Remove HMM_ prefix, MUCH better factoring of draw

main
Cameron Murphy Reikes 2 years ago
parent 8cdd972ff4
commit f306fe1a1c

@ -29,5 +29,5 @@
}
@level level0:
{
filepath: "testsmalllevel.json",
filepath: "level0.json",
}

@ -4,13 +4,13 @@
"layers":[
{
"data":[53, 53, 53, 53, 53, 53, 53, 53,
53, 53, 53, 53, 53, 53, 53, 53,
53, 53, 263, 263, 263, 53, 53, 53,
53, 53, 263, 263, 263, 53, 53, 53,
53, 53, 263, 263, 263, 53, 53, 53,
53, 53, 53, 53, 53, 53, 53, 53,
53, 53, 53, 53, 53, 53, 53, 53,
53, 53, 53, 53, 53, 53, 53, 53],
53, 209, 159, 159, 159, 160, 209, 160,
53, 261, 263, 263, 263, 265, 261, 265,
53, 261, 263, 263, 263, 265, 261, 265,
53, 261, 263, 263, 263, 212, 210, 265,
53, 366, 367, 367, 314, 263, 316, 368,
53, 53, 53, 53, 366, 367, 368, 53,
53, 53, 53, 53, 53, 53, 53, 53],
"height":8,
"id":1,
"name":"Tile Layer 1",
@ -62,4 +62,4 @@
"type":"map",
"version":"1.9",
"width":8
}
}

601
main.c

@ -18,10 +18,25 @@
typedef struct AABB
{
HMM_Vec2 upper_left;
HMM_Vec2 lower_right;
Vec2 upper_left;
Vec2 lower_right;
} AABB;
typedef struct Quad
{
union
{
struct
{
Vec2 ul; // upper left
Vec2 ur; // upper right
Vec2 lr; // lower right
Vec2 ll; // lower left
};
Vec2 points[4];
};
} Quad;
typedef struct TileInstance
{
uint16_t kind;
@ -45,9 +60,9 @@ typedef struct AnimatedSprite
sg_image *img;
double time_per_frame;
int num_frames;
HMM_Vec2 start;
Vec2 start;
float horizontal_diff_btwn_frames;
HMM_Vec2 region_size;
Vec2 region_size;
} AnimatedSprite;
@ -56,7 +71,7 @@ typedef struct AnimatedSprite
typedef struct Level
{
TileInstance tiles[LEVEL_TILES][LEVEL_TILES];
HMM_Vec2 spawnpoint;
Vec2 spawnpoint;
} Level;
typedef struct TileCoord
@ -65,12 +80,63 @@ typedef struct TileCoord
int y;
} TileCoord;
HMM_Vec2 tilecoord_to_world(TileCoord t)
// no alignment etc because lazy
typedef struct Arena
{
char *data;
size_t data_size;
size_t cur;
} Arena;
Arena make(size_t max_size)
{
return (Arena)
{
.data = calloc(1, max_size),
.data_size = max_size,
.cur = 0,
};
}
void reset(Arena *a)
{
memset(a->data, 0, a->data_size);
a->cur = 0;
}
char *get(Arena *a, size_t of_size)
{
assert(a->data != NULL);
char *to_return = a->data + a->cur;
a->cur += of_size;
assert(a->cur < a->data_size);
return to_return;
}
Arena scratch = {0};
char *tprint(const char *format, ...)
