From 6aaedb813fa11ba0679c3051bc2eb28646b9506c Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 30 Aug 2025 16:53:58 -0700 Subject: Update to SDL3 --- .../examples/demo/02-woodeneye-008/woodeneye-008.c | 480 +++++++++++++++++++++ 1 file changed, 480 insertions(+) create mode 100644 src/contrib/SDL-3.2.20/examples/demo/02-woodeneye-008/woodeneye-008.c (limited to 'src/contrib/SDL-3.2.20/examples/demo/02-woodeneye-008/woodeneye-008.c') diff --git a/src/contrib/SDL-3.2.20/examples/demo/02-woodeneye-008/woodeneye-008.c b/src/contrib/SDL-3.2.20/examples/demo/02-woodeneye-008/woodeneye-008.c new file mode 100644 index 0000000..b97b06a --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/demo/02-woodeneye-008/woodeneye-008.c @@ -0,0 +1,480 @@ +/* + * This code is public domain. Feel free to use it for any purpose! + */ + +#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ +#include +#include + +#define MAP_BOX_SCALE 16 +#define MAP_BOX_EDGES_LEN (12 + MAP_BOX_SCALE * 2) +#define MAX_PLAYER_COUNT 4 +#define CIRCLE_DRAW_SIDES 32 +#define CIRCLE_DRAW_SIDES_LEN (CIRCLE_DRAW_SIDES + 1) + +typedef struct { + SDL_MouseID mouse; + SDL_KeyboardID keyboard; + double pos[3]; + double vel[3]; + unsigned int yaw; + int pitch; + float radius, height; + unsigned char color[3]; + unsigned char wasd; +} Player; + +typedef struct { + SDL_Window *window; + SDL_Renderer *renderer; + int player_count; + Player players[MAX_PLAYER_COUNT]; + float edges[MAP_BOX_EDGES_LEN][6]; +} AppState; + +static const struct { + const char *key; + const char *value; +} extended_metadata[] = { + { SDL_PROP_APP_METADATA_URL_STRING, "https://examples.libsdl.org/SDL3/demo/02-woodeneye-008/" }, + { SDL_PROP_APP_METADATA_CREATOR_STRING, "SDL team" }, + { SDL_PROP_APP_METADATA_COPYRIGHT_STRING, "Placed in the public domain" }, + { SDL_PROP_APP_METADATA_TYPE_STRING, "game" } +}; + +static int whoseMouse(SDL_MouseID mouse, const Player players[], int players_len) +{ + int i; + for (i = 0; i < players_len; i++) { + if (players[i].mouse == mouse) return i; + } + return -1; +} + +static int whoseKeyboard(SDL_KeyboardID keyboard, const Player players[], int players_len) +{ + int i; + for (i = 0; i < players_len; i++) { + if (players[i].keyboard == keyboard) return i; + } + return -1; +} + +static void shoot(int shooter, Player players[], int players_len) +{ + int i, j; + double x0 = players[shooter].pos[0]; + double y0 = players[shooter].pos[1]; + double z0 = players[shooter].pos[2]; + double bin_rad = SDL_PI_D / 2147483648.0; + double yaw_rad = bin_rad * players[shooter].yaw; + double pitch_rad = bin_rad * players[shooter].pitch; + double cos_yaw = SDL_cos( yaw_rad); + double sin_yaw = SDL_sin( yaw_rad); + double cos_pitch = SDL_cos(pitch_rad); + double sin_pitch = SDL_sin(pitch_rad); + double vx = -sin_yaw*cos_pitch; + double vy = sin_pitch; + double vz = -cos_yaw*cos_pitch; + for (i = 0; i < players_len; i++) { + if (i == shooter) continue; + Player *target = &(players[i]); + int hit = 0; + for (j = 0; j < 2; j++) { + double r = target->radius; + double h = target->height; + double dx = target->pos[0] - x0; + double dy = target->pos[1] - y0 + (j == 0 ? 