Add tile grid and atlas concept to game
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+54
-2
@@ -32,11 +32,45 @@ void worldTraveller_gameInit(GameState *state)
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/* Initialise assets */
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asset_loadTextureImage(
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"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
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asset_loadTextureImage(
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"data/textures/WorldTraveller/Terrain.png", texlist_terrain);
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TexAtlas *terrainAtlas = asset_getTextureAtlas(texlist_terrain);
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f32 atlasTileSize = 128.0f;
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terrainAtlas->texRect[terraincoords_ground] =
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V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
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asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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glCheckError();
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state->state = state_active;
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state->state = state_active;
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state->tileSize = 32;
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state->currWorldIndex = 0;
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/* Init world tiles */
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i32 highestSquaredValue = 1;
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while (squared(highestSquaredValue) < ARRAY_COUNT(state->world[0].tiles))
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highestSquaredValue++;
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const i32 worldSize = highestSquaredValue - 1;
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// NOTE(doyle): Origin is center of the world
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for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
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{
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for (i32 y = 0; y < worldSize; y++)
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{
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for (i32 x = 0; x < worldSize; x++)
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{
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i32 packedDimension = y * worldSize + x;
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World *world = state->world;
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world[i].texType = texlist_terrain;
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world[i].tiles[packedDimension].pos =
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V2(CAST(f32) x, CAST(f32) y);
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}
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}
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}
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/* Init hero */
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Entity heroEnt = {V2(0.0f, 0.0f),
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@@ -268,9 +302,27 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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parseInput(state, dt);
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glCheckError();
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World *world = &state->world[state->currWorldIndex];
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TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
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Texture *worldTex = asset_getTexture(world->texType);
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f32 ndcFactor = 1.0f / CAST(f32)worldTex->width;
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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{
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Tile tile = world->tiles[i];
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v2 tileSize = V2(CAST(f32)state->tileSize, CAST(f32)state->tileSize);
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v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
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v4 texNDC =
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v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor);
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updateBufferObject(state->renderer.vbo, texNDC);
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renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f,
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V3(0, 0, 0), worldTex);
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}
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Entity *hero = &state->entityList[state->heroIndex];
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f32 ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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