{
va_list argptr;
va_start(argptr, format);
int size = vsnprintf(NULL, 0, format, argptr) + 1; // for null terminator
char *to_return = get(&scratch, size);
vsnprintf(to_return, size, format, argptr);
va_end(argptr);
return to_return;
}
Vec2 tilecoord_to_world(TileCoord t)
{
return HMM_V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
return V2( (float)t.x * (float)TILE_SIZE * 1.0f, -(float)t.y * (float)TILE_SIZE * 1.0f );
}
TileCoord world_to_tilecoord(HMM_Vec2 w)
TileCoord world_to_tilecoord(Vec2 w)
{
// world = V2(tilecoord.x * tile_size, -tilecoord.y * tile_size)
// world.x = tilecoord.x * tile_size
@ -80,43 +146,49 @@ TileCoord world_to_tilecoord(HMM_Vec2 w)
return (TileCoord){ (int)floorf(w.X / TILE_SIZE), (int)floorf(-w.Y / TILE_SIZE) };
}
AABB tile_aabb(TileCoord t)
{
return (AABB)
{
.upper_left = tilecoord_to_world(t),
.lower_right = HMM_AddV2(tilecoord_to_world(t), HMM_V2(TILE_SIZE, -TILE_SIZE)),
.lower_right = AddV2(tilecoord_to_world(t), V2(TILE_SIZE, -TILE_SIZE)),
};
}
HMM_Vec2 aabb_center(AABB aabb)
Vec2 rotate_counter_clockwise(Vec2 v)
{
return V2(-v.Y, v.X);
}
Vec2 aabb_center(AABB aabb)
{
return HMM_MulV2F(HMM_AddV2(aabb.upper_left, aabb.lower_right), 0.5f);
return MulV2F(AddV2(aabb.upper_left, aabb.lower_right), 0.5f);
}
AABB centered_aabb(HMM_Vec2 at, HMM_Vec2 size)
AABB centered_aabb(Vec2 at, Vec2 size)
{
return (AABB){
.upper_left = HMM_AddV2(at, HMM_V2(-size.X/2.0f, size.Y/2.0f)),
.lower_right = HMM_AddV2(at, HMM_V2( size.X/2.0f, -size.Y/2.0f)),
.upper_left = AddV2(at, V2(-size.X/2.0f, size.Y/2.0f)),
.lower_right = AddV2(at, V2( size.X/2.0f, -size.Y/2.0f)),
};
}
uint16_t get_tile(Level *l, TileCoord t)
TileInstance get_tile(Level *l, TileCoord t)
{
bool out_of_bounds = false;
out_of_bounds |= t.x < 0;
out_of_bounds |= t.x >= LEVEL_TILES;
out_of_bounds |= t.y < 0;
out_of_bounds |= t.y >= LEVEL_TILES;
if(out_of_bounds) return 0;
return l->tiles[t.x][t.y].kind;
//assert(!out_of_bounds);
if(out_of_bounds) return (TileInstance){0};
return l->tiles[t.y][t.x];
}
sg_image load_image(const char *path)
{
sg_image to_return =
{0};
sg_image to_return = {0};
int png_width, png_height, num_channels;
const int desired_channels = 4;
@ -175,8 +247,7 @@ const float font_size = 32.0;
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
// so can be grep'd and removed
#define dbgprint(...)
{ printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
static struct
{
@ -185,24 +256,24 @@ static struct
sg_bindings bind;
} state;
HMM_Vec2 character_pos =
Vec2 character_pos =
{0}; // world space point
void init(void)
{
scratch = make(1024 * 10);
stm_setup();
sg_setup(&(sg_desc){
.context = sapp_sgcontext()
});
sg_setup(& (sg_desc){
.context = sapp_sgcontext()
});
load_assets();
// player spawnpoint
HMM_Vec2 spawnpoint_tilecoord = HMM_MulV2F(level_level0.spawnpoint, 1.0/TILE_SIZE);
Vec2 spawnpoint_tilecoord = MulV2F(level_level0.spawnpoint, 1.0/TILE_SIZE);
character_pos = tilecoord_to_world((TileCoord){(int)spawnpoint_tilecoord.X, (int)spawnpoint_tilecoord.Y});
// load font
{
FILE* fontFile = fopen("assets/orange kid.ttf", "rb");
fseek(fontFile, 0, SEEK_END);
@ -287,17 +358,15 @@ void init(void)
state.pass_action = (sg_pass_action)
{
//.colors[0] =
{ .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
//.colors[0] =
{ .action=SG_ACTION_CLEAR, .value={255.5f/255.0f, 255.5f/255.0f, 255.5f/255.0f, 1.0f } }
//.colors[0] = { .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
//.colors[0] = { .action=SG_ACTION_CLEAR, .value={255.5f/255.0f, 255.5f/255.0f, 255.5f/255.0f, 1.0f } }
// 0x898989 is the color in tiled
.colors[0] =
{ .action=SG_ACTION_CLEAR, .value={137.0f/255.0f, 137.0f/255.0f, 137.0f/255.0f, 1.0f } }
};
}
typedef HMM_Vec4 Color;
typedef Vec4 Color;
#define WHITE (Color){1.0f, 1.0f, 1.0f, 1.0f}