0 : r - h); + double dz = target->pos[2] - z0; + double vd = vx*dx + vy*dy + vz*dz; + double dd = dx*dx + dy*dy + dz*dz; + double vv = vx*vx + vy*vy + vz*vz; + double rr = r * r; + if (vd < 0) continue; + if (vd * vd >= vv * (dd - rr)) hit += 1; + } + if (hit) { + target->pos[0] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; + target->pos[1] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; + target->pos[2] = (double)(MAP_BOX_SCALE * (SDL_rand(256) - 128)) / 256; + } + } +} + +static void update(Player *players, int players_len, Uint64 dt_ns) +{ + int i; + for (i = 0; i < players_len; i++) { + Player *player = &players[i]; + double rate = 6.0; + double time = (double)dt_ns * 1e-9; + double drag = SDL_exp(-time * rate); + double diff = 1.0 - drag; + double mult = 60.0; + double grav = 25.0; + double yaw = (double)player->yaw; + double rad = yaw * SDL_PI_D / 2147483648.0; + double cos = SDL_cos(rad); + double sin = SDL_sin(rad); + unsigned char wasd = player->wasd; + double dirX = (wasd & 8 ? 1.0 : 0.0) - (wasd & 2 ? 1.0 : 0.0); + double dirZ = (wasd & 4 ? 1.0 : 0.0) - (wasd & 1 ? 1.0 : 0.0); + double norm = dirX * dirX + dirZ * dirZ; + double accX = mult * (norm == 0 ? 0 : ( cos*dirX + sin*dirZ) / SDL_sqrt(norm)); + double accZ = mult * (norm == 0 ? 0 : (-sin*dirX + cos*dirZ) / SDL_sqrt(norm)); + double velX = player->vel[0]; + double velY = player->vel[1]; + double velZ = player->vel[2]; + player->vel[0] -= velX * diff; + player->vel[1] -= grav * time; + player->vel[2] -= velZ * diff; + player->vel[0] += diff * accX / rate; + player->vel[2] += diff * accZ / rate; + player->pos[0] += (time - diff/rate) * accX / rate + diff * velX / rate; + player->pos[1] += -0.5 * grav * time * time + velY * time; + player->pos[2] += (time - diff/rate) * accZ / rate + diff * velZ / rate; + double scale = (double)MAP_BOX_SCALE; + double bound = scale - player->radius; + double posX = SDL_max(SDL_min(bound, player->pos[0]), -bound); + double posY = SDL_max(SDL_min(bound, player->pos[1]), player->height - scale); + double posZ = SDL_max(SDL_min(bound, player->pos[2]), -bound); + if (player->pos[0] != posX) player->vel[0] = 0; + if (player->pos[1] != posY) player->vel[1] = (wasd & 16) ? 8.4375 : 0; + if (player->pos[2] != posZ) player->vel[2] = 0; + player->pos[0] = posX; + player->pos[1] = posY; + player->pos[2] = posZ; + } +} + +static void drawCircle(SDL_Renderer *renderer, float r, float x, float y) +{ + float ang; + SDL_FPoint points[CIRCLE_DRAW_SIDES_LEN]; + int i; + for (i = 0; i < CIRCLE_DRAW_SIDES_LEN; i++) { + ang = 2.0f * SDL_PI_F * (float)i / (float)CIRCLE_DRAW_SIDES; + points[i].x = x + r * SDL_cosf(ang); + points[i].y = y + r * SDL_sinf(ang); + } + SDL_RenderLines(renderer, (const SDL_FPoint*)&points, CIRCLE_DRAW_SIDES_LEN); +} + +static void drawClippedSegment( + SDL_Renderer *renderer, + float ax, float ay, float az, + float bx, float by, float bz, + float x, float y, float z, float w) +{ + if (az >= -w && bz >= -w) return; + float dx = ax - bx; + float dy = ay - by; + if (az > -w) { + float t = (-w - bz) / (az - bz); + ax = bx + dx * t; + ay = by + dy * t; + az = -w; + } else if (bz > -w) { + float t = (-w - az) / (bz - az); + bx = ax - dx * t; + by = ay - dy * t; + bz = -w; + } + ax = -z * ax / az; + ay = -z * ay / az; + bx = -z * bx / bz; + by = -z * by / bz; + SDL_RenderLine(renderer, x + ax, y - ay, x + bx, y - by); +} + +static char debug_string[32]; +static void draw(SDL_Renderer *renderer, const float (*edges)[6], const Player players[], int players_len) +{ + int w, h, i, j, k; + if (!SDL_GetRenderOutputSize(renderer, &w, &h)) { + return; + } + SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); + SDL_RenderClear(renderer); + if (players_len > 0) { + float wf = (float)w; + float hf = (float)h; + int part_hor = players_len > 2 ? 