Asteroid data merged to entity and display
Asteroids move and are a part of the entity sytem. Added some debug markers for memory usage and fixed a bug in logic causing degenerate triangles to show up depending on the angle of approach towards the origin.
This commit is contained in:
parent
e49984b3d0
commit
064d17d34c
189
src/Asteroid.c
189
src/Asteroid.c
@ -241,27 +241,24 @@ Basis getDefaultBasis(Entity *entity)
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
v2 *createAsteroidVertexList(MemoryArena_ *arena, v2 pos, i32 iterations)
|
||||
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));
|
||||
|
||||
srand(time(NULL));
|
||||
for (i32 i = 0; i < iterations; i++)
|
||||
{
|
||||
i32 randValue = rand();
|
||||
i32 asteroidRadius = (randValue % 100) + 50;
|
||||
|
||||
i32 randValue = rand();
|
||||
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;
|
||||
f32 displacementDist = 0.50f * asteroidRadius;
|
||||
i32 vertexDisplacement =
|
||||
randValue % (i32)displacementDist + (i32)(displacementDist * 0.1f);
|
||||
randValue % (i32)displacementDist + (i32)(displacementDist * 0.25f);
|
||||
|
||||
i32 quadrantSize = iterations / 4;
|
||||
|
||||
@ -296,16 +293,17 @@ v2 *createAsteroidVertexList(MemoryArena_ *arena, v2 pos, i32 iterations)
|
||||
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;
|
||||
|
||||
memory_arenaInit(&state->transientArena, memory->transient,
|
||||
memory->transientSize);
|
||||
|
||||
if (!state->init)
|
||||
{
|
||||
|
||||
srand(time(NULL));
|
||||
memory_arenaInit(&state->persistentArena, memory->persistent,
|
||||
memory->persistentSize);
|
||||
initAssetManager(state);
|
||||
@ -314,8 +312,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
state->pixelsPerMeter = 70.0f;
|
||||
|
||||
{ // Init ship entity
|
||||
Entity *ship = &state->entityList[state->entityIndex++];
|
||||
ship->id = 0;
|
||||
Entity *ship = &state->entityList[state->entityIndex];
|
||||
ship->id = state->entityIndex++;
|
||||
ship->pos = V2(0, 0);
|
||||
ship->size = V2(25.0f, 50.0f);
|
||||
ship->hitbox = ship->size;
|
||||
@ -325,7 +323,35 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
ship->direction = direction_null;
|
||||
ship->renderMode = rendermode_triangle;
|
||||
ship->tex = NULL;
|
||||
ship->collides = FALSE;
|
||||
ship->collides = TRUE;
|
||||
|
||||
i32 numAsteroids = 10;
|
||||
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(randX, randY);
|
||||
|
||||
asteroid->size = V2(100.0f, 100.0f);
|
||||
asteroid->hitbox = asteroid->size;
|
||||
asteroid->offset = v2_scale(asteroid->size, 0.5f);
|
||||
asteroid->scale = 1;
|
||||
asteroid->type = entitytype_asteroid;
|
||||
asteroid->direction = direction_null;
|
||||
asteroid->renderMode = rendermode_polygon;
|
||||
|
||||
asteroid->numVertexPoints = 16;
|
||||
asteroid->vertexPoints = createAsteroidVertexList(
|
||||
&state->persistentArena, asteroid->numVertexPoints,
|
||||
(i32)(asteroid->size.x * 0.5f));
|
||||
|
||||
asteroid->tex = NULL;
|
||||
asteroid->collides = TRUE;
|
||||
}
|
||||
}
|
||||
|
||||
state->camera.min = V2(0, 0);
|
||||
@ -336,20 +362,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
|
||||
debug_init(&state->persistentArena, windowSize,
|
||||
state->assetManager.font);
|
||||
|
||||
asteroidVertexList =
|
||||
createAsteroidVertexList(&state->persistentArena, V2(500, 500), 16);
|
||||
}
|
||||
|
||||
memory_arenaInit(&state->transientArena, memory->transient,
|
||||
memory->transientSize);
|
||||
|
||||
updateAsteroidListTimer -= dt;
|
||||
