From fe42371c8c5b80b174372de846fafb7590fc3ff1 Mon Sep 17 00:00:00 2001 From: Orangerot Date: Thu, 5 Jun 2025 03:43:25 +0200 Subject: refactor: move terrain generation and drawing to own file --- main.c | 161 ++++++++--------------------------------------------------------- 1 file changed, 19 insertions(+), 142 deletions(-) (limited to 'main.c') diff --git a/main.c b/main.c index d543571..606f575 100644 --- a/main.c +++ b/main.c @@ -25,63 +25,9 @@ #include #include +#define ASSET_IMPLEMENTATION #include "assets.h" - -#define MIN(a,b) (((a)<(b))?(a):(b)) -#define MAX(a,b) (((a)>(b))?(a):(b)) -#define CLAMP2(val, min, max) MIN(max, MAX(min, val)) -#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val))) -#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n))) -#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n))) - -#define MAP_SIZE 64 - -struct ModelDirection { - enum Asset asset; - unsigned char pattern; -}; - -void generate_river(Color *map_data, int previous) { - int x = previous % MAP_SIZE, y = previous / MAP_SIZE; - if (x == 0 || x == MAP_SIZE -1 || y == 0 || y == MAP_SIZE -1) return; - - int local_minimum_map_i = previous; - int local_minimum_val = 255; - int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}}; - for (int gradient_i = 0; gradient_i < 4; gradient_i++) { - int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1); - int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1); - int i = dy * MAP_SIZE + dx; - if (i == previous || map_data[i].r == 1) continue; - if (map_data[i].b < local_minimum_val) { - local_minimum_map_i = i; - local_minimum_val = map_data[i].b; - } - } - if (local_minimum_val == 255) return; - map_data[local_minimum_map_i].r = 1; - generate_river(map_data, local_minimum_map_i); -} - -void select_river_tile(Color *map_data, struct ModelDirection *rivers, int x, int y, size_t *river_i, size_t *direction) { - - int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}}; - unsigned char river_tile = 0; - for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) { - int dx = CLAMP(x + surrounding[surrounding_i][0], 0, MAP_SIZE - 1); - int dy = CLAMP(y + surrounding[surrounding_i][1], 0, MAP_SIZE - 1); - if (map_data[dy * MAP_SIZE + dx].r) - river_tile |= 1 << (7 - surrounding_i); - } - for (*river_i = 0; *river_i < 11; (*river_i)++) { - for (*direction = 0; *direction < 4; (*direction)++) { - if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) { - return; - } - } - } -} - +#include "world.h" int main(void) { const int screenWidth = 800; @@ -99,66 +45,25 @@ int main(void) { Vector3 player_pos = (Vector3) {0.f, 0.f, 0.f}; - struct ModelDirection rivers[] = { - /* 0b12345678 - * 1 | 2 | 3 - * 8 | | 4 - * 7 | 6 | 5 - */ - { .pattern = 0b11111111, .asset = ground_riverOpen }, - // edge - { .pattern = 0b11011111, .asset = ground_riverCornerSmall }, - { .pattern = 0b01011111, .asset = ground_riverSideOpen }, - { .pattern = 0b11110001, .asset = ground_riverSide }, - { .pattern = 0b01010101, .asset = ground_riverCross }, - { .pattern = 0b01010001, .asset = ground_riverSplit }, - // STRAIGHT - { .pattern = 0b01000100, .asset = ground_riverStraight }, - // corner - { .pattern = 0b11000001, .asset = ground_riverCorner }, - // L SHAPE - { .pattern = 0b01000001, .asset = ground_riverBend }, - // closed - { .pattern = 0b01000000, .asset = ground_riverEndClosed }, - { .pattern = 0b00000000, .asset = ground_riverTile }, - }; - enum Asset ground = ground_grass; - enum Asset cliff = cliff_top_rock; enum Asset tree = tree_oak; enum Asset house = tent_detailedOpen; Vector3 position = {0}; - Image map = GenImagePerlinNoise(MAP_SIZE, MAP_SIZE, 0, 0, 1.f); - Texture2D map_texture = LoadTextureFromImage(map); - Color *map_data = LoadImageColors(map); - size_t global_minimum_map_i; - size_t global_minimum_val = 255; - - for (size_t i = 0; i < MAP_SIZE * MAP_SIZE; i++) { - int x = i % MAP_SIZE, y = i / MAP_SIZE; - Color c = map_data[i]; - if (c.r < global_minimum_val) { - global_minimum_map_i = i; - global_minimum_val = map_data[i].b; - } - map_data[i] = (Color) { - .r = 0, - .g = MAX(0, c.g - 64) / 32, - .b = c.b, - .a = 255 - }; - } - - map_data[global_minimum_map_i].r = 1; - generate_river(map_data, global_minimum_map_i); - generate_river(map_data, global_minimum_map_i); LoadModels(); - -#define NUM_TREES MAP_SIZE * MAP_SIZE / 100 - int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2); - int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2); + + struct World world_terrain = { + .floor = assets[ground_grass], + .wall = assets[cliff_top_rock], + .size = 32 + }; + + gen_terrain(&world_terrain); + + // #define NUM_TREES MAP_SIZE * MAP_SIZE / 100 + // int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2); + // int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2); // SetTargetFPS(60); DisableCursor(); @@ -183,38 +88,10 @@ int main(void) { BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); - for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++) { - int x = i % MAP_SIZE, y = i / MAP_SIZE; - int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}}; - for (int gradient_i = 0; gradient_i < 4; gradient_i++) { - int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1); - int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1); - for (int height = map_data[i].g; height < map_data[dy * MAP_SIZE + dx].g; height++) { - DrawModelEx(assets[cliff], - (Vector3){ - .x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f), - .y = height, - .z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f) - }, - (Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE); - } - } - size_t river_i, direction; - if (map_data[i].r) { - select_river_tile(map_data, rivers, x, y, &river_i, &direction); - } - DrawModelEx(assets[map_data[i].r ? rivers[river_i].asset : ground], - (Vector3){ - .x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f), - .y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2), - .z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f) - } , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0, - (Vector3) {1,1,1}, - WHITE); - } - for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) { - DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE); - } + draw_world(&world_terrain); + // for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) { + // DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE); + // } DrawModel(assets[house], (Vector3) {-1, 0, 0}, 1.f, WHITE); DrawGrid(20, 10.0f); Vector3 capsule_top = player_pos; @@ -222,7 +99,7 @@ int main(void) { DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE); EndMode3D(); DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); - DrawTexture(map_texture, 0, 0, WHITE); + DrawTexture(world_terrain.map_texture, 0, 0, WHITE); EndDrawing(); } -- cgit v1.2.3