Dengine/src/WorldTraveller.c

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#include "Dengine/Platform.h"
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#include "Dengine/AssetManager.h"
#include "Dengine/Debug.h"
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#include "WorldTraveller/WorldTraveller.h"
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// TODO(doyle): This is temporary! Maybe abstract into our platform layer, or
// choose to load assets outside of WorldTraveller !
INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
enum Direction direction, Texture *tex, b32 collides)
{
#ifdef DENGINE_DEBUG
ASSERT(tex && world);
ASSERT(world->freeEntityIndex < world->maxEntities);
ASSERT(type < entitytype_count);
#endif
Entity entity = {0};
entity.pos = pos;
entity.size = size;
entity.type = type;
entity.direction = direction;
entity.tex = tex;
entity.collides = collides;
world->entities[world->freeEntityIndex++] = entity;
Entity *result = &world->entities[world->freeEntityIndex-1];
return result;
}
INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
{
#ifdef DENGINE_DEBUG
ASSERT(rects && numRects >= 0)
ASSERT(entity->freeAnimIndex < ARRAY_COUNT(entity->anim));
#endif
EntityAnim result = {0};
result.rect = rects;
result.numRects = numRects;
result.duration = duration;
result.currDuration = duration;
entity->anim[entity->freeAnimIndex++] = result;
}
INTERNAL void rendererInit(GameState *state, v2i windowSize)
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{
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
renderer->size = V2(CAST(f32) windowSize.x, CAST(f32) windowSize.y);
// 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->shader = asset_getShader(assetManager, shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection =
mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
shader_uniformSetMat4fv(renderer->shader, "projection", projection);
glCheckError();
/* Create buffers */
glGenVertexArrays(1, &renderer->vao);
glGenBuffers(1, &renderer->vbo);
glCheckError();
/* Bind buffers */
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBindVertexArray(renderer->vao);
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(v4);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glCheckError();
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
}
void worldTraveller_gameInit(GameState *state, v2i windowSize)
{
AssetManager *assetManager = &state->assetManager;
/* Initialise assets */
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/TerraSprite1024.png",
texlist_hero);
asset_loadTextureImage(assetManager,
"data/textures/WorldTraveller/Terrain.png",
texlist_terrain);
TexAtlas *terrainAtlas =
asset_getTextureAtlas(assetManager, texlist_terrain);
f32 atlasTileSize = 128.0f;
const i32 texSize = 1024;
v2 texOrigin = V2(0, CAST(f32)(texSize - 128));
terrainAtlas->texRect[terraincoords_ground] =
V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize, texOrigin.y - atlasTileSize);
asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
glCheckError();
state->state = state_active;
state->currWorldIndex = 0;
state->tileSize = 64;
/* Init renderer */
rendererInit(state, windowSize);
/* Init world */
const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
v2i worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
targetWorldHeight / state->tileSize);
for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
{
World *const world = &state->world[i];
world->maxEntities = 8192;
world->entities = PLATFORM_MEM_ALLOC(world->maxEntities, Entity);
world->texType = texlist_terrain;
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v2 worldDimensionInTilesf = V2(CAST(f32) worldDimensionInTiles.x,
CAST(f32) worldDimensionInTiles.y);
world->bounds = getRect(V2(0, 0), v2_scale(worldDimensionInTilesf,
CAST(f32) state->tileSize));
TexAtlas *const atlas =
asset_getTextureAtlas(assetManager, world->texType);
for (i32 y = 0; y < worldDimensionInTiles.y; y++)
{
for (i32 x = 0; x < worldDimensionInTiles.x; x++)
{
#ifdef DENGINE_DEBUG
ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y <
world->maxEntities);
#endif
v2 pos = V2(CAST(f32) x * state->tileSize,
CAST(f32) y * state->tileSize);
v2 size =
V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
enum EntityType type = entitytype_tile;
enum Direction dir = direction_null;
Texture *tex = asset_getTexture(assetManager, world->texType);
b32 collides = FALSE;
Entity *tile =
addEntity(world, pos, size, type, dir, tex, collides);
f32 duration = 1.0f;
i32 numRects = 1;
v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4);
animRects[0] = atlas->texRect[terraincoords_ground];
addAnim(tile, animRects, numRects, duration);
}
}
}
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World *const world = &state->world[state->currWorldIndex];
world->cameraPos = V2(0.0f, 0.0f);
/* Init hero entity */
world->heroIndex = world->freeEntityIndex;
Renderer *renderer = &state->renderer;
v2 size = V2(58.0f, 98.0f);
v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
CAST(f32) state->tileSize);
enum EntityType type = entitytype_hero;
