#include #include #include //TODO(doyle): This is temporary! Maybe abstract into our platform layer, or //choose to load assets outside of WorldTraveller! #include void updateBufferObject(GLuint vbo, v4 texNDC) { // TODO(doyle): We assume that vbo and vao are assigned // NOTE(doyle): Draws a series of triangles (three-sided polygons) using // vertices v0, v1, v2, then v2, v1, v3 (note the order) v4 vertices[] = { // x y s t {0.0f, 1.0f, texNDC.x, texNDC.y}, // Top left {0.0f, 0.0f, texNDC.x, texNDC.w}, // Bottom left {1.0f, 1.0f, texNDC.z, texNDC.y}, // Top right {1.0f, 0.0f, texNDC.z, texNDC.w}, // Bottom right }; glBindBuffer(GL_ARRAY_BUFFER, vbo); // TODO(doyle): glBufferSubData glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } void worldTraveller_gameInit(GameState *state) { /* Initialise assets */ asset_loadTextureImage( "data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero); asset_loadTextureImage( "data/textures/WorldTraveller/Terrain.png", texlist_terrain); TexAtlas *terrainAtlas = asset_getTextureAtlas(texlist_terrain); f32 atlasTileSize = 128.0f; terrainAtlas->texRect[terraincoords_ground] = V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize); asset_loadShaderFiles("data/shaders/sprite.vert.glsl", "data/shaders/sprite.frag.glsl", shaderlist_sprite); glCheckError(); state->state = state_active; state->tileSize = 32; state->currWorldIndex = 0; /* Init world tiles */ i32 highestSquaredValue = 1; while (squared(highestSquaredValue) < ARRAY_COUNT(state->world[0].tiles)) highestSquaredValue++; const i32 worldSize = highestSquaredValue - 1; // NOTE(doyle): Origin is center of the world for (i32 i = 0; i < ARRAY_COUNT(state->world); i++) { for (i32 y = 0; y < worldSize; y++) { for (i32 x = 0; x < worldSize; x++) { i32 packedDimension = y * worldSize + x; World *world = state->world; world[i].texType = texlist_terrain; world[i].tiles[packedDimension].pos = V2(CAST(f32) x, CAST(f32) y); } } } /* Init hero */ Entity heroEnt = {V2(0.0f, 0.0f), V2(0.0f, 0.0f), V2(58.0f, 98.0f), direction_east, asset_getTexture(texlist_hero), TRUE, 0, 0, 0}; SpriteAnim heroAnimIdle = {NULL, 1, 0, 1.0f, 1.0f}; // TODO(doyle): Get rid of heroAnimIdle.rect = (v4 *)calloc(1, sizeof(v4)); heroAnimIdle.rect[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f); heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimIdle; SpriteAnim heroAnimWalk = {NULL, 3, 0, 0.10f, 0.10f}; // TODO(doyle): Get rid of heroAnimWalk.rect = (v4 *)calloc(heroAnimWalk.numRects, sizeof(v4)); heroAnimWalk.rect[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f); heroAnimWalk.rect[1] = heroAnimIdle.rect[0]; heroAnimWalk.rect[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f); heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimWalk; heroEnt.currAnimIndex = 0; state->heroIndex = state->freeEntityIndex; state->entityList[state->freeEntityIndex++] = heroEnt; Entity *hero = &state->entityList[state->heroIndex]; Texture *heroSheet = hero->tex; v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height); if (sheetSize.x != sheetSize.y) { printf( "worldTraveller_gameInit() warning: Sprite sheet is not square: " "%dx%dpx\n", CAST(i32) sheetSize.w, CAST(i32) sheetSize.h); } /* Create a NPC */ SpriteAnim npcAnim = {NULL, 2, 0, 0.3f, 0.3f}; // TODO(doyle): Get rid of npcAnim.rect = (v4 *)calloc(2, sizeof(v4)); npcAnim.rect[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f); npcAnim.rect[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f); Entity npcEnt = {V2(300.0f, 300.0f), V2(0.0f, 0.0f), hero->size, direction_null, hero->tex, TRUE, 0, 0, 0}; npcEnt.anim[npcEnt.freeAnimIndex++] = npcAnim; state->entityList[state->freeEntityIndex++] = npcEnt; /* Init renderer */ Renderer *renderer = &state->renderer; renderer->shader = asset_getShader(shaderlist_sprite); shader_use(renderer->shader); const mat4 projection = mat4_ortho(0.0f, CAST(f32) state->width, 0.0f, CAST(f32) state->height, 0.0f, 1.0f); shader_uniformSetMat4fv(renderer->shader, "projection", projection); glCheckError(); /* Create buffers */ glGenVertexArrays(1, &renderer->vao); glGenBuffers(1, &renderer->vbo); glCheckError(); /* Bind buffers */ glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo); glBindVertexArray(renderer->vao); /* Configure VAO */ const GLuint numVertexElements = 4; const GLuint vertexSize = sizeof(v4); glEnableVertexAttribArray(0); glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0); glCheckError(); /* Unbind */ glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glCheckError(); } INTERNAL void parseInput(GameState *state, const f32 dt) { /* Equations of Motion f(t) = position m f'(t) = velocity m/s f"(t) = acceleration m/s^2 The user supplies an acceleration, a, and by integrating f"(t) = a, where a is a constant, acceleration f'(t) = a*t + v, where v is a constant, old velocity f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position */ Entity *hero = &state->entityList[state->heroIndex]; v2 ddPos = V2(0, 0); if (state->keys[GLFW_KEY_SPACE]) { } if (state->keys[GLFW_KEY_RIGHT]) { ddPos.x = 1.0f; hero->direction = direction_east; } if (state->keys[GLFW_KEY_LEFT]) { ddPos.x = -1.0f; hero->direction = direction_west; } if (state->keys[GLFW_KEY_UP]) { ddPos.y = 1.0f; } if (state->keys[GLFW_KEY_DOWN]) { ddPos.y = -1.0f; } if (ddPos.x != 0.0f && ddPos.