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-rw-r--r--source/game/game.cpp144
-rw-r--r--source/game/game.h22
2 files changed, 139 insertions, 27 deletions
diff --git a/source/game/game.cpp b/source/game/game.cpp
index 337fe11..4229483 100644
--- a/source/game/game.cpp
+++ b/source/game/game.cpp
@@ -1,25 +1,86 @@
#include "game.h"
-void game_setup(GameState *state) {
- glUseProgram(state->triangle_sp);
+Cloth game_cloth = {
+ .width = 32,
+ .elasticity = 10.0f,
+ .padding = 30.0f,
+};
+
+void game_init(GameState *state) {
+ i32 cloth_rows = NUM_POINTS / game_cloth.width;
+ Vec2 start_pos = {
+ .x = state->width / 4.0f,
+ .y = state->height - state->height/4.0f
+ };
+
+ i32 max_rows = NUM_POINTS / game_cloth.width;
+ i32 max_cols = game_cloth.width;
+ i32 curr_row = 0, curr_col = 0;
+ Vec2 running_pos = start_pos;
+ for (i32 i = 0; i < NUM_POINTS; i++) {
+ Point p = {
+ .id = i,
+ .active = 1,
+ .prev_pos = running_pos,
+ .curr_pos = running_pos,
+ .force = {0.0f,0.0f}
+ };
+ {
+ // @fixme
+ i32 left_ind = i%max_cols == 0 ? -1 : i-1;
+ i32 right_ind = i%max_cols == max_cols - 1 ? -1 : i+1;
+ i32 top_ind = i/max_cols == 0 ? -1 : i - max_cols;
+ i32 bot_ind = i/max_cols == max_rows-1 ? -1 : i + max_cols;
+ p.constraints[0] = left_ind;
+ p.constraints[1] = top_ind;
+ p.constraints[2] = right_ind;
+ p.constraints[3] = bot_ind;
+ }
+ game_cloth.points[i] = p;
+
+ // next position
+ i32 next_row = (i+1)/max_cols;
+ i32 next_col = (i+1)%max_cols;
+ Vec2 next_pos = {
+ start_pos.x + game_cloth.padding*next_col,
+ start_pos.y - game_cloth.padding*next_row
+ };
+ running_pos = next_pos;
+ }
+}
+
+void game_shader_init_uniforms(GameState *state) {
Mat4 projection = calcify_ortho4m(0.0f, state->width, 0.0f, state->height, 0.1f, 10.0f);
+
+ glUseProgram(state->triangle_sp);
i32 triangle_proj_loc = glGetUniformLocation(state->triangle_sp, "Projection");
glUniformMatrix4fv(triangle_proj_loc, 1, 0, projection.buffer);
+
+ glUseProgram(state->line_sp);
+ i32 line_proj_loc = glGetUniformLocation(state->line_sp, "Projection");
+ glUniformMatrix4fv(line_proj_loc, 1, 0, projection.buffer);
+
glUseProgram(0);
};
void game_handle_event(GameState *state, GameEventType type) {
switch (type) {
case GAME_EVENT_RESIZE: {
- glUseProgram(state->triangle_sp);
glViewport(0, 0, state->width, state->height);
-
Mat4 projection = calcify_ortho4m(0.0f, state->width, 0.0f, state->height, 1.0f, 10.0f);
+
+ glUseProgram(state->triangle_sp);
+ // @step: update triangle sp
i32 triangle_proj_loc = glGetUniformLocation(state->triangle_sp, "Projection");
glUniformMatrix4fv(triangle_proj_loc,
1, 0,
projection.buffer);
- glUseProgram(0);
+ glUseProgram(state->line_sp);
+ // @step: update line sp
+ i32 line_proj_loc = glGetUniformLocation(state->line_sp, "Projection");
+ glUniformMatrix4fv(line_proj_loc,
+ 1, 0,
+ projection.buffer);
} break;
default:
@@ -27,30 +88,61 @@ void game_handle_event(GameState *state, GameEventType type) {
}
}
-void game_update_and_render(GameState *state) {
- glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT);