enum Direction dir = direction_east;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *hero = addEntity(world, pos, size, type, dir, tex, collides);
/* Add idle animation */
f32 duration = 1.0f;
i32 numRects = 1;
v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroIdleRects[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
addAnim(hero, heroIdleRects, numRects, duration);
/* Add walking animation */
duration = 0.10f;
numRects = 3;
v4 *heroWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
heroWalkRects[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
heroWalkRects[1] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
heroWalkRects[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
addAnim(hero, heroWalkRects, numRects, duration);
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/* Create a NPC */
pos = V2((renderer->size.w / 3.0f), CAST(f32) state->tileSize);
size = hero->size;
type = entitytype_npc;
dir = direction_null;
tex = hero->tex;
collides = FALSE;
Entity *npc = addEntity(world, pos, size, type, dir, tex, collides);
/* Add npc waving animation */
duration = 0.30f;
numRects = 2;
v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
npcWavingRects[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
npcWavingRects[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
addAnim(npc, npcWavingRects, numRects, duration);
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/* Create a Mob */
pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
CAST(f32) state->tileSize);
size = hero->size;
type = entitytype_mob;
dir = direction_west;
tex = hero->tex;
collides = TRUE;
Entity *mob = addEntity(world, pos, size, type, dir, tex, collides);
/* Add mob idle animation */
duration = 1.0f;
numRects = 1;
v4 *mobIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
mobIdleRects[0] = heroIdleRects[0];
addAnim(mob, mobIdleRects, numRects, duration);
/* Add mob walking animation */
duration = 0.10f;
numRects = 3;
v4 *mobWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
mobWalkRects[0] = heroWalkRects[0];
mobWalkRects[1] = heroWalkRects[1];
mobWalkRects[2] = heroWalkRects[2];
addAnim(mob, mobWalkRects, numRects, duration);
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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{
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/*
Equations of Motion
f(t) = position m
f'(t) = velocity m/s
f"(t) = acceleration m/s^2
The user supplies an acceleration, a, and by integrating
f"(t) = a, where a is a constant, acceleration
f'(t) = a*t + v, where v is a constant, old velocity
f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
*/
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
v2 ddPos = V2(0, 0);
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if (state->keys[GLFW_KEY_SPACE])
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{
}
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if (state->keys[GLFW_KEY_RIGHT])
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{
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ddPos.x = 1.0f;
hero->direction = direction_east;
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}
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if (state->keys[GLFW_KEY_LEFT])
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{
ddPos.x = -1.0f;
hero->direction = direction_west;
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}
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if (state->keys[GLFW_KEY_UP])
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{
ddPos.y = 1.0f;
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}
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if (state->keys[GLFW_KEY_DOWN])
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{
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ddPos.y = -1.0f;
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}
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if (ddPos.x != 0.0f && ddPos.y != 0.0f)
{
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
// pythagoras theorem on a unit triangle
// 1^2 + 1^2 = c^2
ddPos = v2_scale(ddPos, 0.70710678118f);
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}
// NOTE(doyle): Clipping threshold for snapping velocity to 0
f32 epsilon = 15.0f;
v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
V2(absolute(hero->dPos.x), absolute(hero->dPos.y)));
if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
{
hero->dPos = V2(0.0f, 0.0f);
// TODO(doyle): Change index to use some meaningful name like a string
// or enum for referencing animations, in this case 0 is idle and 1 is
// walking
if (hero->currAnimIndex == 1)
{
EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
currAnim->currDuration = currAnim->duration;
currAnim->currRectIndex = 0;
hero->currAnimIndex = 0;
}
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}
else if (hero->currAnimIndex == 0)
{
EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
currAnim->currDuration = currAnim->duration;
currAnim->currRectIndex = 0;
hero->currAnimIndex = 1;
}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
if (state->keys[GLFW_KEY_LEFT_SHIFT])
{
