRight, topLeft, normal, KON_VEC2(0, h), KON_VEC2(1, 0));
}
static int kon_open_(const kon_level3d_t *level, int column, int row)
{
uint16_t id = kon_tilemapAt(level->map, column, row);
return id >= level->solidCount || !level->solid[id];
}
/*** body ***/
void kon_fpInit(kon_fp_t *fp, const kon_tilemap_t *map, int column, int row)
{
float size = 12.0f;
fp->eyeHeight = 0.6f;
fp->yaw = 0.0f;
fp->pitch = 0.0f;
fp->sensitivity = 0.0015f;
fp->speed = 2.5f;
fp->turnSpeed = 2.0f;
fp->fov = KON_DEG2RAD(60);
fp->forward = fp->strafe = fp->turn = 0;
fp->body = KON_BOX2(((float)column + 0.5f) * (float)map->tileWidth - size * 0.5f, ((float)row + 0.5f) * (float)map->tileHeight - size * 0.5f, size, size);
}
int kon_fpEvent(kon_fp_t *fp, kon_program_t *program, const kon_event_t *ev)
{
int down;
if (ev->type == KON_EVENT_MOUSE_MOVE && kon_isMouseCaptured(program->window)) {
fp->yaw += (float)ev->mouseDX * fp->sensitivity;
fp->pitch -= (float)ev->mouseDY * fp->sensitivity;
if (fp->pitch > 1.2f) fp->pitch = 1.2f;
if (fp->pitch < -1.2f) fp->pitch = -1.2f;
return 1;
}
if (ev->type == KON_EVENT_MOUSE_DOWN && !kon_isMouseCaptured(program->window)) {
kon_setMouseCapture(program->window, true);
return 1;
}
if (ev->type == KON_EVENT_KEY_DOWN && ev->key == KON_KEY_TAB) {
kon_setMouseCapture(program->window, !kon_isMouseCaptured(program->window));
return 1;
}
if (ev->type != KON_EVENT_KEY_DOWN && ev->type != KON_EVENT_KEY_UP) return 0;
down = ev->type == KON_EVENT_KEY_DOWN;
switch (ev->key) {
case KON_KEY_W: case KON_KEY_UP: fp->forward = down ? 1 : (fp->forward > 0 ? 0 : fp->forward); break;
case KON_KEY_S: case KON_KEY_DOWN: fp->forward = down ? -1 : (fp->forward < 0 ? 0 : fp->forward); break;
case KON_KEY_D: fp->strafe = down ? 1 : (fp->strafe > 0 ? 0 : fp->strafe); break;
case KON_KEY_A: fp->strafe = down ? -1 : (fp->strafe < 0 ? 0 : fp->strafe); break;
case KON_KEY_RIGHT: fp->turn = down ? 1 : (fp->turn > 0 ? 0 : fp->turn); break;
case KON_KEY_LEFT: fp->turn = down ? -1 : (fp->turn < 0 ? 0 : fp->turn); break;
default: return 0;
}
return 1;
}
void kon_fpUpdate(kon_fp_t *fp, kon_program_t *program, const kon_tilemap_t *map, const uint8_t *solid, int solidCount, double dt)
{
float step = fp->speed * (float)dt * (float)map->tileWidth;
float fx = sinf(fp->yaw), fz = -cosf(fp->yaw);
float dx = (fx * (float)fp->forward - fz * (float)fp->strafe) * step;
float dz = (fz * (float)fp->forward + fx * (float)fp->strafe) * step;
if (kon_debugConsoleOpen(program->debug) && kon_isMouseCaptured(program->window)) kon_setMouseCapture(program->window, false);
fp->yaw += (float)fp->turn * fp->turnSpeed * (float)dt;
kon_tilemapMove(map, &fp->body, dx, dz, solid, solidCount);
}
kon_vec3_t kon_fpEye(const kon_fp_t *fp, const kon_tilemap_t *map)
{
return KON_VEC3((fp->body.x + fp->body.w * 0.5f) / (float)map->tileWidth, fp->eyeHeight, (fp->body.y + fp->body.h * 0.5f) / (float)map->tileHeight);
}
kon_camera_t kon_fpCamera(const kon_fp_t *fp, const kon_tilemap_t *map)
{
kon_camera_t camera = kon_cameraDefault();
kon_vec3_t eye = kon_fpEye(fp, map);