if (updateAsteroidListTimer < 0)
|
||||
{
|
||||
asteroidVertexList = createAsteroidVertexList(&state->persistentArena,
|
||||
V2(500, 500), iterations);
|
||||
updateAsteroidListTimer = updateAsteroidListTimerThreshold;
|
||||
}
|
||||
|
||||
{
|
||||
@ -411,19 +423,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
ddP = direction;
|
||||
}
|
||||
|
||||
Degrees rotationsPerSecond = 180.0f;
|
||||
if (getKeyStatus(&state->input.keys[keycode_left],
|
||||
readkeytype_repeat, 0.0f, dt))
|
||||
{
|
||||
entity->rotation += (120.0f) * dt;
|
||||
entity->rotation += (rotationsPerSecond) * dt;
|
||||
}
|
||||
|
||||
if (getKeyStatus(&state->input.keys[keycode_right],
|
||||
readkeytype_repeat, 0.0f, dt))
|
||||
{
|
||||
entity->rotation -= (120.0f) * dt;
|
||||
entity->rotation -= (rotationsPerSecond) * dt;
|
||||
}
|
||||
|
||||
if (ddP.x != 0.0f && ddP.y != 0.0f)
|
||||
if (ddP.x > 0.0f && ddP.y > 0.0f)
|
||||
{
|
||||
// NOTE(doyle): Cheese it and pre-compute the vector for
|
||||
// diagonal using pythagoras theorem on a unit triangle 1^2
|
||||
@ -441,9 +454,9 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
|
||||
ddP = v2_scale(ddP, state->pixelsPerMeter * 25);
|
||||
|
||||
v2 oldDp = entity->dP;
|
||||
v2 oldDp = entity->dP;
|
||||
v2 resistance = v2_scale(oldDp, 2.0f);
|
||||
ddP = v2_sub(ddP, resistance);
|
||||
ddP = v2_sub(ddP, resistance);
|
||||
|
||||
entity->dP = v2_add(v2_scale(ddP, dt), oldDp);
|
||||
|
||||
@ -458,22 +471,102 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
|
||||
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);
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
else if (entity->type == entitytype_asteroid)
|
||||
{
|
||||
|
||||
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);
|
||||
i32 randValue = rand();
|
||||
if (entity->direction == direction_null)
|
||||
{
|
||||
entity->direction = randValue % direction_count;
|
||||
}
|
||||
|
||||
v2 ddP = {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;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
f32 dirOffset = (randValue % 10) / 100.0f;
|
||||
v2_scale(ddP, dirOffset);
|
||||
ASSERT(ddP.x <= 1.0f && ddP.y <= 1.0f);
|
||||
|
||||
entity->dP = v2_scale(ddP, state->pixelsPerMeter * 2);
|
||||
v2 ddPHalf = v2_scale(ddP, 0.5f);
|
||||
v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
|
||||
|
||||
v2 dPDt = v2_scale(entity->dP, dt);
|
||||
|
||||
entity->pos = v2_add(v2_add(ddPHalfDtSquared, dPDt), entity->pos);
|
||||
}
|
||||
|
||||
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
|
||||
renderer_entity(&state->renderer, &state->transientArena, state->camera,
|
||||
entity, pivotPoint, 0, V4(0.4f, 0.8f, 1.0f, 1.0f),
|
||||
flags);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
TrianglePoints triangle = {0};
|
||||
triangle.points[0] = V2(100, 200);
|
||||
|
15
src/Debug.c
15
src/Debug.c
@ -272,5 +272,20 @@ void debug_drawUi(GameState *state, f32 dt)
|
||||
{
|
||||
updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt);
|
||||
renderConsole(&state->renderer, &state->transientArena);
|
||||
|
||||
MemoryArena_ *transient = &state->transientArena;
|
||||
i32 transientSizeInKbs = transient->size / 1024;
|
||||
i32 transientUsedInKbs = transient->used / 1024;
|
||||
v2 transientUsage = V2i(transientUsedInKbs, transientSizeInKbs);
|
||||
DEBUG_PUSH_VAR("Transient Size: %.0f", transient->size, "f32");
|
||||
DEBUG_PUSH_VAR("Transient Usage: %.0f/%.0f", transientUsage, "v2");
|
||||
|
||||
MemoryArena_ *persistent = &state->persistentArena;
|
||||