2 : 1; + int part_ver = players_len > 1 ? 2 : 1; + float size_hor = wf / ((float)part_hor); + float size_ver = hf / ((float)part_ver); + for (i = 0; i < players_len; i++) { + const Player *player = &players[i]; + float mod_x = (float)(i % part_hor); + float mod_y = (float)(i / part_hor); + float hor_origin = (mod_x + 0.5f) * size_hor; + float ver_origin = (mod_y + 0.5f) * size_ver; + float cam_origin = (float)(0.5 * SDL_sqrt(size_hor * size_hor + size_ver * size_ver)); + float hor_offset = mod_x * size_hor; + float ver_offset = mod_y * size_ver; + SDL_Rect rect; + rect.x = (int)hor_offset; + rect.y = (int)ver_offset; + rect.w = (int)size_hor; + rect.h = (int)size_ver; + SDL_SetRenderClipRect(renderer, &rect); + double x0 = player->pos[0]; + double y0 = player->pos[1]; + double z0 = player->pos[2]; + double bin_rad = SDL_PI_D / 2147483648.0; + double yaw_rad = bin_rad * player->yaw; + double pitch_rad = bin_rad * player->pitch; + double cos_yaw = SDL_cos( yaw_rad); + double sin_yaw = SDL_sin( yaw_rad); + double cos_pitch = SDL_cos(pitch_rad); + double sin_pitch = SDL_sin(pitch_rad); + double mat[9] = { + cos_yaw , 0, -sin_yaw , + sin_yaw*sin_pitch, cos_pitch, cos_yaw*sin_pitch, + sin_yaw*cos_pitch, -sin_pitch, cos_yaw*cos_pitch + }; + SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255); + for (k = 0; k < MAP_BOX_EDGES_LEN; k++) { + const float *line = edges[k]; + float ax = (float)(mat[0] * (line[0] - x0) + mat[1] * (line[1] - y0) + mat[2] * (line[2] - z0)); + float ay = (float)(mat[3] * (line[0] - x0) + mat[4] * (line[1] - y0) + mat[5] * (line[2] - z0)); + float az = (float)(mat[6] * (line[0] - x0) + mat[7] * (line[1] - y0) + mat[8] * (line[2] - z0)); + float bx = (float)(mat[0] * (line[3] - x0) + mat[1] * (line[4] - y0) + mat[2] * (line[5] - z0)); + float by = (float)(mat[3] * (line[3] - x0) + mat[4] * (line[4] - y0) + mat[5] * (line[5] - z0)); + float bz = (float)(mat[6] * (line[3] - x0) + mat[7] * (line[4] - y0) + mat[8] * (line[5] - z0)); + drawClippedSegment(renderer, ax, ay, az, bx, by, bz, hor_origin, ver_origin, cam_origin, 1); + } + for (j = 0; j < players_len; j++) { + if (i == j) continue; + const Player *target = &players[j]; + SDL_SetRenderDrawColor(renderer, target->color[0], target->color[1], target->color[2], 255); + for (k = 0; k < 2; k++) { + double rx = target->pos[0] - player->pos[0]; + double ry = target->pos[1] - player->pos[1] + (target->radius - target->height) * (float)k; + double rz = target->pos[2] - player->pos[2]; + double dx = mat[0] * rx + mat[1] * ry + mat[2] * rz; + double dy = mat[3] * rx + mat[4] * ry + mat[5] * rz; + double dz = mat[6] * rx + mat[7] * ry + mat[8] * rz; + double r_eff = target->radius * cam_origin / dz; + if (!