@ -305,14 +374,14 @@ typedef HMM_Vec4 Color;
#define RED (Color){1.0f, 0.0f, 0.0f, 1.0f}
HMM_Vec2 screen_size()
Vec2 screen_size()
{
return HMM_V2((float)sapp_width(), (float)sapp_height());
return V2((float)sapp_width(), (float)sapp_height());
}
typedef struct Camera
{
HMM_Vec2 pos;
Vec2 pos;
float scale;
} Camera;
@ -323,16 +392,16 @@ const float pixels_per_meter = 43.0f;
Camera cam =
{.scale = 2.0f };
HMM_Vec2 cam_offset()
Vec2 cam_offset()
{
return HMM_AddV2(cam.pos, HMM_MulV2F(screen_size(), 0.5f));
return AddV2(cam.pos, MulV2F(screen_size(), 0.5f));
}
// in pixels
HMM_Vec2 img_size(sg_image img)
Vec2 img_size(sg_image img)
{
sg_image_info info = sg_query_image_info(img);
return HMM_V2((float)info.width, (float)info.height);
return V2((float)info.width, (float)info.height);
}
// full region in pixels
@ -340,52 +409,75 @@ AABB full_region(sg_image img)
{
return (AABB)
{
.upper_left = HMM_V2(0.0f, 0.0f),
.upper_left = V2(0.0f, 0.0f),
.lower_right = img_size(img),
};
}
// screen coords are in pixels counting from bottom left as (0,0), Y+ is up
HMM_Vec2 world_to_screen(HMM_Vec2 world)
Vec2 world_to_screen(Vec2 world)
{
HMM_Vec2 to_return = world;
to_return = HMM_MulV2F(to_return, cam.scale);
to_return = HMM_AddV2(to_return, cam_offset());
Vec2 to_return = world;
to_return = MulV2F(to_return, cam.scale);
to_return = AddV2(to_return, cam_offset());
return to_return;
}
HMM_Vec2 screen_to_world(HMM_Vec2 screen)
Vec2 screen_to_world(Vec2 screen)
{
HMM_Vec2 to_return = screen;
to_return = HMM_SubV2(to_return, cam_offset());
to_return = HMM_MulV2F(to_return, 1.0f/cam.scale);
Vec2 to_return = screen;
to_return = SubV2(to_return, cam_offset());
to_return = MulV2F(to_return, 1.0f/cam.scale);
return to_return;
}
// out must be of at least length 4
void quad_points_corner_size(HMM_Vec2 *out, HMM_Vec2 at, HMM_Vec2 size)
Quad quad_at(Vec2 at, Vec2 size)
{
out[0] = HMM_V2(0.0, 0.0);
out[1] = HMM_V2(size.X, 0.0);
out[2] = HMM_V2(size.X, -size.Y);
out[3] = HMM_V2(0.0, -size.Y);
Quad to_return;
to_return.points[0] = V2(0.0, 0.0);
to_return.points[1] = V2(size.X, 0.0);
to_return.points[2] = V2(size.X, -size.Y);
to_return.points[3] = V2(0.0, -size.Y);
for(int i = 0; i < 4; i++)
{
out[i] = HMM_AddV2(out[i], at);
to_return.points[i] = AddV2(to_return.points[i], at);
}
return to_return;
}
Quad tile_quad(TileCoord coord)
{
return quad_at(tilecoord_to_world(coord), V2(TILE_SIZE, TILE_SIZE));
}
// out must be of at least length 4
void quad_points_centered_size(HMM_Vec2 *out, HMM_Vec2 at, HMM_Vec2 size)
Quad quad_centered(Vec2 at, Vec2 size)
{
quad_points_corner_size(out, at, size);
Quad to_return = quad_at(at, size);
for(int i = 0; i < 4; i++)
{
out[i] = HMM_AddV2(out[i], HMM_V2(-size.X*0.5f, size.Y*0.5f));
to_return.points[i] = AddV2(to_return.points[i], V2(-size.X*0.5f, size.Y*0.5f));
}
return to_return;
}
Quad quad_aabb(AABB aabb)
{
Vec2 size_vec = SubV2(aabb.lower_right, aabb.upper_left); // negative in vertical direction
assert(size_vec.Y <= 0.0f);
assert(size_vec.X >= 0.0f);
return (Quad) {
.ul = aabb.upper_left,
.ur = AddV2(aabb.upper_left, V2(size_vec.X, 0.0f)),
.lr = AddV2(aabb.upper_left, size_vec),
.ll = AddV2(aabb.upper_left, V2(0.0f, size_vec.Y)),
};
}
// both segment_a and segment_b must be arrays of length 2
bool segments_overlapping(float *a_segment, float *b_segment)
{
@ -440,11 +532,9 @@ bool overlapping(AABB a, AABB b)
// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
// the points are in pixels in screen space. The image region is in pixel space of the image
void draw_quad(bool world_space, HMM_Vec2 *points_in, sg_image image, AABB image_region, Color tint)
void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, Color tint)
{
HMM_Vec2 points[4] =
{0};
