Dengine/src/Asteroid.c

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#include "Dengine/Asteroid.h"
#include "Dengine/Debug.h"
void initAssetManager(GameState *state)
{
AssetManager *assetManager = &state->assetManager;
MemoryArena_ *arena = &state->persistentArena;
i32 audioEntries = 32;
assetManager->audio.size = audioEntries;
assetManager->audio.entries =
memory_pushBytes(arena, audioEntries * sizeof(HashTableEntry));
i32 texAtlasEntries = 8;
assetManager->texAtlas.size = texAtlasEntries;
assetManager->texAtlas.entries =
memory_pushBytes(arena, texAtlasEntries * sizeof(HashTableEntry));
i32 texEntries = 32;
assetManager->textures.size = texEntries;
assetManager->textures.entries =
memory_pushBytes(arena, texEntries * sizeof(HashTableEntry));
i32 animEntries = 1024;
assetManager->anims.size = animEntries;
assetManager->anims.entries =
memory_pushBytes(arena, animEntries * sizeof(HashTableEntry));
/* Create empty 1x1 4bpp black texture */
u32 bitmap = (0xFF << 24) | (0xFF << 16) | (0xFF << 8) | (0xFF << 0);
Texture *tex = asset_getFreeTexSlot(assetManager, arena, "nullTex");
*tex = texture_gen(1, 1, 4, CAST(u8 *)(&bitmap));
/* Load shaders */
asset_loadShaderFiles(
assetManager, arena, "data/shaders/default_tex.vert.glsl",
"data/shaders/default_tex.frag.glsl", shaderlist_default);
asset_loadShaderFiles(
assetManager, arena, "data/shaders/default_no_tex.vert.glsl",
"data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex);
i32 result =
asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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if (result) ASSERT(TRUE);
}
void initRenderer(GameState *state, v2 windowSize) {
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
renderer->size = windowSize;
// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
renderer->vertexNdcFactor =
V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
renderer->groupIndexForVertexBatch = -1;
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
for (i32 i = 0; i < shaderlist_count; i++)
{
renderer->shaderList[i] = asset_getShader(assetManager, i);
shader_use(renderer->shaderList[i]);
shader_uniformSetMat4fv(renderer->shaderList[i], "projection",
projection);
GL_CHECK_ERROR();
}
renderer->activeShaderId = renderer->shaderList[shaderlist_default];
GL_CHECK_ERROR();
/* Create buffers */
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glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao);
glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo);
GL_CHECK_ERROR();
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// Bind buffers and configure vao, vao automatically intercepts
// glBindCalls and associates the state with that buffer for us
for (enum RenderMode mode = 0; mode < rendermode_count; mode++)
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{
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glBindVertexArray(renderer->vao[mode]);
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]);
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glEnableVertexAttribArray(0);
u32 numVertexElements = 4;
u32 stride = sizeof(RenderVertex);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT,
GL_FALSE, stride, (GLvoid *)0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
/* Unbind */
GL_CHECK_ERROR();
// TODO(doyle): Lazy allocate render group capacity
renderer->groupCapacity = 4096;
for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
{
renderer->groups[i].vertexList =
memory_pushBytes(&state->persistentArena,
renderer->groupCapacity * sizeof(RenderVertex));
}
}
enum ReadKeyType
{
readkeytype_oneShot,
readkeytype_delayedRepeat,
readkeytype_repeat,
readkeytype_count,
};
#define KEY_DELAY_NONE 0.0f
INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
f32 delayInterval, f32 dt)
{
if (!key->endedDown) return FALSE;
switch(readType)
{
case readkeytype_oneShot:
{
if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
return TRUE;
break;
}
case readkeytype_repeat:
case readkeytype_delayedRepeat:
{
if (key->newHalfTransitionCount > key->oldHalfTransitionCount)
{
if (readType == readkeytype_delayedRepeat)
{
// TODO(doyle): Let user set arbitrary delay after initial input
key->delayInterval = 2 * delayInterval;
}
else
{
key->delayInterval = delayInterval;
}
