Implement main game rendering WIP

This commit is contained in:
Dendy 2022-07-25 15:32:25 +02:00
parent 022afa07b0
commit 95c340b915
13 changed files with 119 additions and 129 deletions

3
.gitmodules vendored
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@ -4,3 +4,6 @@
[submodule "lib/zgl"]
path = lib/zgl
url = https://github.com/ziglibs/zgl
[submodule "lib/zlm"]
path = lib/zlm
url = https://github.com/ziglibs/zlm

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@ -18,6 +18,7 @@ pub fn build(b: *std.build.Builder) void {
sdk.link(exe, .dynamic);
exe.addPackagePath("zgl", "lib/zgl/zgl.zig");
exe.addPackagePath("zlm", "lib/zlm/zlm.zig");
exe.addPackage(sdk.getWrapperPackage("sdl2"));
exe.linkSystemLibrary("gl");

1
lib/zlm Submodule

@ -0,0 +1 @@
Subproject commit e9da7f084055eb3fab0454ef4d5db0a103ff96df

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@ -1,13 +1,14 @@
const Self = @This();
const SDL = @import("sdl2");
activate: bool = false,
holding: bool = false,
code: u8, // SDL Keycode
scancode: SDL.Scancode, // SDL Keycode
callback: *const anyopaque, // MUST be a function with void return
pub fn init(code: u8, callback: *const anyopaque) Self {
pub fn init(scancode: SDL.Scancode, callback: *const anyopaque) Self {
return Self{
.code = code,
.scancode = scancode,
.callback = callback,
};
}

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@ -37,13 +37,13 @@ piece: Piece,
shadow: Piece,
action_list: [7]Action = .{
Action.init(SDL.SDL_SCANCODE_D, actionRight), // Right
Action.init(SDL.SDL_SCANCODE_A, actionLeft), // Left
Action.init(SDL.SDL_SCANCODE_S, actionDown), // Down
Action.init(SDL.SDL_SCANCODE_W, actionHard), // Instant Drop
Action.init(SDL.SDL_SCANCODE_SPACE, actionSwap), // Swap Piece
Action.init(SDL.SDL_SCANCODE_RIGHT, actionRotR), // Rotate
Action.init(SDL.SDL_SCANCODE_LEFT, actionRotL), // Rotate
Action.init(SDL.Scancode.d, actionRight), // Right
Action.init(SDL.Scancode.a, actionLeft), // Left
Action.init(SDL.Scancode.s, actionDown), // Down
Action.init(SDL.Scancode.w, actionHard), // Instant Drop
Action.init(SDL.Scancode.space, actionSwap), // Swap Piece
Action.init(SDL.Scancode.right, actionRotR), // Rotate
Action.init(SDL.Scancode.left, actionRotL), // Rotate
},
timer_down: Timer,
@ -53,7 +53,7 @@ timer_right_arr: Timer,
timer_right_das: Timer,
timer_gravity: Timer,
pub fn init(renderer: *SDL.SDL_Renderer) Self {
pub fn init(renderer: Renderer.Renderer) Self {
var ret = Self{
.grid = Grid.init(),
@ -164,14 +164,14 @@ pub fn tick(self: *Self) State {
}
// KEY EVENTS
var key_state = SDL.SDL_GetKeyboardState(null);
var key_state = SDL.getKeyboardState();
for (self.action_list) |*action| {
if (key_state[action.*.code] == 1 and !action.*.holding) {
if (key_state.isPressed(action.*.scancode) and !action.*.holding) {
action.*.holding = true;
action.*.activate = true;
}
if (key_state[action.*.code] == 0) {
if (!key_state.isPressed(action.*.scancode)) {
action.*.holding = false;
}

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@ -6,7 +6,7 @@ const Color = @import("../color.zig");
const Self = @This();
free: bool,
color: SDL.SDL_Color,
color: SDL.Color,
pub fn init() Self {
return Self{

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@ -51,7 +51,7 @@ dropped: bool = false,
swapped: bool = false,
piece_type: Type,
color: SDL.SDL_Color,
color: SDL.Color,
pub fn init(piece_type: Type) Self {
return Self{

