feat: asset loader

This commit is contained in:
Orangerot 2025-06-05 01:40:21 +02:00
parent 603f5da7b7
commit af5ee99682
2 changed files with 93 additions and 64 deletions

56
assets.h Normal file
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@ -0,0 +1,56 @@
/*
* Tux-Town is a chill life-simulation game.
* Copyright (C) 2025 orangerot <me@orangerot.dev>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <raylib.h>
#ifndef ASSETS_H
#define ASSETS_H
#define ASSET_PATH "assets/kenney_nature-kit/Models/OBJ format/"
#define ASSETS(ASSET) \
ASSET(ground_riverOpen) \
ASSET(ground_riverCornerSmall) \
ASSET(ground_riverSideOpen) \
ASSET(ground_riverSide) \
ASSET(ground_riverCross) \
ASSET(ground_riverSplit) \
ASSET(ground_riverStraight) \
ASSET(ground_riverCorner) \
ASSET(ground_riverBend) \
ASSET(ground_riverEndClosed) \
ASSET(ground_riverTile) \
ASSET(ground_grass) \
ASSET(cliff_top_rock) \
ASSET(tree_oak) \
ASSET(tent_detailedOpen)
#define AS_ENUM(name) name,
enum Asset {
ASSETS(AS_ENUM)
ASSET_LEN
};
Model assets[ASSET_LEN];
#define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj");
void LoadModels() {
ASSETS(AS_ARRAY)
}
#endif /* ASSETS_H */

101
main.c
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@ -16,15 +16,17 @@
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "raylib.h"
#include <raylib.h>
#include <raymath.h>
#include <stdbool.h>
#define RCAMERA_IMPLEMENTATION
#define RL_CULL_DISTANCE_NEAR 0.01
#define RL_CULL_DISTANCE_FAR 1000.0
#include "rcamera.h"
#include <rcamera.h>
#include <stddef.h>
#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))
@ -35,7 +37,7 @@
#define MAP_SIZE 64
struct ModelDirection {
Model model;
enum Asset asset;
unsigned char pattern;
};
@ -98,65 +100,33 @@ 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
*/
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverOpen.obj"),
.pattern = 0b11111111
},
// edge
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverCornerSmall.obj"),
.pattern = 0b11011111
},
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverSideOpen.obj"),
.pattern = 0b01011111
},
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverSide.obj"),
.pattern = 0b11110001
},
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverCross.obj"),
.pattern = 0b01010101
},
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverSplit.obj"),
.pattern = 0b01010001
},
// STRAIGHT
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverStraight.obj"),
.pattern = 0b01000100
},
// corner
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverCorner.obj"),
.pattern = 0b11000001
},
// L SHAPE
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverBend.obj"),
.pattern = 0b01000001
},
// closed
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverEndClosed.obj"),
.pattern = 0b01000000
},
{
.model = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_riverTile.obj"),
.pattern = 0b00000000
},
/* 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 },
};
Model ground = LoadModel("assets/kenney_nature-kit/Models/OBJ format/ground_grass.obj");
Model cliff = LoadModel("assets/kenney_nature-kit/Models/OBJ format/cliff_top_rock.obj");
Model tree = LoadModel("assets/kenney_nature-kit/Models/OBJ format/tree_oak.obj");
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);
@ -183,6 +153,8 @@ int main(void) {
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);
@ -218,7 +190,7 @@ int main(void) {
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(cliff,
DrawModelEx(assets[cliff],
(Vector3){
.x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
.y = height,
@ -231,7 +203,7 @@ int main(void) {
if (map_data[i].r) {
select_river_tile(map_data, rivers, x, y, &river_i, &direction);
}
DrawModelEx(map_data[i].r ? rivers[river_i].model : ground,
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),
@ -241,8 +213,9 @@ int main(void) {
WHITE);
}
for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
DrawModel(tree, (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
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;
capsule_top.y += 0.2f;