return TRUE;
}
else if (key->delayInterval <= 0.0f)
{
key->delayInterval = delayInterval;
return TRUE;
}
else
{
key->delayInterval -= dt;
}
break;
}
default:
#ifdef DENGINE_DEBUG
DEBUG_LOG("getKeyStatus() error: Invalid ReadKeyType enum");
ASSERT(INVALID_CODE_PATH);
#endif
break;
}
return FALSE;
}
#include <stdlib.h>
#include <time.h>
v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
i32 asteroidRadius)
{
f32 iterationAngle = 360.0f / iterations;
iterationAngle = DEGREES_TO_RADIANS(iterationAngle);
v2 *result = memory_pushBytes(arena, iterations * sizeof(v2));
for (i32 i = 0; i < iterations; i++)
{
i32 randValue = rand();
// NOTE(doyle): Sin/cos generate values from +-1, we want to create
// vertices that start from 0, 0 (i.e. strictly positive)
result[i] = V2(((math_cosf(iterationAngle * i) + 1) * asteroidRadius),
((math_sinf(iterationAngle * i) + 1) * asteroidRadius));
#if 1
f32 displacementDist = 0.50f * asteroidRadius;
i32 vertexDisplacement =
randValue % (i32)displacementDist + (i32)(displacementDist * 0.25f);
i32 quadrantSize = iterations / 4;
i32 firstQuadrant = quadrantSize;
i32 secondQuadrant = quadrantSize * 2;
i32 thirdQuadrant = quadrantSize * 3;
i32 fourthQuadrant = quadrantSize * 4;
if (i < firstQuadrant)
{
result[i].x += vertexDisplacement;
result[i].y += vertexDisplacement;
}
else if (i < secondQuadrant)
{
result[i].x -= vertexDisplacement;
result[i].y += vertexDisplacement;
}
else if (i < thirdQuadrant)
{
result[i].x -= vertexDisplacement;
result[i].y -= vertexDisplacement;
}
else
{
result[i].x += vertexDisplacement;
result[i].y -= vertexDisplacement;
}
#endif
}
return result;
}
v2 *createNormalEdgeList(MemoryArena_ *transientArena, v2 *vertexList,
i32 vertexListSize)
{
v2 *result = memory_pushBytes(transientArena, sizeof(v2) * vertexListSize);
for (i32 i = 0; i < vertexListSize - 1; i++)
{
ASSERT((i + 1) < vertexListSize);
result[i] = v2_sub(vertexList[i + 1], vertexList[i]);
result[i] = v2_perpendicular(result[i]);
}
// NOTE(doyle): Creating the last edge requires using the first
// vertex point which is at index 0
result[vertexListSize - 1] =
v2_sub(vertexList[0], vertexList[vertexListSize - 1]);
result[vertexListSize - 1] = v2_perpendicular(result[vertexListSize - 1]);
return result;
}
v2 calculateProjectionRangeForEdge(v2 *vertexList, i32 vertexListSize,
v2 edgeNormal)
{
v2 result = {0};
result.min = v2_dot(vertexList[0], edgeNormal);
result.max = result.min;
for (i32 vertexIndex = 0; vertexIndex < vertexListSize; vertexIndex++)
{
f32 dist = v2_dot(vertexList[vertexIndex], edgeNormal);
if (dist < result.min)
result.min = dist;
else if (dist > result.max)
result.max = dist;
}
return result;
}
b32 checkEdgeProjectionOverlap(v2 *vertexList, i32 listSize,
v2 *checkVertexList, i32 checkListSize,
v2 *edgeList, i32 totalNumEdges)
{
b32 result = TRUE;
for (i32 edgeIndex = 0; edgeIndex < totalNumEdges && result; edgeIndex++)
{
v2 projectionRange = calculateProjectionRangeForEdge(
vertexList, listSize, edgeList[edgeIndex]);
v2 checkProjectionRange = calculateProjectionRangeForEdge(
checkVertexList, checkListSize, edgeList[edgeIndex]);
if (!v2_intervalsOverlap(projectionRange, checkProjectionRange))
{
result = FALSE;
return result;
}
}
return result;
}
b32 moveEntity(GameState *state, Entity *entity, i32 entityIndex, v2 ddP,
f32 dt, f32 ddPSpeed)
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{
ASSERT(ABS(ddP.x) <= 1.0f && ABS(ddP.y) <= 1.0f);
/*
Assuming acceleration A over t time, then integrate twice to get
newVelocity = a*t + oldVelocity
newPos = (a*t^2)/2 + oldVelocity*t + oldPos
*/
ddP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeed);
v2 oldDp = entity->dP;
v2 resistance = v2_scale(oldDp, 2.0f);
ddP = v2_sub(ddP, resistance);
v2 newDp = v2_add(v2_scale(ddP, dt), oldDp);
v2 ddPHalf = v2_scale(ddP, 0.5f);
v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
v2 oldDpDt = v2_scale(oldDp, dt);
v2 oldPos = entity->pos;
v2 newPos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
b32 willCollide = FALSE;
// TODO(doyle): Collision for rects, (need to create vertex list for it)
#if 1
if (entity->renderMode == rendermode_polygon && entity->collides)
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{
for (i32 i = entityIndex + 1; i < state->entityIndex; i++)