+void draw_line(GameState *state, Vec3 position, Vec2 size, r32 rotation, Vec3 color) {
+ glUseProgram(state->line_sp);
- glUseProgram(state->triangle_sp);
Mat4 model = calcify_ident4m();
- Mat4 scale = calcify_scaling_matrix4m(105.0f, 95.0f);
- model = calcify_multiply4m(scale, model);
+ Mat4 rotate = calcify_rotation_matrix4m(rotation, {.x=0,.y=0,.z=1});
+ Mat4 origin_set = calcify_translation_matrix4m(size.x/2.0f,
+ 0.0f,
+ 0.0f);
+ Mat4 scale = calcify_scaling_matrix4m(size.x, size.y);
+ Mat4 pos = calcify_translation_matrix4m(position.x,
+ position.y,
+ position.z);
- Mat4 pos = calcify_translation_matrix4m(350.0f, 950.0f, -1.0f);
+ model = calcify_multiply4m(scale, model);
+ model = calcify_multiply4m(origin_set, model);
+ model = calcify_multiply4m(rotate, model);
model = calcify_multiply4m(pos, model);
- i32 model_loc = glGetUniformLocation(state->triangle_sp,
+
+ i32 model_loc = glGetUniformLocation(state->line_sp,
"Model");
- glUniformMatrix4fv(
- model_loc,
- 1, 0,
- model.buffer
- );
-
- Vec3 Color = (Vec3){.r=0.4,.g=0.9,.b=0.7};
- glUniform3f(glGetUniformLocation(state->triangle_sp,
- "Color"),
- Color.r, Color.g, Color.b);
- glBindVertexArray(state->triangle_vao);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- glBindVertexArray(0);
+ glUniformMatrix4fv(model_loc,
+ 1, 0,
+ model.buffer);
+ i32 color_loc = glGetUniformLocation(state->line_sp,
+ "Color");
+ glUniform3f(color_loc, color.x, color.y, color.z);
+
+ glBindVertexArray(state->line_vao);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glUseProgram(0);
+}
+
+void game_update_and_render(GameState *state) {
+ glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ for (int i = 0; i < NUM_POINTS; i++) {
+ Point p = game_cloth.points[i];
+ if (!p.active) continue;
+
+ for (int c = 2; c < 4; c++) {
+ i32 ci = p.constraints[c];
+ if (ci == -1) continue;
+ Point constraint = game_cloth.points[ci];
+ Vec2 a = p.curr_pos;
+ Vec2 b = constraint.curr_pos;
+ Vec2 dir_vector = {b.x - a.x, b.y - a.y};
+ r32 line_length = sqrt(dir_vector.x*dir_vector.x +
+ dir_vector.y*dir_vector.y);
+ r32 rot_angle = atan2(dir_vector.y,dir_vector.x);
+ draw_line(state,
+ {a.x, a.y, -1.0f},
+ {line_length, 3.0f},
+ rot_angle,
+ {0.4f, 0.5f, 0.7f});
+ }
+ }
}
diff --git a/source/game/game.h b/source/game/game.h
index 4c6f1f2..6cd5d56 100644
--- a/source/game/game.h
+++ b/source/game/game.h
@@ -12,9 +12,29 @@
#endif
extern "C" {
+ EXPORT void game_init(GameState *state);
+ EXPORT void game_shader_init_uniforms(GameState *state);
EXPORT void game_handle_event(GameState *state, GameEventType type);
- EXPORT void game_setup(GameState *state);
EXPORT void game_update_and_render(GameState *state);
}
+struct Point {
+ i32 id;
+ b8 active;
+ Vec2 prev_pos;
+ Vec2 curr_pos;
+ Vec2 force;
+ i32 constraints[4];
+};
+typedef struct Point Point;
+
+#define NUM_POINTS 1024
+struct Cloth {
+ i32 width;
+ r32 elasticity;
+ r32 padding;
+ Point points[NUM_POINTS];
+};
+typedef struct Cloth Cloth;
+
#endif // AMR_GAME_H