memcpy(points, points_in, sizeof(points));
Vec2 *points = quad.points;
if(world_space)
{
@ -454,9 +544,9 @@ void draw_quad(bool world_space, HMM_Vec2 *points_in, sg_image image, AABB image
}
}
AABB cam_aabb =
{ .upper_left = HMM_V2(0.0, screen_size().Y), .lower_right = HMM_V2(screen_size().X, 0.0) };
{ .upper_left = V2(0.0, screen_size().Y), .lower_right = V2(screen_size().X, 0.0) };
AABB points_bounding_box =
{ .upper_left = HMM_V2(INFINITY, -INFINITY), .lower_right = HMM_V2(-INFINITY, INFINITY) };
{ .upper_left = V2(INFINITY, -INFINITY), .lower_right = V2(-INFINITY, INFINITY) };
for(int i = 0; i < 4; i++)
{
@ -472,26 +562,26 @@ void draw_quad(bool world_space, HMM_Vec2 *points_in, sg_image image, AABB image
}
float new_vertices[ (2 + 2)*4 ];
HMM_Vec2 region_size = HMM_SubV2(image_region.lower_right, image_region.upper_left);
Vec2 region_size = SubV2(image_region.lower_right, image_region.upper_left);
assert(region_size.X > 0.0);
assert(region_size.Y > 0.0);
HMM_Vec2 tex_coords[4] =
Vec2 tex_coords[4] =
{
HMM_AddV2(image_region.upper_left, HMM_V2(0.0, 0.0)),
HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, 0.0)),
HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, region_size.Y)),
HMM_AddV2(image_region.upper_left, HMM_V2(0.0, region_size.Y)),
AddV2(image_region.upper_left, V2(0.0, 0.0)),
AddV2(image_region.upper_left, V2(region_size.X, 0.0)),
AddV2(image_region.upper_left, V2(region_size.X, region_size.Y)),
AddV2(image_region.upper_left, V2(0.0, region_size.Y)),
};
// convert to uv space
sg_image_info info = sg_query_image_info(image);
for(int i = 0; i < 4; i++)
{
tex_coords[i] = HMM_DivV2(tex_coords[i], HMM_V2((float)info.width, (float)info.height));
tex_coords[i] = DivV2(tex_coords[i], V2((float)info.width, (float)info.height));
}
for(int i = 0; i < 4; i++)
{
HMM_Vec2 zero_to_one = HMM_DivV2(points[i], screen_size());
HMM_Vec2 in_clip_space = HMM_SubV2(HMM_MulV2F(zero_to_one, 2.0), HMM_V2(1.0, 1.0));
Vec2 zero_to_one = DivV2(points[i], screen_size());
Vec2 in_clip_space = SubV2(MulV2F(zero_to_one, 2.0), V2(1.0, 1.0));
new_vertices[i*4] = in_clip_space.X;
new_vertices[i*4 + 1] = in_clip_space.Y;
new_vertices[i*4 + 2] = tex_coords[i].X;
@ -515,64 +605,47 @@ void draw_quad(bool world_space, HMM_Vec2 *points_in, sg_image image, AABB image
sg_draw(0, 6, 1);
}
void swap(HMM_Vec2 *p1, HMM_Vec2 *p2)
void swap(Vec2 *p1, Vec2 *p2)
{
HMM_Vec2 tmp = *p1;
Vec2 tmp = *p1;
*p1 = *p2;
*p2 = tmp;
}
void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, HMM_Vec2 pos, Color tint)
void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, Vec2 pos, Color tint)
{
sg_image spritesheet_img = *s->img;
int index = (int)floor(time/s->time_per_frame) % s->num_frames;
HMM_Vec2 points[4] =
{0};
quad_points_centered_size(points, pos, s->region_size);
Quad q = quad_centered(pos, s->region_size);
if(flipped)
{
swap(&points[0], &points[1]);
swap(&points[3], &points[2]);
swap(&q.points[0], &q.points[1]);
swap(&q.points[3], &q.points[2]);
}
AABB region;
region.upper_left = HMM_AddV2(s->start, HMM_V2(index * s->horizontal_diff_btwn_frames, 0.0f));
region.lower_right = HMM_V2(region.upper_left.X + (float)s->region_size.X, (float)s->region_size.Y);
region.upper_left = AddV2(s->start, V2(index * s->horizontal_diff_btwn_frames, 0.0f));
region.lower_right = V2(region.upper_left.X + (float)s->region_size.X, (float)s->region_size.Y);
draw_quad(true, points, spritesheet_img, region, tint);
draw_quad(true, q, spritesheet_img, region, tint);
}
void colorbox(bool world_space, HMM_Vec2 upper_left, HMM_Vec2 lower_right, Color color)
{
HMM_Vec2 size = HMM_SubV2(lower_right, upper_left);
size.Y *= -1.0;
assert(size.Y >= 0.0);
HMM_Vec2 points[4] =
{
HMM_AddV2(upper_left, HMM_V2(0.0f, 0.0f)),
HMM_AddV2(upper_left, HMM_V2(size.X, 0.0f)),
