diff --git a/Makefile b/Makefile index 82d6bdc..5a718b4 100644 --- a/Makefile +++ b/Makefile @@ -1,3 +1,3 @@ -tuxtown: main.c - gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c +tuxtown: main.c assets.h world.c world.h + gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c world.c diff --git a/assets.h b/assets.h index 419795b..d5de588 100644 --- a/assets.h +++ b/assets.h @@ -45,12 +45,16 @@ enum Asset { ASSET_LEN }; +#ifdef ASSET_IMPLEMENTATION Model assets[ASSET_LEN]; #define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj"); void LoadModels() { ASSETS(AS_ARRAY) } +#else +extern Model assets[]; +#endif #endif /* ASSETS_H */ 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(); } diff --git a/world.c b/world.c new file mode 100644 index 0000000..3b7c6ba --- /dev/null +++ b/world.c @@ -0,0 +1,181 @@ +/* + * Tux-Town is a chill life-simulation game. + * Copyright (C) 2025 orangerot + * + * 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 . + */ + +#include +#include + +#include "assets.h" +#include "world.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; +}; + +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 }, +}; + +void generate_river(struct World *world, int previous) { + Color *map_data = world->map_data; + int map_size = world->size; + + 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(world, local_minimum_map_i); +} + +void select_river_tile(struct World *world, int x, int y, size_t *river_i, size_t *direction) { + Color *map_data = world->map_data; + int map_size = world->size; + + 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; + } + } + } +} + + +void gen_terrain(struct World *world) { + int map_size = world->size; + size_t global_minimum_map_i; + size_t global_minimum_val = 255; + + world->map = GenImagePerlinNoise(map_size, map_size, 0, 0, 1.f); + world->map_texture = LoadTextureFromImage(world->map); + world->map_data = LoadImageColors(world->map); + + for (size_t i = 0; i < map_size * map_size; i++) { + int x = i % map_size, y = i / map_size; + Color c = world->map_data[i]; + if (c.r < global_minimum_val) { + global_minimum_map_i = i; + global_minimum_val = world->map_data[i].b; + } + world->map_data[i] = (Color) { + .r = 0, + .g = MAX(0, c.g - 64) / 32, + .b = c.b, + .a = 255 + }; + } + + world->map_data[global_minimum_map_i].r = 1; + generate_river(world, global_minimum_map_i); + generate_river(world, global_minimum_map_i); +} + +// void gen_room() { +// +// } +// +// void unload_world() {} + +void draw_world(struct World *world) { + int map_size = world->size; + Color *map_data = world->map_data; + Model wall = world->wall; + Model ground = world->floor; + + 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(wall, + (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(world, x, y, &river_i, &direction); + } + DrawModelEx(map_data[i].r ? assets[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); + } +} + diff --git a/world.h b/world.h new file mode 100644 index 0000000..2740887 --- /dev/null +++ b/world.h @@ -0,0 +1,21 @@ +#include +#include "assets.h" +#include + +#ifndef WORLD_H +#define WORLD_H + +struct World { + Image map; + Texture map_texture; + Color *map_data; + size_t size; + Model floor; + Model wall; + struct Decoration {} decoration[256]; +}; + +void gen_terrain(struct World *world); +void draw_world(struct World *world); +#endif +