Kaynağa Gözat

Splitcreen FPS example with multiple mouse and keyboard (#11317)

expikr 5 ay önce
ebeveyn
işleme
1e7c186461

+ 1 - 0
examples/CMakeLists.txt

@@ -141,6 +141,7 @@ add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c D
 add_sdl_example_executable(camera-read-and-draw SOURCES camera/01-read-and-draw/read-and-draw.c)
 add_sdl_example_executable(pen-drawing-lines SOURCES pen/01-drawing-lines/drawing-lines.c)
 add_sdl_example_executable(game-snake SOURCES game/01-snake/snake.c)
+add_sdl_example_executable(game-woodeneye-008 SOURCES game/02-woodeneye-008/woodeneye-008.c)
 
 
 if(PSP)

+ 1 - 0
examples/game/02-woodeneye-008/README.txt

@@ -0,0 +1 @@
+Minimal splitscreen FPS with multiple mouse and keyboards, drawn with the 2D Render API.

+ 489 - 0
examples/game/02-woodeneye-008/woodeneye-008.c

@@ -0,0 +1,489 @@
+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+
+#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/game/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
+            };
+            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));
+                SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255);
+                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];
+                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;
+                    SDL_SetRenderDrawColor(renderer, target->color[0], target->color[1], target->color[2], 255);
+                    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 : 0);
+        players[i].pos[1] = 0;
+        players[i].pos[2] = 8.0 * (i & 1 ? -1.0 : 0) * (i & 2 ? -1.0 : 0);
+        players[i].vel[0] = 0;
+        players[i].vel[1] = 0;
+        players[i].vel[2] = 0;
+        players[i].yaw = 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];
+    }
+    players[0].yaw = 0x20000000;
+    players[1].yaw = -0x60000000;
+}
+
+static void initEdges(int scale, float (*edges)[6], int edges_len)
+{
+    int i, j;
+    const float r = (float)scale;
+    const float lines[12][6] = {
+        {-r,-r,-r, r,-r,-r},
+        {-r,-r, r, r,-r, r},
+        {-r, r,-r, r, r,-r},
+        {-r, r, r, r, r, r},
+        {-r,-r,-r,-r, r,-r},
+        { r,-r,-r, r, r,-r},
+        {-r,-r, r,-r, r, r},
+        { r,-r, r, r, r, r},
+        {-r,-r,-r,-r,-r, r},
+        { r,-r,-r, r,-r, r},
+        {-r, r,-r,-r, r, r},
+        { r, r,-r, r, r, r}
+    };
+    for(i = 0; i < 12; i++) {
+        for (j = 0; j < 6; j++) {
+            edges[i][j] = lines[i][j];
+        }
+    }
+    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/game/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)
+{
+    static Uint64 accu = 0;
+    static Uint64 last = 0;
+    static Uint64 past = 0;
+    AppState *as = appstate;
+    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)
+{
+    AppState *as = appstate;
+    SDL_DestroyRenderer(as->renderer);
+    SDL_DestroyWindow(as->window);
+    SDL_Quit();
+}