HMM_AddV2(upper_left, HMM_V2(size.X, -size.Y)),
HMM_AddV2(upper_left, HMM_V2(0.0f, -size.Y)),
};
draw_quad(world_space, points, image_white_square, full_region(image_white_square), color);
}
HMM_Vec2 tile_id_to_coord(sg_image tileset_image, HMM_Vec2 tile_size, uint16_t tile_id)
Vec2 tile_id_to_coord(sg_image tileset_image, Vec2 tile_size, uint16_t tile_id)
{
int tiles_per_row = (int)(img_size(tileset_image).X / tile_size.X);
int tile_index = tile_id - 1;
int tile_image_row = tile_index / tiles_per_row;
int tile_image_col = tile_index - tile_image_row*tiles_per_row;
HMM_Vec2 tile_image_coord = HMM_V2((float)tile_image_col * tile_size.X, (float)tile_image_row*tile_size.Y);
Vec2 tile_image_coord = V2((float)tile_image_col * tile_size.X, (float)tile_image_row*tile_size.Y);
return tile_image_coord;
}
// returns bounds. To measure text you can set dry run to true and get the bounds
AABB draw_text(bool world_space, bool dry_run, const char *text, size_t length, HMM_Vec2 pos, Color color)
AABB draw_text(bool world_space, bool dry_run, const char *text, Vec2 pos, Color color)
{
size_t text_len = strlen(text);
AABB bounds =
@ -587,7 +660,7 @@ AABB draw_text(bool world_space, bool dry_run, const char *text, size_t length,
float difference = y - old_y;
y = old_y + difference;
HMM_Vec2 size = HMM_V2(q.x1 - q.x0, q.y1 - q.y0);
Vec2 size = V2(q.x1 - q.x0, q.y1 - q.y0);
if(text[i] == '\n')
{
#ifdef DEVTOOLS
@ -599,18 +672,19 @@ AABB draw_text(bool world_space, bool dry_run, const char *text, size_t length,
}
if(size.Y > 0.0 && size.X > 0.0)
{ // spaces (and maybe other characters) produce quads of size 0
HMM_Vec2 points[4] =
{
HMM_AddV2(HMM_V2(q.x0, -q.y0), HMM_V2(0.0f, 0.0f)),
HMM_AddV2(HMM_V2(q.x0, -q.y0), HMM_V2(size.X, 0.0f)),
HMM_AddV2(HMM_V2(q.x0, -q.y0), HMM_V2(size.X, -size.Y)),
HMM_AddV2(HMM_V2(q.x0, -q.y0), HMM_V2(0.0f, -size.Y)),
Quad to_draw = {
.points = {
AddV2(V2(q.x0, -q.y0), V2(0.0f, 0.0f)),
AddV2(V2(q.x0, -q.y0), V2(size.X, 0.0f)),
AddV2(V2(q.x0, -q.y0), V2(size.X, -size.Y)),
AddV2(V2(q.x0, -q.y0), V2(0.0f, -size.Y)),
},
};
AABB font_atlas_region = (AABB)
{
.upper_left = HMM_V2(q.s0, q.t0),
.lower_right = HMM_V2(q.s1, q.t1),
.upper_left = V2(q.s0, q.t0),
.lower_right = V2(q.s1, q.t1),
};
font_atlas_region.upper_left.X *= img_size(image_font).X;
font_atlas_region.lower_right.X *= img_size(image_font).X;
@ -619,41 +693,76 @@ AABB draw_text(bool world_space, bool dry_run, const char *text, size_t length,
for(int i = 0; i < 4; i++)
{
bounds.upper_left.X = min(bounds.upper_left.X, points[i].X);
bounds.upper_left.Y = max(bounds.upper_left.Y, points[i].Y);
bounds.lower_right.X = max(bounds.lower_right.X, points[i].X);
bounds.lower_right.Y = min(bounds.lower_right.Y, points[i].Y);
bounds.upper_left.X = min(bounds.upper_left.X, to_draw.points[i].X);
bounds.upper_left.Y = max(bounds.upper_left.Y, to_draw.points[i].Y);
bounds.lower_right.X = max(bounds.lower_right.X, to_draw.points[i].X);
bounds.lower_right.Y = min(bounds.lower_right.Y, to_draw.points[i].Y);
}
for(int i = 0; i < 4; i++)
{
points[i] = HMM_AddV2(points[i], pos);
to_draw.points[i] = AddV2(to_draw.points[i], pos);
}
if(!dry_run)
{
draw_quad(world_space, points, image_font, font_atlas_region, color);
draw_quad(world_space, to_draw, image_font, font_atlas_region, color);
}
}
}
bounds.upper_left = HMM_AddV2(bounds.upper_left, pos);
bounds.lower_right = HMM_AddV2(bounds.lower_right, pos);
bounds.upper_left = AddV2(bounds.upper_left, pos);
bounds.lower_right = AddV2(bounds.lower_right, pos);
return bounds;
}
void redsquare(HMM_Vec2 at)
void colorquad(bool world_space, Quad q, Color col)
{
HMM_Vec2 points[4] =
{0};
quad_points_centered_size(points, at, HMM_V2(10.0, 10.0));
draw_quad(true, points, image_white_square,full_region(image_font), RED);