i32 persistentSizeInKbs = persistent->size / 1024;
|
||||
i32 persistentUsedInKbs = persistent->used / 1024;
|
||||
v2 persistentUsage = V2i(persistentUsedInKbs, persistentSizeInKbs);
|
||||
DEBUG_PUSH_VAR("Permanent Size: %.0f", persistent->size, "f32");
|
||||
DEBUG_PUSH_VAR("Permanent Usage: %.0f/%.0f", persistentUsage, "v2");
|
||||
|
||||
debug_clearCounter();
|
||||
}
|
||||
|
@ -72,10 +72,9 @@ INTERNAL void addVertexToRenderGroup(Renderer *renderer, Texture *tex, v4 color,
|
||||
/* New group, unused so initialise it */
|
||||
groupIsValid = TRUE;
|
||||
|
||||
// NOTE(doyle): Mark first vertex as degenerate vertex, but where we
|
||||
// request wireframe mode- we can't use degenerate vertexes for line
|
||||
// mode
|
||||
group->vertexIndex++;
|
||||
// NOTE(doyle): Mark first vertex as degenerate vertex
|
||||
group->vertexList[group->vertexIndex++] = vertexList[0];
|
||||
|
||||
group->init = TRUE;
|
||||
group->tex = tex;
|
||||
group->color = color;
|
||||
@ -376,7 +375,7 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
|
||||
ARRAY_COUNT(vertexList), rendermode_quad, flags);
|
||||
}
|
||||
|
||||
void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
|
||||
void renderer_polygon(Renderer *const renderer, Rect camera,
|
||||
v2 *polygonPoints, i32 numPoints, v2 pivotPoint,
|
||||
Radians rotate, RenderTex *renderTex, v4 color,
|
||||
RenderFlags flags)
|
||||
@ -390,9 +389,6 @@ void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena, Rect camera
|
||||
if (!renderTex) renderTex = &emptyRenderTex;
|
||||
|
||||
i32 numTrisInTriangulation = numPoints - 2;
|
||||
RenderTriangle_ *polygonTriangulation = memory_pushBytes(
|
||||
arena, (sizeof(RenderTriangle_) * numTrisInTriangulation));
|
||||
|
||||
v2 triangulationBaseP = polygonPoints[0];
|
||||
i32 triangulationIndex = 0;
|
||||
|
||||
@ -402,24 +398,29 @@ void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena, Rect camera
|
||||
addVertexToRenderGroup(renderer, renderTex->tex, color,
|
||||
&triangulationBaseVertex, 1, rendermode_polygon,
|
||||
flags);
|
||||
RenderTriangle_ lastRenderTriForDegeneration = {0};
|
||||
for (i32 i = 1; triangulationIndex < numTrisInTriangulation; i++)
|
||||
{
|
||||
RenderTriangle_ *tri = &polygonTriangulation[triangulationIndex++];
|
||||
tri->vertex[0].pos = triangulationBaseP;
|
||||
tri->vertex[1].pos = polygonPoints[i + 1];
|
||||
tri->vertex[2].pos = polygonPoints[i];
|
||||
RenderTriangle_ tri = {0};
|
||||
tri.vertex[0].pos = triangulationBaseP;
|
||||
tri.vertex[1].pos = polygonPoints[i + 1];
|
||||
tri.vertex[2].pos = polygonPoints[i];
|
||||
|
||||
addVertexToRenderGroup(renderer, renderTex->tex, color, tri->vertex, 3,
|
||||
addVertexToRenderGroup(renderer, renderTex->tex, color, tri.vertex,
|
||||
ARRAY_COUNT(tri.vertex), rendermode_polygon,
|
||||
flags);
|
||||
|
||||
if (triangulationIndex++ >= numTrisInTriangulation)
|
||||
{
|
||||
lastRenderTriForDegeneration = tri;
|
||||
}
|
||||
}
|
||||
for (i32 i = 0; i < 3; i++)
|
||||
{
|
||||
addVertexToRenderGroup(renderer, renderTex->tex, color,
|
||||
&lastRenderTriForDegeneration.vertex[2], 1,
|
||||
rendermode_polygon, flags);
|
||||
}
|
||||
RenderTriangle_ tri = polygonTriangulation[numTrisInTriangulation-1];
|
||||
addVertexToRenderGroup(renderer, renderTex->tex, color, &tri.vertex[2], 1,
|
||||
rendermode_polygon, flags);
|
||||
/*
|
||||
// NOTE(doyle): Create degenerate vertex setup
|
||||
Vertex triVertexList[5] = {tri->vertex[0], tri->vertex[0], tri->vertex[1],
|
||||
tri->vertex[2], tri->vertex[2]};
|
||||
*/