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@ -4,27 +4,23 @@ const Game = @import("../Game.zig");
const Bag = @import("Bag.zig");
const Grid = @import("Grid.zig");
const Piece = @import("Piece.zig");
pub const Renderer = @import("../Renderer.zig");
const color = @import("../color.zig");
const Self = @This();
renderer: *SDL.SDL_Renderer,
renderer: Renderer,
grid_cell_size: i32,
grid_pos_x: i32,
grid_pos_y: i32,
pub fn init(renderer: *SDL.SDL_Renderer) Self {
// Calculate positions
var aux_w: i32 = undefined;
var aux_h: i32 = undefined;
pub fn init(renderer: Renderer) Self {
var wsize = renderer.getOutputSize();
// TODO: have in mind the return value
_ = SDL.SDL_GetRendererOutputSize(renderer, &aux_w, &aux_h);
const grid_cell_size = @divFloor(@minimum(aux_w, aux_h), 32);
const grid_pos_x = @divFloor(aux_w, 2) - (grid_cell_size * @divFloor(Grid.ncolumns, 2));
const grid_pos_y = @divFloor(aux_h, 2) - (grid_cell_size * @divFloor(Grid.nrows + Grid.buffer, 2));
const grid_cell_size = @divFloor(@minimum(wsize.width, wsize.height), 32);
const grid_pos_x = @divFloor(wsize.width, 2) - (grid_cell_size * @divFloor(Grid.ncolumns, 2));
const grid_pos_y = @divFloor(wsize.height, 2) - (grid_cell_size * @divFloor(Grid.nrows + Grid.buffer, 2));
return Self{
.renderer = renderer,
.grid_pos_x = grid_pos_x,
@ -36,16 +32,7 @@ pub fn init(renderer: *SDL.SDL_Renderer) Self {
pub fn renderBag(self: *Self, game: Game) void {
const pos_x = self.grid_pos_x + ((Grid.ncolumns + 1) * self.grid_cell_size);
const pos_y = self.grid_pos_y + (Grid.buffer * self.grid_cell_size);
const cell_size = self.grid_cell_size;
var rect = SDL.SDL_Rect{
.x = pos_x,
.y = pos_y,
.w = cell_size,
.h = cell_size,
};
//var trans: u8 = 0;
var r: u8 = 0;
var g: u8 = 0;
var b: u8 = 0;
@ -69,13 +56,13 @@ pub fn renderBag(self: *Self, game: Game) void {
a = 50;
}
rect.x = pos_x + @intCast(i32, x) * cell_size;
rect.y = pos_y + (@intCast(i32, y) + @intCast(i32, i * piece.structure.len)) * cell_size;
const new_x = pos_x + @intCast(i32, x) * self.grid_cell_size;
const new_y = pos_y + (@intCast(i32, y) + @intCast(i32, i * piece.structure.len)) * self.grid_cell_size;
_ = SDL.SDL_SetRenderDrawColor(self.renderer, r, g, b, a);
_ = SDL.SDL_RenderFillRect(self.renderer, &rect);
_ = SDL.SDL_SetRenderDrawColor(self.renderer, r -| 30, g -| 30, b -| 30, a);
_ = SDL.SDL_RenderDrawRect(self.renderer, &rect);
self.renderer.setColor(r, g, b, a);
self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
self.renderer.setColor(r -| 30, g -| 30, b -| 30, a);
self.renderer.drawRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
}
}
}
@ -85,16 +72,7 @@ pub fn renderBag(self: *Self, game: Game) void {
pub fn renderHeld(self: *Self, game: Game) void {
const pos_x = self.grid_pos_x - (5 * self.grid_cell_size);
const pos_y = self.grid_pos_y + (Grid.buffer * self.grid_cell_size);
const cell_size = self.grid_cell_size;
var rect = SDL.SDL_Rect{
.x = pos_x,
.y = pos_y,
.w = cell_size,
.h = cell_size,
};
//var trans: u8 = 0;
var r: u8 = 0;
var g: u8 = 0;
var b: u8 = 0;
@ -117,13 +95,13 @@ pub fn renderHeld(self: *Self, game: Game) void {
a = 50;
}
rect.x = pos_x + @intCast(i32, x) * cell_size;
rect.y = pos_y + @intCast(i32, y) * cell_size;
