Dengine/src/WorldTraveller.c

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#include <Dengine/AssetManager.h>
#include <Dengine/Math.h>
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#include <WorldTraveller/WorldTraveller.h>
void updateBufferObject(GLuint vbo, v4 texNDC)
{
// TODO(doyle): We assume that vbo and vao are assigned
v4 vertices[] = {
// x y s t
{0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left
{0.0f, 0.0f, texNDC.x, texNDC.w}, // Bottom left
{1.0f, 1.0f, texNDC.z, texNDC.y}, // Top right
{1.0f, 0.0f, texNDC.z, texNDC.w}, // Bottom right
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
// TODO(doyle): glBufferSubData
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
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void worldTraveller_gameInit(GameState *state)
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{
/* Initialise assets */
asset_loadTextureImage(
"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
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glCheckError();
asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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glCheckError();
state->state = state_active;
state->heroLastDirection = direction_east;
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/* Init hero */
Entity *hero = &state->hero;
hero->tex = asset_getTexture(texlist_hero);
hero->size = V2(58.0f, 98.0f);
hero->pos = V2(0.0f, 0.0f);
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Texture *heroSheet = hero->tex;
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
if (sheetSize.x != sheetSize.y)
{
printf(
"worldTraveller_gameInit() warning: Sprite sheet is not square: "
"%dx%dpx\n",
CAST(i32) sheetSize.w, CAST(i32) sheetSize.h);
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}
f32 ndcFactor = sheetSize.w;
v2 heroStartPixel = V2(746.0f, 1018.0f);
v2 heroSizeOnSheet = V2(58.0f, 98.0f);
v4 heroRect = V4(heroStartPixel.x,
heroStartPixel.y,
heroStartPixel.x + heroSizeOnSheet.w,
heroStartPixel.y - heroSizeOnSheet.h);
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v4 heroTexNDC = v4_scale(heroRect, 1.0f/ndcFactor);
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/* Init renderer */
Renderer *renderer = &state->renderer;
renderer->shader = asset_getShader(shaderlist_sprite);
shader_use(renderer->shader);
const mat4 projection = mat4_ortho(0.0f, CAST(f32) state->width, 0.0f,
CAST(f32) state->height, 0.0f, 1.0f);
shader_uniformSetMat4fv(renderer->shader, "projection", projection);
glCheckError();
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
// vertices v0, v1, v2, then v2, v1, v3 (note the order)
v4 vertices[] = {
// x y s t
{0.0f, 1.0f, heroTexNDC.x, heroTexNDC.y}, // Top left
{0.0f, 0.0f, heroTexNDC.x, heroTexNDC.w}, // Bottom left
{1.0f, 1.0f, heroTexNDC.z, heroTexNDC.y}, // Top right
{1.0f, 0.0f, heroTexNDC.z, heroTexNDC.w}, // Bottom right
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};
/* Create buffers */
glGenVertexArrays(1, &renderer->vao);
glGenBuffers(1, &renderer->vbo);
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glCheckError();
/* Bind buffers */
glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
glBindVertexArray(renderer->vao);
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/* Configure VBO */
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glCheckError();
/* Configure VAO */
const GLuint numVertexElements = 4;
const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
(GLvoid *)0);
glCheckError();
/* Unbind */
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glCheckError();
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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
*/
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;
state->heroLastDirection = direction_east;
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}
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if (state->keys[GLFW_KEY_LEFT])
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{
ddPos.x = -1.0f;
state->heroLastDirection = 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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}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
if (state->keys[GLFW_KEY_LEFT_SHIFT])
{
heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL);
}
ddPos = v2_scale(ddPos, heroSpeed);
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// TODO(doyle): Counteracting force on player's acceleration is arbitrary
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Entity *hero = &state->hero;
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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// f'(t) = curr velocity = a*t + v, where v is old velocity
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
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hero->pos = newHeroP;
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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();
Entity *hero = &state->hero;
Texture *heroSheet = hero->tex;
f32 ndcFactor = CAST(f32)heroSheet->width;
v2 heroStartPixel = V2(746.0f, 1018.0f); // direction == east
v2 heroSizeOnSheet = V2(58.0f, 98.0f);
v4 heroRect = V4(heroStartPixel.x,
heroStartPixel.y,
heroStartPixel.x + heroSizeOnSheet.w,
heroStartPixel.y - heroSizeOnSheet.h);
v4 heroTexNDC = v4_scale(heroRect, 1.0f / ndcFactor);
if (state->heroLastDirection == direction_east)
{
// NOTE(doyle): Flip the x coordinates to flip the tex
v4 copyNDC = heroTexNDC;
heroTexNDC.x = copyNDC.z;
heroTexNDC.z = copyNDC.x;
}
updateBufferObject(state->renderer.vbo, heroTexNDC);
renderer_entity(&state->renderer, hero, 0.0f, V3(0, 0, 0));
Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size, hero->tex};
v4 npcRects[2] = {
{944.0f, 918.0f, 1010.0f, 816.0f},
{944.0f, 812.0f, 1010.0f, 710.0f},
};
LOCAL_PERSIST f32 frameDurationInSec = 0.0f;
LOCAL_PERSIST i32 npcLastRect = 0;
frameDurationInSec -= dt;
v4 npcCurrRect = npcRects[npcLastRect];
if (frameDurationInSec <= 0.0f)
{
if (npcLastRect == 0)
{
npcCurrRect = npcRects[1];
npcLastRect = 1;
}
else
{
npcCurrRect = npcRects[0];
npcLastRect = 0;
}
frameDurationInSec = 0.3f;
}
v4 npcTexNDC = v4_scale(npcCurrRect, 1.0f / ndcFactor);
updateBufferObject(state->renderer.vbo, npcTexNDC);
renderer_entity(&state->renderer, &npcEnt, 0.0f, V3(0, 0, 0));
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// TODO(doyle): Clean up lines
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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}
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