draw_quad(world_space, q, image_white_square, full_region(image_white_square), col);
}
void dbgsquare(Vec2 at)
{
colorquad(true, quad_centered(at, V2(10.0, 10.0)), RED);
}
// in world coordinates
void line(Vec2 from, Vec2 to, float line_width, Color color)
{
Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
Quad line_quad = {
.points = {
AddV2(from, MulV2F(normal, line_width)), // upper left
AddV2(to, MulV2F(normal, line_width)), // upper right
AddV2(to, MulV2F(normal, -line_width)), // lower right
AddV2(from, MulV2F(normal, -line_width)), // lower left
}
};
colorquad(true, line_quad, color);
}
void dbgline(Vec2 from, Vec2 to)
{
line(from, to, 2.0f, RED);
}
// in world space
void dbgrect(AABB rect)
{
const float line_width = 0.5;
const Color col = RED;
Quad q = quad_aabb(rect);
line(q.ul, q.ur, line_width, col);
line(q.ur, q.lr, line_width, col);
line(q.lr, q.ll, line_width, col);
line(q.ll, q.ul, line_width, col);
}
double time = 0.0;
double last_frame_processing_time = 0.0;
uint64_t last_frame_time;
HMM_Vec2 mouse_pos =
Vec2 mouse_pos =
{0}; // in screen space
bool character_facing_left = false;
bool keydown[SAPP_KEYCODE_MENU] =
@ -675,13 +784,13 @@ void frame(void)
}
float dt = (float)dt_double;
HMM_Vec2 movement = HMM_V2(
(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
);
if(HMM_LenV2(movement) > 1.0)
Vec2 movement = V2(
(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
);
if(LenV2(movement) > 1.0)
{
movement = HMM_NormV2(movement);
movement = NormV2(movement);
}
sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
sg_apply_pipeline(state.pip);
@ -694,20 +803,16 @@ void frame(void)
for(int col = 0; col < LEVEL_TILES; col++)
{
TileInstance cur = cur_level->tiles[row][col];
TileCoord cur_coord =
{ col, row };
TileCoord cur_coord = { col, row };
TileInstance cur = get_tile(cur_level, cur_coord);
TileSet tileset = tileset_ruins_animated;
if(cur.kind != 0)
{
HMM_Vec2 points[4] =
{0};
HMM_Vec2 tile_size = HMM_V2(TILE_SIZE, TILE_SIZE);
quad_points_corner_size(points, tilecoord_to_world(cur_coord), tile_size);
Vec2 tile_size = V2(TILE_SIZE, TILE_SIZE);
sg_image tileset_image = *tileset.img;
HMM_Vec2 tile_image_coord = tile_id_to_coord(tileset_image, tile_size, cur.kind);
Vec2 tile_image_coord = tile_id_to_coord(tileset_image, tile_size, cur.kind);
AnimatedTile *anim = NULL;
for(int i = 0; i < sizeof(tileset.animated)/sizeof(*tileset.animated); i++)
@ -726,9 +831,9 @@ void frame(void)
AABB region;
region.upper_left = tile_image_coord;
region.lower_right = HMM_AddV2(region.upper_left, tile_size);
region.lower_right = AddV2(region.upper_left, tile_size);
draw_quad(true, points, tileset_image, region, WHITE);
draw_quad(true, tile_quad(cur_coord), tileset_image, region, WHITE);
}
}
}
@ -736,103 +841,105 @@ void frame(void)
HMM_Vec2 new_pos = HMM_AddV2(character_pos, HMM_MulV2F(movement, dt * pixels_per_meter * 4.0f));
HMM_Vec2 character_aabb_size =
{ TILE_SIZE, TILE_SIZE };
Vec2 new_pos = AddV2(character_pos, MulV2F(movement, dt * pixels_per_meter * 4.0f));
Vec2 character_aabb_size = { TILE_SIZE, TILE_SIZE };
AABB at_new = centered_aabb(new_pos, character_aabb_size);
HMM_Vec2 at_new_size_vector = HMM_SubV2(at_new.lower_right, at_new.upper_left);
HMM_Vec2 points_to_check[] =
Vec2 at_new_size_vector = SubV2(at_new.lower_right, at_new.upper_left);
Vec2 points_to_check[] =
{
HMM_AddV2(at_new.upper_left, HMM_V2(0.0, 0.0)),
HMM_AddV2(at_new.upper_left, HMM_V2(at_new_size_vector.X, 0.0)),
HMM_AddV2(at_new.upper_left, HMM_V2(at_new_size_vector.X, at_new_size_vector.Y)),
HMM_AddV2(at_new.upper_left, HMM_V2(0.0, at_new_size_vector.Y)),
AddV2(at_new.upper_left, V2(0.0, 0.0)),
AddV2(at_new.upper_left, V2(at_new_size_vector.X, 0.0)),