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heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
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}
ddPos = v2_scale(ddPos, heroSpeed);
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
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/*
NOTE(doyle): Calculate new position from acceleration with old velocity
new Position = (a/2) * (t^2) + (v*t) + p,
acceleration = (a/2) * (t^2)
old velocity = (v*t)
*/
v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), squared(dt));
v2 dPos = v2_scale(hero->dPos, dt);
v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
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// TODO(doyle): Only check collision for entities within small bounding box
// of the hero
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b32 heroCollided = FALSE;
if (hero->collides == TRUE)
{
for (i32 i = 0; i < world->maxEntities; i++)
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{
if (i == world->heroIndex) continue;
Entity entity = world->entities[i];
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if (entity.collides)
{
v4 heroRect =
V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->size.x),
(newHeroP.y + hero->size.y));
v4 entityRect = getEntityScreenRect(entity);
if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
(heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) &&
((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) ||
(heroRect.y <= entityRect.y && heroRect.y >= entityRect.w)))
{
heroCollided = TRUE;
break;
}
}
}
}
if (heroCollided)
{
hero->dPos = V2(0.0f, 0.0f);
}
else
{
// f'(t) = curr velocity = a*t + v, where v is old velocity
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
hero->pos = newHeroP;
v2 offsetFromHeroToOrigin =
V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
// NOTE(doyle): Hero position is offset to the center so -recenter it
offsetFromHeroToOrigin.x += (hero->size.x * 0.5f);
world->cameraPos = offsetFromHeroToOrigin;
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}
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}
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void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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{
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/* Update */
parseInput(state, dt);
glCheckError();
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
World *const world = &state->world[state->currWorldIndex];
/* Render entities */
ASSERT(world->freeEntityIndex < world->maxEntities);
v4 cameraBounds = getRect(world->cameraPos, renderer->size);
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// NOTE(doyle): Lock camera if it passes the bounds of the world
if (cameraBounds.x <= world->bounds.x)
{
cameraBounds.x = world->bounds.x;
cameraBounds.z = cameraBounds.x + renderer->size.w;
}
// TODO(doyle): Do the Y component when we need it
if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
if (cameraBounds.z >= world->bounds.z)
{
cameraBounds.z = world->bounds.z;
cameraBounds.x = cameraBounds.z - renderer->size.w;
}
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
Font *font = &assetManager->font;
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
Entity *const entity = &world->entities[i];
renderer_entity(&state->renderer, cameraBounds, entity, dt, 0.0f,
V4(1, 1, 1, 1));
#ifdef DENGINE_DEBUG
v4 color = V4(1, 1, 1, 1);
char *debugString = NULL;
switch(entity->type)
{
case entitytype_mob:
color = V4(1, 0, 0, 1);
debugString = "MOB";
break;
case entitytype_hero:
color = V4(0, 0, 1.0f, 1);
debugString = "HERO";
break;
case entitytype_npc:
color = V4(0, 1.0f, 0, 1);
debugString = "NPC";
break;
default:
break;
}
if (debugString)
{
v2 strPos = v2_add(entity->pos, entity->size);
i32 indexOfLowerAInMetrics = 'a' - font->codepointRange.x;
strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
renderer_string(&state->renderer, cameraBounds, font, debugString,
strPos, 0, color);
f32 stringLineGap = 1.1f * asset_getVFontSpacing(font->metrics);
strPos.y -= GLOBAL_debugState.stringLineGap;
char entityPosStr[256];
snprintf(entityPosStr, ARRAY_COUNT(entityPosStr), "%06.2f, %06.2f",
entity->pos.x, entity->pos.y);
renderer_string(&state->renderer, cameraBounds, font, entityPosStr,
strPos, 0, color);
}
#endif
}
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// TODO(doyle): Clean up lines
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
#ifdef DENGINE_DEBUG
Entity *hero = &world->entities[world->heroIndex];
DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", &hero->pos, "v2");
DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", &hero->dPos, "v2");
DEBUG_PUSH_STRING("FreeEntityIndex: %d", &world->freeEntityIndex, "i32");
DEBUG_PUSH_STRING("glDrawArray Calls: %d",
&GLOBAL_debugState.callCount[debugcallcount_drawArrays],
"i32");
i32 debug_kbAllocated = GLOBAL_debugState.totalMemoryAllocated / 1024;
DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", &debug_kbAllocated, "i32");
debug_stringUpdateAndRender(&state->renderer, font, dt);
debug_clearCallCounter();
#endif
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}