#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/default_tex.vert.glsl", "data/shaders/default_tex.frag.glsl", shaderlist_default); asset_loadShaderFiles( assetManager, arena, "data/shaders/default_no_tex.vert.glsl", "data/shaders/default_no_tex.frag.glsl", shaderlist_default_no_tex); 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->groupIndexForVertexBatch = -1; const mat4 projection = mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f); for (i32 i = 0; i < shaderlist_count; i++) { renderer->shaderList[i] = asset_getShader(assetManager, i); shader_use(renderer->shaderList[i]); shader_uniformSetMat4fv(renderer->shaderList[i], "projection", projection); GL_CHECK_ERROR(); } renderer->activeShaderId = renderer->shaderList[shaderlist_default]; GL_CHECK_ERROR(); /* Create buffers */ glGenVertexArrays(ARRAY_COUNT(renderer->vao), renderer->vao); glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo); GL_CHECK_ERROR(); // Bind buffers and configure vao, vao automatically intercepts // glBindCalls and associates the state with that buffer for us for (enum RenderMode mode = 0; mode < rendermode_count; mode++) { glBindVertexArray(renderer->vao[mode]); glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]); glEnableVertexAttribArray(0); u32 numVertexElements = 4; u32 stride = sizeof(Vertex); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, stride, (GLvoid *)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } /* Unbind */ 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; } #include #include 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)); for (i32 i = 0; i < iterations; i++) { i32 randValue = rand(); result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius, math_sinf(iterationAngle * i) * asteroidRadius); #if 1 f32 displacementDist = 0.50f * asteroidRadius; i32 vertexDisplacement = randValue % (i32)displacementDist + (i32)(displacementDist * 0.25f); 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; } void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed) { ASSERT(ABS(ddP.x) <= 1.0f && ABS(ddP.y) <= 1.0f); /* Assuming acceleration A over t time, then integrate twice to get newVelocity = a*t + oldVelocity newPos = (a*t^2)/2 + oldVelocity*t + oldPos */ ddP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeed); v2 oldDp = entity->dP; v2 resistance = v2_scale(oldDp, 2.0f); ddP = v2_sub(ddP, resistance); v2 newDp = v2_add(v2_scale(ddP, dt), oldDp); v2 ddPHalf = v2_scale(ddP, 0.5f); v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt))); v2 oldDpDt = v2_scale(oldDp, dt); v2 oldPos = entity->pos; v2 newPos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos); for (i32 i = 0; i < state->entityIndex; i++) { Entity *checkEntity = &state->entityList[i]; if (checkEntity->id == entity->id) continue; } b32 moveValid = TRUE; if (moveValid) { entity->dP = newDp; entity->pos = newPos; } } 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); initRenderer(state, windowSize); state->pixelsPerMeter = 70.0f; { // Init ship entity 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; ship->offset = v2_scale(ship->size, 0.5f); ship->numVertexPoints = 3; ship->vertexPoints = memory_pushBytes( &state->persistentArena, sizeof(v2) * ship->numVertexPoints); Basis shipBasis = getDefaultBasis(ship); v2 triangleTopPoint = V2(shipBasis.pos.x + (ship->size.w * 0.5f), shipBasis.pos.y + ship->size.h); v2 triangleRightSide = V2(shipBasis.pos.x + ship->size.w, shipBasis.pos.y); ship->vertexPoints[0] = shipBasis.pos; ship->vertexPoints[1] = triangleRightSide; ship->vertexPoints[2] = triangleTopPoint; ship->scale = 1; ship->type = entitytype_ship; ship->direction = direction_null; ship->renderMode = rendermode_polygon; ship->tex = NULL; 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); state->camera.max = state->renderer.size; state->init = TRUE; state->worldSize = windowSize; debug_init(&state->persistentArena, windowSize, state->assetManager.font); } { 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); v2 pivotPoint = {0}; // 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; f32 ddPSpeedInMs = 0; v2 ddP = {0}; if (entity->type == entitytype_ship) { if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat, 0.0f, dt)) { // 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; } Degrees rotationsPerSecond = 180.0f; if (getKeyStatus(&state->input.keys[keycode_left], readkeytype_repeat, 0.0f, dt)) { entity->rotation += (rotationsPerSecond) * dt; } if (getKeyStatus(&state->input.keys[keycode_right], readkeytype_repeat, 0.0f, dt)) { entity->rotation -= (rotationsPerSecond) * dt; } 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 // + 1^2 = c^2 ddP = v2_scale(ddP, 0.70710678118f); } ddPSpeedInMs = 25; 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"); } else if (entity->type == entitytype_asteroid) { 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) + 1) / 100.0f; v2_scale(ddP, dirOffset); // NOTE(doyle): Make asteroids start and move at constant speed ddPSpeedInMs = 2; entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs); } moveEntity(state, entity, ddP, dt, ddPSpeedInMs); 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.pos, V2(4, 4), entityBasis.pivotPoint, DEGREES_TO_RADIANS(entity->rotation), NULL, V4(1.0f, 0, 0, 1.0f), flags); } #if 1 TrianglePoints triangle = {0}; triangle.points[0] = V2(100, 200); triangle.points[1] = V2(200, 100); triangle.points[2] = V2(100, 300); LOCAL_PERSIST Degrees rotation = 0.0f; rotation += (60.0f) * dt; RenderFlags flags = renderflag_wireframe | renderflag_no_texture; renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0), rotation, NULL, V4(1, 1, 1, 1), flags); debug_drawUi(state, dt); debug_clearCounter(); #endif renderer_renderGroups(&state->renderer); }