AddV2(at_new.upper_left, V2(at_new_size_vector.X, at_new_size_vector.Y)),
AddV2(at_new.upper_left, V2(0.0, at_new_size_vector.Y)),
};
//redsquare(character_pos);
//redsquare(at_new.upper_left);
//redsquare(at_new.lower_right);
//dbgsquare(character_pos);
//dbgsquare(at_new.upper_left);
//dbgsquare(at_new.lower_right);
for(int i = 0; i < sizeof(points_to_check)/sizeof(*points_to_check); i++)
{
HMM_Vec2 *it = &points_to_check[i];
Vec2 *it = &points_to_check[i];
TileCoord to_check = world_to_tilecoord(*it);
char num[10] =
{0};
snprintf(num, 10, "%d", get_tile(&level_level0, to_check));
draw_text(false, false, num, strlen(num), world_to_screen(tilecoord_to_world(to_check)), BLACK);
if(get_tile(&level_level0, to_check) == 53)
uint16_t tile_id = get_tile(&level_level0, to_check).kind;
if(tile_id == 53 || tile_id == 0 || tile_id == 367 || tile_id == 317 || tile_id == 313 || tile_id == 366)
{
redsquare(tilecoord_to_world(to_check));
dbgsquare(tilecoord_to_world(to_check));
AABB to_depenetrate_from = tile_aabb(to_check);
while(overlapping(to_depenetrate_from, at_new))
{
//while(false)
{
//redsquare(to_depenetrate_from.upper_left);
//redsquare(to_depenetrate_from.lower_right);
//dbgsquare(to_depenetrate_from.upper_left);
//dbgsquare(to_depenetrate_from.lower_right);
const float move_dist = 0.05f;
HMM_Vec2 move_dir = HMM_NormV2(HMM_SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
HMM_Vec2 move = HMM_MulV2F(move_dir, move_dist);
at_new.upper_left = HMM_AddV2(at_new.upper_left,move);
at_new.lower_right = HMM_AddV2(at_new.lower_right,move);
Vec2 to_player = NormV2(SubV2(aabb_center(at_new), aabb_center(to_depenetrate_from)));
Vec2 compass_dirs[4] = {
V2( 1.0, 0.0),
V2(-1.0, 0.0),
V2(0.0, 1.0),
V2(0.0, -1.0),
};
int closest_index = -1;
float closest_dot = -99999999.0f;
for(int i = 0; i < 4; i++)
{
float dot = DotV2(compass_dirs[i], to_player);
if(dot > closest_dot)
{
closest_index = i;
closest_dot = dot;
}
}
Vec2 move_dir = compass_dirs[closest_index];
Vec2 move = MulV2F(move_dir, move_dist);
at_new.upper_left = AddV2(at_new.upper_left,move);
at_new.lower_right = AddV2(at_new.lower_right,move);
}
}
}
}
character_pos = aabb_center(at_new);
cam.pos = HMM_LerpV2(cam.pos, dt*8.0f, HMM_MulV2F(character_pos, -1.0f * cam.scale));
cam.pos = LerpV2(cam.pos, dt*8.0f, MulV2F(character_pos, -1.0f * cam.scale));
#ifdef DEVTOOLS
// mouse pos
dbgsquare(screen_to_world(mouse_pos));
// tile coord
{
redsquare(screen_to_world(mouse_pos));
/*
HMM_Vec2 points[4] =
{0};
quad_points_centered_size(points, screen_to_world(mouse_pos), HMM_V2(10.0, 10.0));
draw_quad(true, points, image_white_square,full_region(image_font), RED);
*/
TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos));
Vec2 points[4] ={0};
AABB q = tile_aabb(hovering);
dbgrect(q);
draw_text(false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK);
}
// tile coord
// line test
{
TileCoord hovering = world_to_tilecoord(screen_to_world(mouse_pos));
HMM_Vec2 points[4] =
{0};
quad_points_centered_size(points, tilecoord_to_world(hovering), HMM_V2(10.0, 10.0));
draw_quad(true, points, image_white_square,full_region(image_font), RED);
dbgline(character_pos, screen_to_world(mouse_pos));
}
// debug draw font image
{
HMM_Vec2 points[4] =
{0};
quad_points_centered_size(points, HMM_V2(0.0, 0.0), HMM_V2(250.0, 250.0));
draw_quad(true, points, image_font,full_region(image_font), WHITE);
draw_quad(true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font,full_region(image_font), WHITE);
}
// statistics
{
char statistics[1024] =
{0};
snprintf(statistics, sizeof(statistics), "Frametime: %.1f ms\nProcessing: %.1f ms", dt*1000.0, last_frame_processing_time*1000.0);
HMM_Vec2 pos = HMM_V2(0.0, screen_size().Y);
AABB bounds = draw_text(false, true, statistics, strlen(statistics), pos, BLACK);
