Add arbitrary asteroid polygon rendering

This commit is contained in:
Doyle Thai 2016-11-17 00:50:49 +11:00
parent b75d700dd6
commit e49984b3d0
4 changed files with 250 additions and 53 deletions

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@ -163,10 +163,146 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
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;
if (!state->init)
{
@ -200,11 +336,22 @@ 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;
}
{
KeyState *keys = state->input.keys;
for (enum KeyCode code = 0; code < keycode_count; code++)
@ -236,8 +383,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ASSERT(entity->type != entitytype_invalid);
v2 pivotPoint = {0};
if (entity->type == entitytype_ship) {
// 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)
{
v2 ddP = {0};
if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat,
0.0f, dt))
@ -245,9 +404,11 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
// 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;
Radians rotation =
DEGREES_TO_RADIANS((entity->rotation + 90.0f));
v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
ddP = direction;
}
if (getKeyStatus(&state->input.keys[keycode_left],
@ -293,47 +454,27 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
entity->pos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
pivotPoint = v2_scale(entity->size, 0.5f);
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);
}
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;
}
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);
v2 leftAlignedP = v2_sub(entity->pos, entity->offset);
renderer_rect(&state->renderer, state->camera, leftAlignedP,
entity->size, v2_scale(entity->size, 0.5f),
DEGREES_TO_RADIANS(entity->rotation), NULL,
V4(1.0f, 0.8f, 1.0f, 1.0f), flags);
v2 rightAlignedP = v2_add(leftAlignedP, entity->size);
renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(4, 4),
v2_scale(pivotPoint, -1.0f),
DEGREES_TO_RADIANS(entity->rotation), NULL,
V4(0.4f, 0.8f, 1.0f, 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);
TrianglePoints triangle = {0};
triangle.points[0] = V2(100, 200);
triangle.points[1] = V2(200, 100);

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@ -376,6 +376,52 @@ 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,
v2 *polygonPoints, i32 numPoints, v2 pivotPoint,
Radians rotate, RenderTex *renderTex, v4 color,
RenderFlags flags)
{
ASSERT(numPoints > 3);
for (i32 i = 0; i < numPoints; i++)
polygonPoints[i] = v2_sub(polygonPoints[i], camera.min);
RenderTex emptyRenderTex = {0};
if (!renderTex) renderTex = &emptyRenderTex;
i32 numTrisInTriangulation = numPoints - 2;
RenderTriangle_ *polygonTriangulation = memory_pushBytes(
arena, (sizeof(RenderTriangle_) * numTrisInTriangulation));
v2 triangulationBaseP = polygonPoints[0];
i32 triangulationIndex = 0;
Vertex triangulationBaseVertex = {0};
triangulationBaseVertex.pos = triangulationBaseP;
addVertexToRenderGroup(renderer, renderTex->tex, color,
&triangulationBaseVertex, 1, rendermode_polygon,
flags);
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];
addVertexToRenderGroup(renderer, renderTex->tex, color, tri->vertex, 3,
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,
TrianglePoints triangle, v2 pivotPoint, Radians rotate,
RenderTex *renderTex, v4 color, RenderFlags flags)
@ -472,6 +518,7 @@ 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)
{
// TODO(doyle): Add early exit on entities out of camera bounds
Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
RenderTex renderTex = {0};
if (entity->tex)

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@ -35,10 +35,14 @@ enum RenderFlag {
renderflag_no_texture = 0x2,
};
// TODO(doyle): Since all vertexes are built with degenerate vertices and
// in a triangle strip format, we should not split render groups by render mode
// nor either generate buffers vao/vbo based on rendermode count
enum RenderMode
{
rendermode_quad,
rendermode_triangle,
rendermode_polygon,
rendermode_count,
rendermode_invalid,
};
@ -48,7 +52,6 @@ typedef struct RenderGroup
b32 init;
RenderFlags flags;
enum RenderMode mode;
u32 glRenderMode;
Texture *tex;
v4 color;
@ -82,12 +85,18 @@ renderer_createNullRenderTex(AssetManager *const assetManager);
// TODO(doyle): Clean up lines
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
v2 pivotPoint, Radians rotate, RenderTex *renderTex, v4 color,
RenderFlags flags);
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);
inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
v2 pivotPoint, Radians rotate, RenderTex *renderTex,
v4 color, RenderFlags flags)
v2 pivotPoint, Radians rotate,
RenderTex *renderTex, v4 color,
RenderFlags flags)
{
Rect staticCamera = {V2(0, 0), renderer->size};
renderer_rect(renderer, staticCamera, pos, size, pivotPoint, rotate,
@ -98,15 +107,15 @@ void renderer_triangle(Renderer *const renderer, Rect camera,
TrianglePoints triangle, v2 pivotPoint, Radians rotate,
RenderTex *renderTex, v4 color, RenderFlags flags);
void renderer_string(Renderer *const renderer, MemoryArena_ *arena,
Rect camera, Font *const font,
const char *const string, v2 pos, v2 pivotPoint,
Radians rotate, v4 color, RenderFlags flags);
void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
Font *const font, const char *const string, v2 pos,
v2 pivotPoint, Radians rotate, v4 color,
RenderFlags flags);
inline void renderer_staticString(Renderer *const renderer, MemoryArena_ *arena,
Font *const font, const char *const string,
v2 pos, v2 pivotPoint, Radians rotate, v4 color,
RenderFlags flags)
v2 pos, v2 pivotPoint, Radians rotate,
v4 color, RenderFlags flags)
{
Rect staticCamera = {V2(0, 0), renderer->size};
renderer_string(renderer, arena, staticCamera, font, string, pos,