const new_x = pos_x + @intCast(i32, x) * self.grid_cell_size;
const new_y = pos_y + @intCast(i32, y) * self.grid_cell_size;
_ = SDL.SDL_SetRenderDrawColor(self.renderer, r, g, b, a);
_ = SDL.SDL_RenderFillRect(self.renderer, &rect);
_ = SDL.SDL_SetRenderDrawColor(self.renderer, r -| 30, g -| 30, b -| 30, a);
_ = SDL.SDL_RenderDrawRect(self.renderer, &rect);
self.renderer.setColor(r, g, b, a);
self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
self.renderer.setColor(r -| 30, g -| 30, b -| 30, a);
self.renderer.drawRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
}
}
}
@ -138,19 +116,8 @@ pub fn render(self: *Self, game: Game) void {
}
pub fn renderPiece(self: *Self, piece: Piece) void {
const cell_size = self.grid_cell_size;
const pos_x = self.grid_pos_x;
const pos_y = self.grid_pos_y;
const renderer = self.renderer;
var rect = SDL.SDL_Rect{
.x = pos_x,
.y = pos_y,
.w = cell_size,
.h = cell_size,
};
for (piece.structure) |_, y| {
for (piece.structure[y]) |_, x| {
@ -164,34 +131,23 @@ pub fn renderPiece(self: *Self, piece: Piece) void {
var b = piece.color.b;
var a = piece.color.a;
rect.x = pos_x + (@intCast(i32, x) + piece.col) * cell_size;
rect.y = pos_y + (@intCast(i32, y) + piece.row) * cell_size;
const new_x = pos_x + (@intCast(i32, x) + piece.col) * self.grid_cell_size;
const new_y = pos_y + (@intCast(i32, y) + piece.row) * self.grid_cell_size;
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
_ = SDL.SDL_RenderFillRect(renderer, &rect);
_ = SDL.SDL_SetRenderDrawColor(renderer, r -| 30, g -| 30, b -| 30, a +| 30);
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
self.renderer.setColor(r, g, b, a);
self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
self.renderer.setColor(r -| 30, g -| 30, b -| 30, a);
self.renderer.drawRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
}
}
}
pub fn renderGrid(self: *Self, grid: Grid) void {
const cell_size = self.grid_cell_size;
const pos_x = self.grid_pos_x;
const pos_y = self.grid_pos_y;
const renderer = self.renderer;
const lg = color.light_grey;
var rect = SDL.SDL_Rect{
.x = pos_x,
.y = pos_y,
.w = cell_size,
.h = cell_size,
};
const buffer = Grid.buffer;
var visible = grid.cells[buffer..];
var visible = grid.cells[Grid.buffer..];
for (visible) |_, y| {
for (visible[y]) |_, x| {
var r = visible[y][x].color.r;
@ -199,13 +155,13 @@ pub fn renderGrid(self: *Self, grid: Grid) void {
var b = visible[y][x].color.b;
var a = visible[y][x].color.a;
rect.x = pos_x + @intCast(i32, x) * cell_size;
rect.y = pos_y + (@intCast(i32, y) + buffer) * cell_size;
const new_x = pos_x + @intCast(i32, x) * self.grid_cell_size;
const new_y = pos_y + (@intCast(i32, y) + Grid.buffer) * self.grid_cell_size;
_ = SDL.SDL_SetRenderDrawColor(renderer, r, g, b, a);
_ = SDL.SDL_RenderFillRect(renderer, &rect);
_ = SDL.SDL_SetRenderDrawColor(renderer, color.light_grey.r, color.light_grey.g, color.light_grey.b, color.light_grey.a);
_ = SDL.SDL_RenderDrawRect(renderer, &rect);
self.renderer.setColor(r, g, b, a);
self.renderer.fillRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
self.renderer.setColor(lg.r, lg.g, lg.b, lg.a);
self.renderer.drawRectangle(new_x, new_y, self.grid_cell_size, self.grid_cell_size);
}
}
}

