#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/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", shaderlist_sprite); i32 result = asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf"); 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); renderer->shader = asset_getShader(assetManager, shaderlist_sprite); shader_use(renderer->shader); const mat4 projection = mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f); shader_uniformSetMat4fv(renderer->shader, "projection", projection); GL_CHECK_ERROR(); /* Create buffers */ glGenVertexArrays(1, &renderer->vao); glGenBuffers(1, &renderer->vbo); GL_CHECK_ERROR(); /* Bind buffers */ glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo); glBindVertexArray(renderer->vao); /* Configure VAO */ u32 numVertexElements = 4; u32 stride = sizeof(Vertex); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, stride, (GLvoid *)0); glEnableVertexAttribArray(0); GL_CHECK_ERROR(); /* Unbind */ glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); 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; } void asteroid_gameUpdateAndRender(GameState *state, Memory *memory, v2 windowSize, f32 dt) { if (!state->init) { memory_arenaInit(&state->persistentArena, memory->persistent, memory->persistentSize); memory_arenaInit(&state->transientArena, memory->transient, memory->transientSize); initAssetManager(state); initRenderer(state, windowSize); { // Init ship entity Entity *ship = &state->entityList[state->entityIndex++]; ship->id = 0; ship->pos = V2(100.0f, 100.0f); ship->hitbox = V2(100.0f, 100.0f); ship->size = V2(100.0f, 100.0f); ship->scale = 1; ship->type = entitytype_ship; ship->direction = direction_null; ship->tex = asset_getTex(&state->assetManager, "nullTex"); ship->collides = FALSE; } state->camera.pos = V2(0, 0); state->camera.size = state->renderer.size; state->init = TRUE; } { 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); if (entity->type == entitytype_ship) { { // Parse input if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat, 0.0f, dt)) { entity->pos.y += 10.0f; } if (getKeyStatus(&state->input.keys[keycode_down], readkeytype_repeat, 0.0f, dt)) { entity->pos.y -= 10.0f; } } } renderer_entity(&state->renderer, state->camera, entity, V2(0, 0), 0, V4(1.0f, 1.0f, 1.0f, 1.0f)); } renderer_renderGroups(&state->renderer); }