Vec2 pos = V2(0.0, screen_size().Y);
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms", dt*1000.0, last_frame_processing_time*1000.0);
AABB bounds = draw_text(false, true, stats, pos, BLACK);
pos.Y -= bounds.upper_left.Y - screen_size().Y;
bounds = draw_text(false, true, statistics, strlen(statistics), pos, BLACK);
bounds = draw_text(false, true, stats, pos, BLACK);
// background panel
colorbox(false, bounds.upper_left, bounds.lower_right, (Color){1.0, 1.0, 1.0, 0.3f});
//colorbox(false, HMM_V2(50,screen_size().Y), HMM_V2(100,0), RED);
//colorbox(false, bounds.upper_left, bounds.lower_right, RED);
draw_text(false, false, statistics, strlen(statistics), pos, BLACK);
colorquad(false, quad_aabb(bounds), (Color){1.0, 1.0, 1.0, 0.3f});
draw_text(false, false, stats, pos, BLACK);
}
// text test render
#if 0
const char *text = "great idea\nother idea";
// measure text
HMM_Vec2 pos = character_pos;
Vec2 pos = character_pos;
{
AABB bounds = draw_text(true, true, text, strlen(text), pos, WHITE);
@ -848,8 +955,8 @@ void frame(void)
#endif // devtools
if(fabsf(movement.X) > 0.01f) character_facing_left = movement.X < 0.0f;
HMM_Vec2 character_sprite_pos = HMM_AddV2(character_pos, HMM_V2(0.0, 20.0f));
if(HMM_LenV2(movement) > 0.01)
Vec2 character_sprite_pos = AddV2(character_pos, V2(0.0, 20.0f));
if(LenV2(movement) > 0.01)
{
draw_animated_sprite(&knight_running, time, character_facing_left, character_sprite_pos, WHITE);
} else
@ -857,63 +964,65 @@ void frame(void)
draw_animated_sprite(&knight_idle, time, character_facing_left, character_sprite_pos, WHITE);
}
sg_end_pass();
sg_commit();
last_frame_processing_time = stm_sec(stm_diff(stm_now(),time_start_frame));
}
void cleanup(void)
{
sg_shutdown();
}
reset(&scratch);
}
void cleanup(void)
{
sg_shutdown();
}
void event(const sapp_event *e)
void event(const sapp_event *e)
{
if(e->type == SAPP_EVENTTYPE_KEY_DOWN)
{
if(e->type == SAPP_EVENTTYPE_KEY_DOWN)
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
keydown[e->key_code] = true;
if(e->key_code == SAPP_KEYCODE_ESCAPE)
{
assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
keydown[e->key_code] = true;
if(e->key_code == SAPP_KEYCODE_ESCAPE)
{
sapp_quit();
}
#ifdef DEVTOOLS
if(e->key_code == SAPP_KEYCODE_T)
{
mouse_frozen = !mouse_frozen;
}
#endif
sapp_quit();
}
if(e->type == SAPP_EVENTTYPE_KEY_UP)
#ifdef DEVTOOLS
if(e->key_code == SAPP_KEYCODE_T)
{
keydown[e->key_code] = false;
mouse_frozen = !mouse_frozen;
}
if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE)
{
bool ignore_movement = false;
#ifdef DEVTOOLS
if(mouse_frozen) ignore_movement = true;
#endif
if(!ignore_movement) mouse_pos = HMM_V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
}
}
sapp_desc sokol_main(int argc, char* argv[])
if(e->type == SAPP_EVENTTYPE_KEY_UP)
{
(void)argc; (void)argv;
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.event_cb = event,
.width = 800,
.height = 600,
//.gl_force_gles2 = true, not sure why this was here in example, look into
.window_title = "RPGPT",
.win32_console_attach = true,
.icon.sokol_default = true,
};
keydown[e->key_code] = false;
}
if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE)
{
bool ignore_movement = false;
#ifdef DEVTOOLS
if(mouse_frozen) ignore_movement = true;
#endif
if(!ignore_movement) mouse_pos = V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
}
}
sapp_desc sokol_main(int argc, char* argv[])
{
(void)argc; (void)argv;
return (sapp_desc){
.init_cb = init,
.frame_cb = frame,
.cleanup_cb = cleanup,
.event_cb = event,
.width = 800,
.height = 600,
//.gl_force_gles2 = true, not sure why this was here in example, look into
.window_title = "RPGPT",
.win32_console_attach = true,
.icon.sokol_default = true,
};
}

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