|
||||
}
|
||||
|
||||
void renderer_triangle(Renderer *const renderer, Rect camera,
|
||||
@ -515,8 +516,9 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
|
||||
}
|
||||
}
|
||||
|
||||
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
|
||||
v2 pivotPoint, Degrees rotate, v4 color, RenderFlags flags)
|
||||
void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
|
||||
Rect camera, Entity *entity, v2 pivotPoint, Degrees rotate,
|
||||
v4 color, RenderFlags flags)
|
||||
{
|
||||
// TODO(doyle): Add early exit on entities out of camera bounds
|
||||
Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
|
||||
@ -573,6 +575,23 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
|
||||
renderer_triangle(renderer, camera, triangle, pivotPoint, totalRotation,
|
||||
&renderTex, color, flags);
|
||||
}
|
||||
else if (entity->renderMode == rendermode_polygon)
|
||||
{
|
||||
ASSERT(entity->numVertexPoints > 3);
|
||||
ASSERT(entity->vertexPoints);
|
||||
|
||||
v2 *offsetVertexPoints = memory_pushBytes(
|
||||
transientArena, entity->numVertexPoints * sizeof(v2));
|
||||
for (i32 i = 0; i < entity->numVertexPoints; i++)
|
||||
{
|
||||
offsetVertexPoints[i] =
|
||||
v2_add(entity->vertexPoints[i], entity->pos);
|
||||
}
|
||||
|
||||
renderer_polygon(renderer, camera, offsetVertexPoints,
|
||||
entity->numVertexPoints, pivotPoint, totalRotation,
|
||||
&renderTex, color, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
ASSERT(INVALID_CODE_PATH);
|
||||
|
@ -10,9 +10,14 @@ typedef struct AudioRenderer AudioRenderer;
|
||||
enum Direction
|
||||
{
|
||||
direction_north,
|
||||
direction_northwest,
|
||||
direction_west,
|
||||
direction_southwest,
|
||||
direction_south,
|
||||
direction_southeast,
|
||||
direction_east,
|
||||
direction_northeast,
|
||||
direction_count,
|
||||
direction_null,
|
||||
direction_num,
|
||||
};
|
||||
@ -21,6 +26,7 @@ enum EntityType
|
||||
{
|
||||
entitytype_invalid,
|
||||
entitytype_ship,
|
||||
entitytype_asteroid,
|
||||
entitytype_count,
|
||||
};
|
||||
|
||||
@ -48,6 +54,8 @@ typedef struct Entity
|
||||
v2 offset;
|
||||
|
||||
enum RenderMode renderMode;
|
||||
v2 *vertexPoints;
|
||||
i32 numVertexPoints;
|
||||
|
||||
f32 scale;
|
||||
Degrees rotation;
|
||||
|
@ -88,10 +88,9 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
|
||||
v2 pivotPoint, Radians rotate, RenderTex *renderTex,
|
||||
v4 color, RenderFlags flags);
|
||||
|
||||
void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena,
|
||||
Rect camera, v2 *polygonPoints, i32 numPoints,
|
||||
v2 pivotPoint, Radians rotate, RenderTex *renderTex,
|
||||
v4 color, RenderFlags flags);
|
||||
void renderer_polygon(Renderer *const renderer, Rect camera, v2 *polygonPoints,
|
||||
i32 numPoints, v2 pivotPoint, Radians rotate,
|
||||
RenderTex *renderTex, v4 color, RenderFlags flags);
|
||||
|
||||
inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
|
||||
v2 pivotPoint, Radians rotate,
|
||||
@ -122,9 +121,9 @@ inline void renderer_staticString(Renderer *const renderer, MemoryArena_ *arena,
|
||||
pivotPoint, rotate, color, flags);
|
||||
}
|
||||
|
||||
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
|
||||
v2 pivotPoint, Degrees rotate, v4 color,
|
||||
RenderFlags flags);
|
||||
void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
|
||||
Rect camera, Entity *entity, v2 pivotPoint, Degrees rotate,
|
||||
v4 color, RenderFlags flags);
|
||||
|
||||
void renderer_renderGroups(Renderer *renderer);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user