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@ -1,6 +1,8 @@
const std = @import("std");
const sdl = @import("sdl2");
const zlm = @import("zlm");
const gl = @import("zgl");
const m = zlm.SpecializeOn(f32);
const Self = @This();
@ -16,6 +18,8 @@ pub fn init() !Self {
// Set OpenGL version
try sdl.gl.setAttribute(.{ .context_major_version = 3 });
try sdl.gl.setAttribute(.{ .context_minor_version = 3 });
try sdl.gl.setAttribute(.{ .multisamplebuffers = true });
try sdl.gl.setAttribute(.{ .multisamplesamples = 4 });
const window = try sdl.createWindow(
"USG",
@ -28,6 +32,7 @@ pub fn init() !Self {
const ctx = try sdl.gl.createContext(window);
var mvp_loc: u32 = undefined;
var color_loc: u32 = undefined;
const program = gl.Program.create();
{
@ -44,10 +49,19 @@ pub fn init() !Self {
program.attach(fs);
defer program.detach(fs);
program.link();
mvp_loc = program.uniformLocation("mvp").?;
color_loc = program.uniformLocation("color").?;
}
program.use();
var wsize = window.getSize();
var xunit = @intToFloat(f32, wsize.width);
var yunit = @intToFloat(f32, wsize.height);
const ortho = m.Mat4.createOrthogonal(0.0, xunit, yunit, 0.0, 0.0, 100.0);
gl.uniformMatrix4fv(mvp_loc, false, &.{ ortho.fields });
var vertex_array = gl.VertexArray.gen();
vertex_array.bind();
@ -77,7 +91,7 @@ pub fn deinit(self: Self) void {
sdl.gl.deleteContext(self.context);
}
pub fn setColor(self: *Self, r: u8, g: u32, b: u32, a: u32) void {
pub fn setColor(self: *Self, r: u8, g: i32, b: i32, a: i32) void {
self.*.color = .{
@intToFloat(f32, r)/255.0,
@intToFloat(f32, g)/255.0,
@ -86,34 +100,46 @@ pub fn setColor(self: *Self, r: u8, g: u32, b: u32, a: u32) void {
};
}
pub fn drawRectangle(self: *Self, x: u32, y: u32, w: u32, h: u32) void {
var wsize = self.window.getSize();
pub fn drawRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
_ = self;
_ = x;
_ = y;
_ = w;
_ = h;
}
var xunit = 2 / @intToFloat(f32, wsize.width);
var yunit = 2 / @intToFloat(f32, wsize.height);
var xf = @intToFloat(f32, x) * xunit - 1;
var yf = 1 - @intToFloat(f32, y) * yunit;
var wf = @intToFloat(f32, w) * xunit;
var hf = @intToFloat(f32, h) * yunit;
pub fn fillRectangle(self: *Self, x: i32, y: i32, w: i32, h: i32) void {
var xf = @intToFloat(f32, x);
var yf = @intToFloat(f32, y);
var wf = @intToFloat(f32, w);
var hf = @intToFloat(f32, h);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, .float, false, 0, 0);
std.debug.print("{} {}\n", .{ xf, yf });
const vertex_buffer = [_]f32{
xf, yf , 0.0,
xf + wf, yf , 0.0,
xf, yf + hf, 0.0,
xf + wf, yf + hf, 0.0,
xf + wf, yf , 0.0,
xf, yf + hf, 0.0,
};
self.buffer.data(f32, &vertex_buffer, .static_draw);
gl.uniform4fv(self.color_loc, &.{ self.color });
gl.drawArrays(.triangles, 0, 3);
gl.drawArrays(.triangles, 3, 6);
gl.disableVertexAttribArray(0);
_ = xf;
_ = yf;
}
pub const OutputSize = struct { width: c_int, height: c_int };
pub fn getOutputSize(self: Self) OutputSize {
var wsize = self.window.getSize();
return OutputSize{
.width = wsize.width,
.height = wsize.height,
};
}

