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);
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(Vertex);
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(Vertex));
}
}
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;
}
typedef struct Basis
{
v2 basis;
v2 pivotPoint;
} Basis;
enum RectBaseline
{
rectbaseline_top,
rectbaseline_topLeft,
rectbaseline_topRight,
rectbaseline_bottom,
rectbaseline_bottomRight,
rectbaseline_bottomLeft,
rectbaseline_left,
rectbaseline_right,
rectbaseline_center,
rectbaseline_count,
};
Basis getBasis(Entity *entity, enum RectBaseline baseline)
{
ASSERT(baseline < rectbaseline_count);
v2 basis = v2_sub(entity->pos, entity->offset);
v2 pivotPoint = v2_scale(entity->size, 0.5f);
v2 size = entity->size;
switch (baseline)
{
case rectbaseline_top:
basis.y += (size.h);
basis.x += (size.w * 0.5f);
break;
case rectbaseline_topLeft:
basis.y += (size.h);
break;
case rectbaseline_topRight:
basis.y += (size.h);
basis.x += (size.w);
break;
case rectbaseline_bottom:
basis.x += (size.w * 0.5f);
break;
case rectbaseline_bottomRight:
basis.x += (size.w);
break;
case rectbaseline_left:
basis.y += (size.h * 0.5f);
break;
case rectbaseline_right:
basis.x += (size.w);
basis.y += (size.h * 0.5f);
break;
case rectbaseline_bottomLeft:
break;
default:
DEBUG_LOG(
"getPosRelativeToRect() warning: baseline enum not recognised");
break;
}
Basis result = {0};
result.basis = basis;
result.pivotPoint = pivotPoint;
return result;
}
Basis getDefaultBasis(Entity *entity)
{
Basis result = getBasis(entity, rectbaseline_bottomLeft);
return result;
}
#include <stdlib.h>
#include <time.h>
v2 *createAsteroidVertexList(MemoryArena_ *arena, v2 pos, i32 iterations)
{
f32 iterationAngle = 360.0f / iterations;
iterationAngle = DEGREES_TO_RADIANS(iterationAngle);
v2 *result =
memory_pushBytes(arena, iterations * sizeof(v2));
srand(time(NULL));
for (i32 i = 0; i < iterations; i++)
{
i32 randValue = rand();
i32 asteroidRadius = (randValue % 100) + 50;
result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius,
math_sinf(iterationAngle * i) * asteroidRadius);
result[i] = v2_add(result[i], pos);
#if 1
f32 displacementDist = 0.25f * asteroidRadius;
i32 vertexDisplacement =
randValue % (i32)displacementDist + (i32)(displacementDist * 0.1f);
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;
}
LOCAL_PERSIST v2 *asteroidVertexList = NULL;
LOCAL_PERSIST f32 updateAsteroidListTimerThreshold = 1.0f;
LOCAL_PERSIST f32 updateAsteroidListTimer = 1.0f;
void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2 windowSize, f32 dt)
{
i32 iterations = 16;
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if (!state->init)
{
memory_arenaInit(&state->persistentArena, memory->persistent,
memory->persistentSize);
initAssetManager(state);
initRenderer(state, windowSize);
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state->pixelsPerMeter = 70.0f;
{ // Init ship entity
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Entity *ship = &state->entityList[state->entityIndex++];
ship->id = 0;
ship->pos = V2(0, 0);
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ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, 0.5f);
ship->scale = 1;
ship->type = entitytype_ship;
ship->direction = direction_null;
ship->renderMode = rendermode_triangle;
ship->tex = NULL;
ship->collides = FALSE;
}
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);
asteroidVertexList =
createAsteroidVertexList(&state->persistentArena, V2(500, 500), 16);
}
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memory_arenaInit(&state->transientArena, memory->transient,
memory->transientSize);
updateAsteroidListTimer -= dt;
if (updateAsteroidListTimer < 0)
{
asteroidVertexList = createAsteroidVertexList(&state->persistentArena,
V2(500, 500), iterations);
updateAsteroidListTimer = updateAsteroidListTimerThreshold;
}
{
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;
if (entity->type == entitytype_ship)
{
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v2 ddP = {0};
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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;
}
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if (getKeyStatus(&state->input.keys[keycode_left],
readkeytype_repeat, 0.0f, dt))
{
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entity->rotation += (120.0f) * dt;
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}
if (getKeyStatus(&state->input.keys[keycode_right],
readkeytype_repeat, 0.0f, dt))
{
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entity->rotation -= (120.0f) * dt;
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}
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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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}
/*
Assuming acceleration A over t time, then integrate twice to get
newVelocity = a*t + oldVelocity
newPos = (a*t^2)/2 + oldVelocity*t + oldPos
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*/
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ddP = v2_scale(ddP, state->pixelsPerMeter * 25);
v2 oldDp = entity->dP;
v2 resistance = v2_scale(oldDp, 2.0f);
ddP = v2_sub(ddP, resistance);
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entity->dP = v2_add(v2_scale(ddP, dt), oldDp);
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v2 ddPHalf = v2_scale(ddP, 0.5f);
v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
v2 oldDpDt = v2_scale(oldDp, dt);
v2 oldPos = entity->pos;
entity->pos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
pivotPoint = v2_scale(entity->size, 0.5f);
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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");
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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Basis entityBasis = getDefaultBasis(entity);
renderer_rect(&state->renderer, state->camera, entityBasis.basis,
V2(4, 4), entityBasis.pivotPoint,
DEGREES_TO_RADIANS(entity->rotation), NULL,
V4(1.0f, 0, 0, 1.0f), flags);
}
}
renderer_polygon(&state->renderer, &state->transientArena, state->camera,
asteroidVertexList, iterations, V2(0, 0), 0, NULL,
V4(0.0f, 0.0f, 1.0f, 1.0f), 0);
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TrianglePoints triangle = {0};
triangle.points[0] = V2(100, 200);
triangle.points[1] = V2(200, 100);
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triangle.points[2] = V2(100, 300);
LOCAL_PERSIST Radians rotation = 0.0f;
rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
rotation, NULL, V4(1, 1, 1, 1), flags);
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debug_drawUi(state, dt);
debug_clearCounter();
renderer_renderGroups(&state->renderer);
}