(dz < 0)) continue; + drawCircle(renderer, (float)(r_eff), (float)(hor_origin - cam_origin*dx/dz), (float)(ver_origin + cam_origin*dy/dz)); + } + } + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDL_RenderLine(renderer, hor_origin, ver_origin-10, hor_origin, ver_origin+10); + SDL_RenderLine(renderer, hor_origin-10, ver_origin, hor_origin+10, ver_origin); + } + } + SDL_SetRenderClipRect(renderer, 0); + SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); + SDL_RenderDebugText(renderer, 0, 0, debug_string); + SDL_RenderPresent(renderer); +} + +static void initPlayers(Player *players, int len) +{ + int i; + for (i = 0; i < len; i++) { + players[i].pos[0] = 8.0 * (i & 1 ? -1.0 : 1.0); + players[i].pos[1] = 0; + players[i].pos[2] = 8.0 * (i & 1 ? -1.0 : 1.0) * (i & 2 ? -1.0 : 1.0); + players[i].vel[0] = 0; + players[i].vel[1] = 0; + players[i].vel[2] = 0; + players[i].yaw = 0x20000000 + (i & 1 ? 0x80000000 : 0) + (i & 2 ? 0x40000000 : 0); + players[i].pitch = -0x08000000; + players[i].radius = 0.5f; + players[i].height = 1.5f; + players[i].wasd = 0; + players[i].mouse = 0; + players[i].keyboard = 0; + players[i].color[0] = (1 << (i / 2)) & 2 ? 0 : 0xff; + players[i].color[1] = (1 << (i / 2)) & 1 ? 0 : 0xff; + players[i].color[2] = (1 << (i / 2)) & 4 ? 0 : 0xff; + players[i].color[0] = (i & 1) ? players[i].color[0] : ~players[i].color[0]; + players[i].color[1] = (i & 1) ? players[i].color[1] : ~players[i].color[1]; + players[i].color[2] = (i & 1) ? players[i].color[2] : ~players[i].color[2]; + } +} + +static void initEdges(int scale, float (*edges)[6], int edges_len) +{ + int i, j; + const float r = (float)scale; + const int map[24] = { + 0,1 , 1,3 , 3,2 , 2,0 , + 7,6 , 6,4 , 4,5 , 5,7 , + 6,2 , 3,7 , 0,4 , 5,1 + }; + for(i = 0; i < 12; i++) { + for (j = 0; j < 3; j++) { + edges[i][j+0] = (map[i*2+0] & (1 << j) ? r : -r); + edges[i][j+3] = (map[i*2+1] & (1 << j) ? r : -r); + } + } + for(i = 0; i < scale; i++) { + float d = (float)(i * 2); + for (j = 0; j < 2; j++) { + edges[i+12][3*j+0] = j ? r : -r; + edges[i+12][3*j+1] = -r; + edges[i+12][3*j+2] = d-r; + edges[i+12+scale][3*j+0] = d-r; + edges[i+12+scale][3*j+1] = -r; + edges[i+12+scale][3*j+2] = j ? r : -r; + } + } +} + +SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) +{ + if (!SDL_SetAppMetadata("Example splitscreen shooter game", "1.0", "com.example.woodeneye-008")) { + return SDL_APP_FAILURE; + } + int i; + for (i = 0; i < SDL_arraysize(extended_metadata); i++) { + if (!SDL_SetAppMetadataProperty(extended_metadata[i].key, extended_metadata[i].value)) { + return SDL_APP_FAILURE; + } + } + + AppState *as = SDL_calloc(1, sizeof(AppState)); + if (!as) { + return SDL_APP_FAILURE; + } else { + *appstate = as; + } + + if (!SDL_Init(SDL_INIT_VIDEO)) { + return SDL_APP_FAILURE; + } + if (!SDL_CreateWindowAndRenderer("examples/demo/woodeneye-008", 640, 480, 0, &as->window, &as->renderer)) { + return SDL_APP_FAILURE; + } + + as->player_count = 1; + initPlayers(as->players, MAX_PLAYER_COUNT); + initEdges(MAP_BOX_SCALE, as->edges, MAP_BOX_EDGES_LEN); + debug_string[0] = 0; + + SDL_SetRenderVSync(as->renderer, false); + SDL_SetWindowRelativeMouseMode(as->window, true); + SDL_SetHintWithPriority(SDL_HINT_WINDOWS_RAW_KEYBOARD, "1", SDL_HINT_OVERRIDE); + return SDL_APP_CONTINUE; +} + +SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) +{ + AppState *as = appstate; + Player *players = as->players; + int player_count = as->player_count; + int i; + switch (event->type) { + case SDL_EVENT_QUIT: + return SDL_APP_SUCCESS; + break; + case SDL_EVENT_MOUSE_REMOVED: + for (i = 0; i < player_count; i++) { + if (players[i].mouse == event->mdevice.which) { + players[i].mouse = 0; + } + } + break; + case SDL_EVENT_KEYBOARD_REMOVED: + for (i = 0; i < player_count; i++) { + if (players[i].keyboard == event->kdevice.which) { + players[i].keyboard = 0; + } + } + break; + case SDL_EVENT_MOUSE_MOTION: { + SDL_MouseID id = event->motion.which; + int index = whoseMouse(id, players, player_count); + if (index >= 0) { + players[index].yaw -= ((int)event->motion.xrel) * 0x00080000; + players[index].pitch = SDL_max(-0x40000000, SDL_min(0x40000000, players[index].pitch - ((int)event->motion.yrel) * 0x00080000)); + } else if (id) { + for (i = 0; i < MAX_PLAYER_COUNT; i++) { + if (players[i].mouse == 0) { + players[i].mouse = id; + as->player_count = SDL_max(as->player_count, i + 1); + break; + } + } + } + break; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: { + SDL_MouseID id = event->button.which; + int index = whoseMouse(id, players, player_count); + if (index >= 0) { + shoot(index, players, player_count); + } + break; + } + case SDL_EVENT_KEY_DOWN: { + SDL_Keycode sym = event->key.key; + SDL_KeyboardID id = event->key.which; + int index = whoseKeyboard(id, players, player_count); + if (index >= 0) { + if (sym == SDLK_W) players[index].wasd |= 1; + if (sym == SDLK_A) players[index].wasd |= 2; + if (sym == SDLK_S) players[index].wasd |= 4; + if (sym == SDLK_D) players[index].wasd |= 8; + if (sym == SDLK_SPACE) players[index].wasd |= 16; + } else if (id) { + for (i = 0; i < MAX_PLAYER_COUNT; i++) { + if (players[i].keyboard == 0) { + players[i].keyboard = id; + as->player_count = SDL_max(as->player_count, i + 1); + break; + } + } + } + break; + } + case SDL_EVENT_KEY_UP: { + SDL_Keycode sym = event->key.key; + SDL_KeyboardID id = event->key.which; + if (sym == SDLK_ESCAPE) return SDL_APP_SUCCESS; + int index = whoseKeyboard(id, players, player_count); + if (index >= 0) { + if (sym == SDLK_W) players[index].wasd &= 30; + if (sym == SDLK_A) players[index].wasd &= 29; + if (sym == SDLK_S) players[index].wasd &= 27; + if (sym == SDLK_D) players[index].wasd &= 23; + if (sym == SDLK_SPACE) players[index].wasd &= 15; + } + break; + } + } + return SDL_APP_CONTINUE; +} + +SDL_AppResult SDL_AppIterate(void *appstate) +{ + AppState *as = appstate; + static Uint64 accu = 0; + static Uint64 last = 0; + static Uint64 past = 0; + Uint64 now = SDL_GetTicksNS(); + Uint64 dt_ns = now - past; + update(as->players, as->player_count, dt_ns); + draw(as->renderer, (const float (*)[6])as->edges, as->players, as->player_count); + if (now - last > 999999999) { + last = now; + SDL_snprintf(debug_string, sizeof(debug_string), "%" SDL_PRIu64 " fps", accu); + accu = 0; + } + past = now; + accu += 1; + Uint64 elapsed = SDL_GetTicksNS() - now; + if (elapsed < 999999) { + SDL_DelayNS(999999 - elapsed); + } + return SDL_APP_CONTINUE; +} + +void SDL_AppQuit(void *appstate, SDL_AppResult result) +{ + SDL_free(appstate); // just free the memory, SDL will clean up the window/renderer for us. +} \ No newline at end of file -- cgit v1.2.3