{
Entity *checkEntity = &state->entityList[i];
ASSERT(checkEntity->id != entity->id);
if (checkEntity->renderMode == rendermode_polygon &&
checkEntity->collides)
{
/* Create entity edge lists */
v2 *entityVertexListOffsetToP =
entity_createVertexList(&state->transientArena, entity);
v2 *checkEntityVertexListOffsetToP = entity_createVertexList(
&state->transientArena, checkEntity);
v2 *entityEdgeList = createNormalEdgeList(
&state->transientArena, entityVertexListOffsetToP,
entity->numVertexPoints);
v2 *checkEntityEdgeList = createNormalEdgeList(
&state->transientArena, checkEntityVertexListOffsetToP,
checkEntity->numVertexPoints);
/* Combine both edge lists into one */
i32 totalNumEdges =
checkEntity->numVertexPoints + entity->numVertexPoints;
v2 *edgeList = memory_pushBytes(&state->transientArena,
totalNumEdges * sizeof(v2));
for (i32 i = 0; i < entity->numVertexPoints; i++)
{
edgeList[i] = entityEdgeList[i];
}
for (i32 i = 0; i < checkEntity->numVertexPoints; i++)
{
edgeList[i + entity->numVertexPoints] =
checkEntityEdgeList[i];
}
if (checkEdgeProjectionOverlap(
entityVertexListOffsetToP, entity->numVertexPoints,
checkEntityVertexListOffsetToP,
checkEntity->numVertexPoints, edgeList, totalNumEdges))
{
willCollide = TRUE;
}
}
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if (willCollide) {
break;
}
}
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}
#endif
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#if 0
if (!willCollide)
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{
entity->dP = newDp;
entity->pos = newPos;
}
else
{
entity->dP = v2_scale(newDp, -1.0f);
}
#else
entity->dP = newDp;
entity->pos = newPos;
#endif
return willCollide;
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}
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2 windowSize, f32 dt)
{
memory_arenaInit(&state->transientArena, memory->transient,
memory->transientSize);
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if (!state->init)
{
srand((u32)time(NULL));
memory_arenaInit(&state->persistentArena, memory->persistent,
memory->persistentSize);
initAssetManager(state);
initRenderer(state, windowSize);
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state->pixelsPerMeter = 70.0f;
{ // Init asteroid entities
i32 numAsteroids = 1;
for (i32 i = 0; i < numAsteroids; i++)
{
Entity *asteroid = &state->entityList[state->entityIndex];
asteroid->id = state->entityIndex++;
i32 randValue = rand();
i32 randX = (randValue % (i32)windowSize.w);
i32 randY = (randValue % (i32)windowSize.h);
asteroid->pos = V2i(100 + (i * 100), 500);
asteroid->size = V2(100.0f, 100.0f);
asteroid->hitbox = asteroid->size;
asteroid->offset = V2(asteroid->size.w * -0.5f, 0);
asteroid->scale = 1;
asteroid->rotation = 45;
asteroid->type = entitytype_asteroid;
asteroid->direction = direction_null;
asteroid->renderMode = rendermode_polygon;
asteroid->numVertexPoints = i + 10;
asteroid->vertexPoints = createAsteroidVertexList(
&state->persistentArena, asteroid->numVertexPoints,
(i32)(asteroid->size.x * 0.5f));
asteroid->tex = NULL;
asteroid->collides = TRUE;
}
}
#if 1
{ // Init ship entity
Entity *ship = &state->entityList[state->entityIndex];
ship->id = state->entityIndex++;
ship->pos = V2(100, 100);
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ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, 0.5f);
ship->numVertexPoints = 3;
ship->vertexPoints = memory_pushBytes(
&state->persistentArena, sizeof(v2) * ship->numVertexPoints);
v2 triangleBaseP = V2(0, 0);
v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
ship->vertexPoints[0] = triangleBaseP;
ship->vertexPoints[1] = triangleRightP;
ship->vertexPoints[2] = triangleTopP;
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ship->scale = 1;
ship->type = entitytype_ship;
ship->direction = direction_null;
ship->renderMode = rendermode_polygon;
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ship->tex = NULL;
ship->collides = TRUE;
}
#endif
state->camera.min = V2(0, 0);
state->camera.max = state->renderer.size;
state->init = TRUE;
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state->worldSize = windowSize;
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debug_init(&state->persistentArena, windowSize,
state->assetManager.font);