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 ddPos = v2_scale(ddPos, 0.70710678118f); } f32 epsilon = 20.0f; v2 epsilonDpos = v2_sub(V2(epsilon, epsilon), V2(absolute(hero->dPos.x), absolute(hero->dPos.y))); if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f) { hero->dPos = V2(0.0f, 0.0f); // TODO(doyle): Change index to use some meaningful name like a string // or enum for referencing animations, in this case 0 is idle and 1 is // walking if (hero->currAnimIndex == 1) { SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex]; currAnim->currDuration = currAnim->duration; currAnim->currRectIndex = 0; hero->currAnimIndex = 0; } } else if (hero->currAnimIndex == 0) { SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex]; currAnim->currDuration = currAnim->duration; currAnim->currRectIndex = 0; hero->currAnimIndex = 1; } f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2 if (state->keys[GLFW_KEY_LEFT_SHIFT]) { heroSpeed = CAST(f32)(22.0f * 5.0f * METERS_TO_PIXEL); } ddPos = v2_scale(ddPos, heroSpeed); // TODO(doyle): Counteracting force on player's acceleration is arbitrary ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f)); /* NOTE(doyle): Calculate new position from acceleration with old velocity new Position = (a/2) * (t^2) + (v*t) + p, acceleration = (a/2) * (t^2) old velocity = (v*t) */ v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), squared(dt)); v2 dPos = v2_scale(hero->dPos, dt); v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos); b32 heroCollided = FALSE; if (hero->collides == TRUE) { for (i32 i = 0; i < ARRAY_COUNT(state->entityList); i++) { if (i == state->heroIndex) continue; Entity entity = state->entityList[i]; if (entity.collides) { v4 heroRect = V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->size.x), (newHeroP.y + hero->size.y)); v4 entityRect = getEntityScreenRect(entity); if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) || (heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) && ((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) || (heroRect.y <= entityRect.y && heroRect.y >= entityRect.w))) { heroCollided = TRUE; break; } } } } if (heroCollided) { hero->dPos = V2(0.0f, 0.0f); } else { // f'(t) = curr velocity = a*t + v, where v is old velocity hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt)); hero->pos = newHeroP; } } void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) { /* Update */ parseInput(state, dt); glCheckError(); World *world = &state->world[state->currWorldIndex]; TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType); Texture *worldTex = asset_getTexture(world->texType); f32 ndcFactor = 1.0f / CAST(f32)worldTex->width; for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++) { Tile tile = world->tiles[i]; v2 tileSize = V2(CAST(f32)state->tileSize, CAST(f32)state->tileSize); v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x); v4 texNDC = v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor); updateBufferObject(state->renderer.vbo, texNDC); renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f, V3(0, 0, 0), worldTex); } // NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1 Entity *hero = &state->entityList[state->heroIndex]; ndcFactor = 1.0f / CAST(f32) hero->tex->width; ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList)); for (i32 i = 0; i < state->freeEntityIndex; i++) { Entity *entity = &state->entityList[i]; SpriteAnim *anim = &entity->anim[entity->currAnimIndex]; v4 currFrameRect = anim->rect[anim->currRectIndex]; anim->currDuration -= dt; if (anim->currDuration <= 0.0f) { anim->currRectIndex++; anim->currRectIndex = anim->currRectIndex % anim->numRects; currFrameRect = anim->rect[anim->currRectIndex]; anim->currDuration = anim->duration; } v4 texNDC = v4_scale(currFrameRect, ndcFactor); if (entity->direction == direction_east) { // NOTE(doyle): Flip the x coordinates to flip the tex v4 tmpNDC = texNDC; texNDC.x = tmpNDC.z; texNDC.z = tmpNDC.x; } updateBufferObject(state->renderer.vbo, texNDC); renderer_entity(&state->renderer, entity, 0.0f, V3(0, 0, 0)); } // TODO(doyle): Clean up lines // Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); } }