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@ -19,7 +19,7 @@ pub fn init(target: u64) Self {
pub fn start(self: *Self) void {
self.started = true;
self.progress = 0;
self.initial = SDL.SDL_GetTicks64();
self.initial = SDL.getTicks64();
}
pub fn unstop (self: *Self) void {
@ -29,7 +29,7 @@ pub fn unstop (self: *Self) void {
pub fn finished(self: *Self) bool {
if (self.started) {
self.progress = SDL.SDL_GetTicks64() - self.initial;
self.progress = SDL.getTicks64() - self.initial;
if (self.progress >= self.target) {
return true;
} else return false;
@ -40,7 +40,7 @@ pub fn finished(self: *Self) bool {
pub fn reset(self: *Self) void {
self.progress = 0;
self.initial = SDL.SDL_GetTicks64();
self.initial = SDL.getTicks64();
}
pub fn stop(self: *Self) void {

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@ -1,66 +1,66 @@
const SDL = @import("sdl2");
pub const yellow = SDL.SDL_Color{
pub const yellow = SDL.Color{
.r = 232,
.g = 216,
.b = 165,
.a = 255,
};
pub const brown = SDL.SDL_Color{
pub const brown = SDL.Color{
.r = 180,
.g = 130,
.b = 90,
.a = 255,
};
pub const cyan = SDL.SDL_Color{
pub const cyan = SDL.Color{
.r = 138,
.g = 167,
.b = 172,
.a = 255,
};
pub const orange = SDL.SDL_Color{
pub const orange = SDL.Color{
.r = 222,
.g = 154,
.b = 40,
.a = 255,
};
pub const blue = SDL.SDL_Color{
pub const blue = SDL.Color{
.r = 112,
.g = 123,
.b = 136,
.a = 255,
};
pub const green = SDL.SDL_Color{
pub const green = SDL.Color{
.r = 142,
.g = 146,
.b = 87,
.a = 255,
};
pub const red = SDL.SDL_Color{
pub const red = SDL.Color{
.r = 229,
.g = 93,
.b = 77,
.a = 255,
};
pub const purple = SDL.SDL_Color{
pub const purple = SDL.Color{
.r = 180,
.g = 171,
.b = 189,
.a = 255,
};
pub const pink = SDL.SDL_Color{
pub const pink = SDL.Color{
.r = 230,
.g = 115,
.b = 170,
.a = 255,
};
pub const dark_grey = SDL.SDL_Color{
pub const dark_grey = SDL.Color{
.r = 40,
.g = 40,
.b = 40,
.a = 255,
};
pub const light_grey = SDL.SDL_Color{
pub const light_grey = SDL.Color{
.r = 80,
.g = 80,
.b = 80,

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@ -1,8 +1,8 @@
const std = @import("std");
const sdl = @import("sdl2");
const SDL = @import("sdl2");
const Renderer = @import("Renderer.zig");
//const Game = @import("Game.zig");
const Game = @import("Game.zig");
//const MainMenu = @import("MainMenu.zig");
//const State = @import("flow.zig").State;
@ -12,14 +12,14 @@ pub fn main() !void {
defer renderer.deinit();
//var main_menu = MainMenu.init();
//var game = Game.init(renderer);
var game = Game.init(renderer);
//var current_state: State = main_menu.state;
//_ = SDL.IMG_Init(SDL.IMG_INIT_JPG);
mainLoop: while (true) {
while (sdl.pollEvent()) |ev| {
while (SDL.pollEvent()) |ev| {
switch (ev) {
.quit => break :mainLoop,
else => {},
@ -31,6 +31,8 @@ pub fn main() !void {
renderer.render();
_ = game.tick();
//current_state = switch (current_state) {
//.main_menu => main_menu.tick(),
//.game => game.tick(),

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@ -1,8 +1,8 @@
#version 330 core
uniform mat4 mvp;
layout(location = 0) in vec3 vertexPosition_modelspace;
void main() {
gl_Position.xyz = vertexPosition_modelspace;
gl_Position.w = 1.0;
gl_Position = mvp * vec4(vertexPosition_modelspace, 1);
}