}
{
KeyState *keys = state->input.keys;
for (enum KeyCode code = 0; code < keycode_count; code++)
{
KeyState *keyState = &keys[code];
u32 halfTransitionCount = keyState->newHalfTransitionCount -
keyState->oldHalfTransitionCount;
if (halfTransitionCount > 0)
{
b32 transitionCountIsOdd = ((halfTransitionCount & 1) == 1);
if (transitionCountIsOdd)
{
if (keyState->endedDown) keyState->endedDown = FALSE;
else keyState->endedDown = TRUE;
}
keyState->oldHalfTransitionCount =
keyState->newHalfTransitionCount;
}
}
}
for (i32 i = 0; i < state->entityIndex; i++)
{
Entity *entity = &state->entityList[i];
ASSERT(entity->type != entitytype_invalid);
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v2 pivotPoint = {0};
// Loop entity around world
if (entity->pos.y >= state->worldSize.h)
entity->pos.y = 0;
else if (entity->pos.y < 0)
entity->pos.y = state->worldSize.h;
if (entity->pos.x >= state->worldSize.w)
entity->pos.x = 0;
else if (entity->pos.x < 0)
entity->pos.x = state->worldSize.w;
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f32 ddPSpeedInMs = 0;
v2 ddP = {0};
if (entity->type == entitytype_ship)
{
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if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat,
0.0f, dt))
{
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// TODO(doyle): Renderer creates upfacing triangles by default,
// but we need to offset rotation so that our base "0 degrees"
// is right facing for trig to work
Radians rotation =
DEGREES_TO_RADIANS((entity->rotation + 90.0f));
v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
ddP = direction;
}
Degrees rotationsPerSecond = 180.0f;
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if (getKeyStatus(&state->input.keys[keycode_left],
readkeytype_repeat, 0.0f, dt))
{
entity->rotation += (rotationsPerSecond) * dt;
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}
if (getKeyStatus(&state->input.keys[keycode_right],
readkeytype_repeat, 0.0f, dt))
{
entity->rotation -= (rotationsPerSecond) * dt;
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}
if (ddP.x > 0.0f && ddP.y > 0.0f)
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{
// NOTE(doyle): Cheese it and pre-compute the vector for
// diagonal using pythagoras theorem on a unit triangle 1^2
// + 1^2 = c^2
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ddP = v2_scale(ddP, 0.70710678118f);
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}
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ddPSpeedInMs = 25;
DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
}
else if (entity->type == entitytype_asteroid)
{
i32 randValue = rand();
if (entity->direction == direction_null)
{
entity->direction = randValue % direction_count;
}
v2 ddP = {0};
#if 0
switch (entity->direction)
{
case direction_north:
{
ddP.y = 1.0f;
}
break;
case direction_northwest:
{
ddP.x = 1.0f;
ddP.y = 1.0f;
}
break;
case direction_west:
{
ddP.x = -1.0f;
}
break;
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case direction_southwest:
{
ddP.x = -1.0f;
ddP.y = -1.0f;
}
break;
case direction_south:
{
ddP.y = -1.0f;
}
break;
case direction_southeast:
{
ddP.x = 1.0f;
ddP.y = -1.0f;
}
break;
case direction_east:
{
ddP.x = 1.0f;
}
break;
case direction_northeast:
{
ddP.x = 1.0f;
ddP.y = 1.0f;
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
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f32 dirOffset = ((randValue % 10) + 1) / 100.0f;
v2_scale(ddP, dirOffset);
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// NOTE(doyle): Make asteroids start and move at constant speed
ddPSpeedInMs = 1;
entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
#endif
entity->rotation += (60 * dt);
}
b32 willCollide = moveEntity(state, entity, i, ddP, dt, ddPSpeedInMs);
v4 entityColor = V4(1.0f, 1.0f, 1.0f, 1.0f);
#if 1
if (willCollide)
{
entityColor = V4(1.0f, 1.0f, 0, 1.0f);
}
#endif
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_entity(&state->renderer, &state->transientArena, state->camera,
entity, V2(0, 0), 0,
entityColor, flags);
}
#if 0
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debug_drawUi(state, dt);
debug_clearCounter();
#endif
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renderer_renderGroups(&state->renderer);
}