camera.position = eye;
camera.target = KON_VEC3(eye.x + sinf(fp->yaw) * cosf(fp->pitch), eye.y + sinf(fp->pitch), eye.z - cosf(fp->yaw) * cosf(fp->pitch));
camera.fov = fp->fov;
camera.nearZ = 0.05f;
camera.farZ = 40.0f;
return camera;
}
#if defined(KON_DEVELOPER) && defined(KON_MODULE_DEBUG)
static void kon_cmdWhere_(kon_debug_t *debug, void *user, int argc, char **argv)
{
kon_fp_t *fp = user;
(void)argc; (void)argv;
kon_debugLog(debug, "x %.1f y %.1f yaw %.2f pitch %.2f", (double)fp->body.x, (double)fp->body.y, (double)fp->yaw, (double)fp->pitch);
}
void kon_fpDebug(kon_fp_t *fp, kon_debug_t *debug)
{
kon_debugVar(debug, "sens", KON_VAR_FLOAT, &fp->sensitivity);
kon_debugVar(debug, "speed", KON_VAR_FLOAT, &fp->speed);
kon_debugVar(debug, "eye", KON_VAR_FLOAT, &fp->eyeHeight);
kon_debugCommand(debug, "where", "print where you stand in map pixels", kon_cmdWhere_, fp);
}
#else
void kon_fpDebug(kon_fp_t *fp, kon_debug_t *debug)
{
(void)fp; (void)debug;
}
#endif
/*** drawing ***/
void kon_drawLevel(kon_framebuffer_t *fb, const kon_camera_t *camera, const kon_level3d_t *level, const kon_light_t *light)
{
const kon_tilemap_t *map = level->map;
kon_mat4_t vp = kon_cameraViewProjection(camera, fb->width, fb->height);
float fx = camera->target.x - camera->position.x, fz = camera->target.z - camera->position.z;
float flat = sqrtf(fx * fx + fz * fz), reach = camera->farZ + 1.0f;
float w = (float)map->columns, d = (float)map->rows, h = level->wallHeight;
int row, column;
/* looking straight up or down there is no direction to cull against */
if (flat > 0.001f) {
fx /= flat;
fz /= flat;
}
for (row = 0; row < map->rows; row++) {
for (column = 0; column < map->columns; column++) {
float x = (float)column, z = (float)row;
float dx = x + 0.5f - camera->position.x, dz = z + 0.5f - camera->position.z;
if (kon_open_(level, column, row)) continue;
if (dx * dx + dz * dz > reach * reach) continue;
if (flat > 0.001f && dx * fx + dz * fz < -2.0f) continue;
if (kon_open_(level, column, row - 1)) kon_wall_(fb, vp, level, light, KON_VEC3(x + 1, 0, z), KON_VEC3(x, 0, z), KON_VEC3(0, 0, -1));
if (kon_open_(level, column, row + 1)) kon_wall_(fb, vp, level, light, KON_VEC3(x, 0, z + 1), KON_VEC3(x + 1, 0, z + 1), KON_VEC3(0, 0, 1));
if (kon_open_(level, column - 1, row)) kon_wall_(fb, vp, level, light, KON_VEC3(x, 0, z), KON_VEC3(x, 0, z + 1), KON_VEC3(-1, 0, 0));
if (kon_open_(level, column + 1, row)) kon_wall_(fb, vp, level, light, KON_VEC3(x + 1, 0, z + 1), KON_VEC3(x + 1, 0, z), KON_VEC3(1, 0, 0));
}
}
if (level->floor) kon_quad_(fb, vp, level->floor, light, KON_VEC3(0, 0, 0), KON_VEC3(0, 0, d), KON_VEC3(w, 0, d), KON_VEC3(w, 0, 0),
KON_VEC3(0, 1, 0), KON_VEC2(0, 0), KON_VEC2(w, d));
if (level->ceiling) kon_quad_(fb, vp, level->ceiling, light, KON_VEC3(0, h, 0), KON_VEC3(w, h, 0), KON_VEC3(w, h, d), KON_VEC3(0, h, d),
KON_VEC3(0, -1, 0), KON_VEC2(0, 0), KON_VEC2(w, d));
}
float kon_distanceFade(float distance, float falloff)
{
return 1.0f / (1.0f + distance * falloff);
}
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